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DalkonCledwin
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Aquamage Brainstorm & Notes

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Aquamage
Premise: From the depths of time rises a prophecy foretold in salt and sea - a child born of land, water and magic shall rise up to unite the world… or drown it in chaos. “The tide beckons Mister Potter, and not even you can escape its pull…”
Required Inclusions:
- Lily Evans was a Highborn Atlantean and member of the royal family of Poseidonis, who had fostered out to the Evans family in Britain due to the war with Xebel, and attended Hogwarts because she was capable of magic and lived in Britain.
- Harry is therefore a Highborn Atlantean Wizard Hybrid, and discovers his powers as such while on a trip to the Surrey Zoo where he speaks to an animal in the aquarium rather than a snake in the reptile house. Before this, he thought he just had a weird fascination with the sea.
- Harry is capable of communicating with all aquatic beings, even the most ancient and mythical ones, which includes the various species of water snakes (Basilisks seem to be a rare venomous version of a water snake), as well as more typical Sea Serpents.
- Harry’s powers also including the typical abilities associated with Atlanteans, including Hydrokinesis (which seems to be all encompassing for Atlanteans these days).
- This fic being set in an alternate reality to the one which featured in the recent Aquaman movie, so there won’t necessarily be counterparts to the characters from that movie, and if there is to be a counterpart to Arthur, then it is Harry who fulfills that role.
Preferred Inclusions:
- It is requested that Harry eventually seek out a Queen, but that this isn’t to happen until his fourth year at Hogwarts at the absolute earliest.
- Harry’s moral and ethical alignment are left open for the author to determine, but it is preferred that he be at least Neutral Good.
Optional Inclusions:
- Harry eventually gaining the use of the Trident of Atlan.
- Harry eventually bringing Atlantis to the Surface.
Forbidden Things:
- Don’t include DCEU’s Man of Steel or Dawn of Justice in the plot of this fic. The rest of the DCEU is available for use, though Aquaman would be heavily altered if used.
- Harry ending up romantically involved with a male character.
- Harry the Weak Emo Doormat.
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Harry Potter / The Trio / Y1 / Aquamage

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Art by KeiARTx on DeviantArt
(Image is unfortunately not representative of eye color)

Aquamage (Harry Potter) - PL 9
Age: 11 / Height: 4' 10" / Weight: 84 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +16 / Rep Rank: +11

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

General Advantages
Adorable, Artificer, Assessment, Beginner's Luck, Benefit, Renown, Benefit, Social Class 4 (royalty), Benefit, Wealth 2 (independently wealthy), Diehard, Extraordinary Effort, Fast Grab, Favored Environment: Aquatic, Fighting Style: Brawling, Great Endurance, Inspire 2, Interpose, Languages 1, Leadership, Lionheart, Second Chance: Resisting Mind Control, Teamwork, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Power Attack

Enhanced Advantages
Animal Empathy

Skills
Acrobatics 4 (+7), Athletics 4 (+12), Close Combat: Brawling 4 (+7), Deception 4 (+8), Expertise (AGL): Riding 6 (+9), Expertise (AWE): Cooking 4 (+8), Expertise: Magic 4 (+6), Expertise: Marine Biology 4 (+6), Expertise: Oceanography 4 (+6), Insight 6 (+10), Intimidation 2 (+6), Perception 6 (+10), Persuasion 4 (+8), Ranged Combat: Wizarding Magic 6 (+8), Stealth 4 (+7)

Powers
Atlantean Locomotion: Array
. . Dolphin Leap: Leaping 4 (talent, Leap 120 feet at 30 miles/hour; Activation: move action, Limited: to Leaping From Water)
. . Speed-Swimming: Swimming 6 (talent, Speed: 30 miles/hour, 500 feet/round)
. . Super-Leaping: Leaping 2 (talent, Leap 30 feet at 8 miles/hour)
Highborn Atlantean Wizard Hybrid Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Atlantean Might: Enhanced Strength 5 (racial, +5 STR; Limited to Lifting, Notes: Has a punching strength of 6 tons, and a lifting strength of 200 tons)
. . Built for the Depths: Impervious Toughness 4 (racial)
. . Enhanced Perception: Senses 13 (racial, Accurate (Type): Aural Senses, Analytical: Detect Magic, Counters Concealment: Astral Bodies [Visual], Darkvision, Detect: Magic [Visual] 2: ranged, Extended: Visual & aural senses 1: x10, Ultra-hearing; Limited: Darkvision is restricted to while in a body of water [3 ranks only], Quirk: Extended does not encompass olfactory or mental senses)
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Marine Telepathy: Comprehend 2 (racial, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Subtle: subtle; Broad Type: Aquatic Creatures (Includes Aquatic Serpents, such as Basilisks))
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
Holly & Phoenix Feather Wand (Easily Removable)
. . Wizarding Aptitude: Array
. . . . Bombarda: Damage 6 (force, wizarding magic, DC 21; Increased Range: ranged, Secondary Effect)
. . . . Glacius Duo: Damage 10 (cold, wizarding magic, DC 25; Increased Range: ranged)
. . . . Petrificus Totalus: Progressive Affliction 6 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 16; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree, Tiring)
. . . . Wingardium Leviosa: Move Object 5 (wizarding magic, 1600 lbs., DC 24; Damaging, Improvised Weapon 4, Increased Range: perception; Limited Direction: Ascending / Descending)
Water Control: Array
. . Air Bubble: Cloud Area Immunity 2 (air, water, Suffocation (All); Affects Others, Cloud Area 2: 30 feet radius sphere, DC 12, Sustained)
. . Summon Fog: Environment 7 (weather, Visibility (-2), Radius: 1800 feet)
. . Water Cannon: Cumulative Line Area Affliction 8 (water, 1st degree: Dazed, 2nd degree: Prone, Resisted by: Dodge, Overcome by Strength, DC 18; Line Area: 5 feet wide by 30 feet long, DC 18, Cumulative; Limited Degree)
. . Water Creatures: Summon 8 (water; Active, Controlled, Responsive)
. . Water Shield: Cloud Area Deflect 8 (water; Cloud Area: 15 feet radius sphere, DC 18, Reflect; Reduced Range: close)

Offense
Initiative +3
Bombarda: Damage 6, +8 (DC 21)
Glacius Duo: Damage 10, +8 (DC 25)
Grab, +7 (DC Spec 18)
Petrificus Totalus: Progressive Affliction 6, +8 (DC Fort/Will 16)
Throw, +2 (DC 23)
Unarmed, +7 (DC 23)
Water Cannon: Cumulative Line Area Affliction 8 (DC Fort 18)
Wingardium Leviosa: Move Object 5 (DC 24)

Complications
- Enemies: There are a number of people who would either like to use Harry to their own advantage, such as Albus Dumbledore, or else to kill Harry where he stands, such as the Dark Lord Voldemort. However the most persistent of enemies that Harry is likely to have to face in the coming years, are the other boys in Slytherin House as they will be quite stubborn in not understanding that Harry is the Alpha Male in their dormitory.
- Honor: Harry follows a strict code of honor that requires him to obey the rules of fair play and hospitality with anyone he interacts with, until they do something to betray his trust. After they do such a thing, he will go to great lengths to make them sorry they ever met him.
- Motivation: Patriotism: Harry plans to learn all that he can while at Hogwarts, and make as many influential allies on the surface world so that when he finally returns to Atlantis it is from a position of strength and power. This is why he was sorted into Slytherin House, because he is very ambitious in what he plans to accomplish.
- Power Loss: Harry can only use his Water Control array when in or near a pre-existing source of water.
- Relationship: Harry has inadvertently become the leader of a group of three Slytherins, the other two of which are both girls, one named Daphne Greengrass and the other Blaise Zabini. All three of these students desire to make Slytherin House truly represent what the founder of the House claimed its ideals were, and not what it has come to mean these days. Harry is also the son of the late Princess Lilia of Poseidonis and her husband, James Potter.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- The Trace: While above the water and on Earth, any use of Harry's wand for its intended purpose while away from Hogwarts that takes place prior to his 17th birthday will draw the attention of the Improper Use of Magic Office at the Ministry for Magic.

Languages
Atlantean [Instinctual], English

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 6 (Imp. 4), Will 10

Power Points
Abilities 64 + Powers 98 + Advantages 32 + Skills 33 (66 ranks) + Defenses 26 = 253

--------------------
Water Creatures - PL 8

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

Skills
Close Combat: Unarmed 8 (+8)

Powers
Water Creature Physiology
. . Drowning Engulf: Concentration Cumulative Affliction 8 (water, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Concentration, Cumulative)
. . Immunity to Fortitude Effects (racial)
. . Speed-Swimming: Swimming 6 (racial, Speed: 30 miles/hour, 500 feet/round)
. . Water Form: Insubstantial 1 (racial, Fluid; Custom: Water, Innate; Permanent)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)

Offense
Initiative +0
Drowning Engulf: Concentration Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +0 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +8 (DC 17)

Complications
- Enemy: Water Creatures and Fire Creatures tend to cancel each other out and thus are racial enemies to one another.
- Weakness: Ice-based attacks will have the usual effect of freezing these creatures unless they were formed out of ocean water. Electrical attacks also have an additional degree of effect against these constructs.

Languages
Not Applicable

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

Power Points
Abilities -26 + Powers 68 + Advantages 0 + Skills 4 (8 ranks) + Defenses 24 = 70
Last edited by DalkonCledwin on Thu Sep 12, 2019 11:20 am, edited 2 times in total.
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Daphne Greengrass / The Trio / Y1 / Aquamage

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - PL 8
Age: 11 / Height: 4' 7" / Weight: 78 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +17 / Rep Rank: +8

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

Advantages
Adorable 2, Artificer, Assessment, Beginner's Luck, Benefit, Social Class 3 (nobility), Benefit, Wealth 2 (independently wealthy), Connected, Daze (Deception), Defensive Roll 3, Eidetic Memory, Equipment 1, Fascinate (Deception), Inspire 2, Languages 1, Leadership, Quick Draw, Ranged Attack, Ritualist, Second Chance: Resisting Mind Control, Teamwork, Trance

Skills
Close Combat: Daggers 4 (+6), Deception 8 (+10), Expertise: Magic 6 (+9), Expertise: Politics 6 (+9), Expertise: Wizarding Lore 6 (+9), Insight 6 (+8), Intimidation 4 (+6), Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Magic 6 (+7), Sleight of Hand 6 (+7), Treatment 4 (+7)

Powers
Laurel & Unicorn Hair Wand (Easily Removable)
. . Wizarding Aptitude: Array
. . . . Episkey: Healing 4 (wizarding magic; Reach (ranged) 2: 10 ft., Restorative)
. . . . Finite Incantatem: Nullify 4 (wizarding magic, Counters: Magical Effects, DC 14; Broad, Increased Duration: concentration, Simultaneous)
. . . . Fumos: Environment 4 (weather, wizarding magic, Visibility (-2), Radius: 250 feet)
. . . . Glacius Duo: Damage 8 (cold, wizarding magic, DC 23; Increased Range: ranged)
. . . . Lumos Solem: Cumulative Line Area Affliction 4 (radiant, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 14; Line Area: 5 feet wide by 30 feet long, DC 14, Cumulative; Limited: to Vision)
Wizarding Aptitude: Talents
. . Occlumens: Impervious Will 8 (wizarding magic; Sustained)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Magical Perception: Senses 5 (racial, Analytical: Detect Magic, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Bodice Dagger
. . Dagger Strike: Strength-based Damage 1 (piercing, DC 16; Concealable, Dangerous)

Equipment
Bodice Dagger

Offense
Initiative +2
Dagger Strike: Strength-based Damage 1, +6 (DC 16)
Finite Incantatem: Nullify 4, +8 (DC Will 14)
Glacius Duo: Damage 8, +8 (DC 23)
Grab, +2 (DC Spec 10)
Lumos Solem: Cumulative Line Area Affliction 4 (DC Fort 14)
Throw, +2 (DC 15)
Unarmed, +2 (DC 15)

Complications
- Frail: Due to the Blood Malediction that she suffers from, Daphne is easily exhausted. At any time when she makes an Acrobatics, Athletics or other physically demanding skill check, as well as for every 5 rounds of sustained combat (even when using ranged attacks), she must simultaneously make a DC 10 Fortitude check. If she fails this check then she becomes Fatigued. Every time she uses one of the aforementioned skills within the same scene, as well as for every 5 rounds of combat within a single scene, the DC for her next Fortitude check in that same scene will increase by 1 point. Standard rules regarding additional degrees of fatigue apply.
- Motivation: Doing Good: Daphne desires to become a world renowned healer because she desires to find a cure for the blood malediction that both she and her sister suffer from before the curse leads one the two of them to their graves the way that it did for their mother shortly after Astoria's birth.
- Relationships: Daphne is the elder sister of Astoria Greengrass, while her parents are named Cyrus and Elizabeth. She is a longtime friend of the newly sorted Ravenclaw known as Tracey Davis, and is also one of the three friends that make up the newly formed Silver Trio.

Languages
English [Native], She's Learning French

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 6/3, Will 8 (Imp. 8)

Power Points
Abilities 24 + Powers 32 + Advantages 28 + Skills 33 (66 ranks) + Defenses 26 = 143
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Blaise Zabini / The Trio / Y1 / Aquamage

Post by DalkonCledwin »

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Art by Axsens on DeviantArt
(Blaise's father was a British Pure-Blood)

Blaise Gessica Zabini - PL 8
Age: 11 / Height: 4' 8" / Weight: 81 lbs
Hair Color: Brown / Eye Color: Brown
Wealth Rank: +16 / Rep Rank: +8

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

General Advantages
Adorable, Animal Empathy, Artificer, Assessment, Beginner's Luck, Benefit, Social Class (militant/academic), Benefit, Wealth 2 (independently wealthy), Connected, Daze (Intimidation), Diehard, Fascinate (Intimidation), Fighting Style: Aikido, Great Endurance, Improved Disarm, Interpose, Languages 1, Lionheart, Move-by Action, Power Attack, Ritualist, Second Chance: Acrobatics Checks for Tumbling, Startle, Takedown, Teamwork, Trance, Well-informed

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

Skills
Acrobatics 8 (+10), Athletics 4 (+5), Close Combat: Martial Arts 4 (+7), Deception 6 (+8), Expertise (AWE): Popular Culture 4 (+6), Expertise: Magic 4 (+6), Expertise: Wizarding Lore 4 (+6), Insight 6 (+8), Intimidation 8 (+10), Investigation 4 (+6), Perception 4 (+6), Ranged Combat: Magic 7 (+8), Technology 4 (+6)

Powers
Ash & Unicorn Hair Wand (Easily Removable)
. . Wizarding Aptitude: Array
. . . . Alohomora: Transform 4 (wizarding magic, Affects: 1 Thing > 1 Thing - Locked to Unlocked, Transforms: 12 lbs., DC 14; Reach (ranged) 2: 10 ft.; Custom: Resistible by the locksmith's modifier in the skill associated with creating the lock in question, Quirk 2: This effect is Impaired against locks enchanted with anything stronger than Coloportus)
. . . . Fumos: Environment 4 (weather, wizarding magic, Visibility (-2), Radius: 250 feet)
. . . . Glacius Duo: Damage 8 (cold, wizarding magic, DC 23; Increased Range: ranged)
Wizarding Aptitude: Talents
. . Occlumens: Impervious Will 8 (wizarding magic; Sustained)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Magical Perception: Senses 5 (racial, Analytical: Detect Magic, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Offense
Initiative +2
Alohomora: Transform 4, +8 (DC Dog 14)
Glacius Duo: Damage 8, +8 (DC 23)
Grab, +7 (DC Spec 11)
Throw, +1 (DC 16)
Unarmed, +7 (DC 16)

Complications
- Motivation: Recognition: Blaise wants to be remembered for making a lasting contribution to Wizarding Britain, rather than for the reputation that she has unfortunately inherited from her mother.
- Relationship: Blaise is the only child of Chiarina Marzia Zabini, who is herself the Heiress Apparent to the House of Zabini. She was not named for her father because Chiarina didn't wish to burden Blaise with her father's memory.
- Reputation: Blaise is the daughter of a woman who is often considered to be a black widow within Wizarding Britain, even if that isn't actually what her mother happens to be. This means that certain factions will likely take offense to Blaise being friendly with Harry for fear that she plans to do to him what her mother 'clearly' does to anyone she forms a relationship with.

Languages
English, Italian [Native]

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 7, Will 8 (Imp. 8)

Power Points
Abilities 34 + Powers 30 + Advantages 34 + Skills 34 (67 ranks) + Defenses 21 = 153
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Zatara's Apprentice Brainstorm & Notes

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Zatara’s Apprentice
Premise: Instead of leaving Harry with the Dursley family, Dumbledore asked an old acquaintance to raise Harry. This old acquaintance is none other than Giovani Zatara.
Required Inclusions:
- Harry must be a year older than Zatanna, who herself is two years older than she was in canon (i.e Harry will be 17 in 2010, while Zatanna will be 16 in the same year).
- The events of the Harry Potter books will be moved up by 13 years, so that Harry will have been born in 1993 instead of 1980.
- Harry must be a prodigy in magic, and must have been taught by Zatara.
- Harry must participate in the Triwizard Tournament and must succeed in killing Voldemort at the end of the Third Task, with Zatara and Dumbledore having located and destroyed the Horcruxes before that point in time.
- Harry must be capable of using some form of close range combat.
- Harry must be a member of the Justice League, and the one who is assigned with supervising the Young Justice Team.
- Zatanna must be Harry’s partner/sidekick, and will certainly be his primary pairing.
Preferred Inclusions:
- Harry possessing a familiar, and this is to be a familiar in the sense that Fawkes was a familiar.
- Harry providing Zatanna with a place to stay after her father becomes the new Doctor Fate.
- Harry still saving Gabrielle from the bottom of the lake, with her becoming a secondary romantic interest for him.
Optional Inclusions:
- Gabrielle being aged up from where she was in canon so as to avoid certain problems.
- Zachary Zatara giving Harry a lame attempt at a shovel speech.
Forbidden Things:
- Harry becoming romantically involved with a male character.
- Harry or Zatanna the Emo Doormats.
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Solaris / The MCs / Zatara's Apprentice

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Art by FlorenJ on DeviantArt

Solaris (Harry Potter) - PL 12
Age: 17 / Height: 5' 9" / Weight: 168 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +14

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

General Advantages
Animal Empathy, Artificer, Attractive, Benefit, Ambidexterity, Benefit, Athletics Based on Agility, Benefit, Renown, Benefit, Social Class 2 (land owning), Benefit, Wealth 3 (millionaire), Connected, Daze (Deception), Equipment 7, Fascinate (Deception), Fascinate (Persuasion), Fighting Style: Martial Arts A, Fighting Style: Martial Arts B, Hide in Plain Sight, Improved Initiative, Inspire 3, Jack-of-all-trades, Languages 4, Leadership, Quick Draw, Ritualist, Second Chance: Acrobatics Checks for Tumbling, Second Chance: Resisting Mind Control, Skill Mastery: Expertise (PRE): Stage Magic, Skill Mastery: Expertise: Magic, Throwing Mastery 2, Uncanny Dodge, Well-informed, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Hold, Improved Smash, Improved Trip, Instant Up, Power Attack

Skills
Acrobatics 8 (+13), Athletics 6 (+11), Close Combat: Martial Arts 4 (+8), Deception 10 (+14), Expertise (AGL): Riding 8 (+13), Expertise (AWE): Cooking 8 (+14), Expertise (AWE): Popular Culture 6 (+12), Expertise (PRE): Stage Magic 10 (+14), Expertise: Magic 12 (+14), Expertise: Profession: Stage Magician 10 (+12), Insight 6 (+12), Investigation 6 (+8), Perception 12 (+18), Persuasion 8 (+12), Sleight of Hand 10 (+14), Stealth 10 (+15), Technology 6 (+8), Treatment 4 (+6), Vehicles 4 (+8)

Powers
Magical Mastery: Dynamic Array
. . Elgnatne: Burst Area Affliction 8 ([0 active, 0/60 PP, 3/r+3], magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Elissim Cigam: Damage 8 ([0 active, 0/60 PP, 3/r+6], force, magical, DC 23; Affects Insubstantial 2: full rank, Increased Range 2: perception, Split 4: 5 targets)
. . Enots Fo Llaw: Create 12 ([0 active, 0/60 PP, 1/r], magical, Volume: 4000 cft., DC 22; Limited: to creating walls made of stone)
. . Etag: Movement 6 ([0 active, 0/60 PP, 4/r], magical, Dimensional 3: any dimension, 50 lbs., Space Travel 3: other galaxies; Portal)
. . Gniffehc: Quickness 8 ([0 active, 0/60 PP, 1/3r+2], magical, Perform routine tasks in -8 time ranks; Feature 2: no Tools Required; Limited to One Task: to Cooking)
. . Latropelet: Teleport 12 ([0 active, 0/60 PP, 5/r], magical, 16 miles in a move action, carrying 50 lbs.; Accurate, Portal)
. . Lortnoc Rettam: Move Object 8 ([0 active, 0/60 PP, 3/r+2], magical, 6 tons; Affects Insubstantial 2: full rank, Increased Range: perception)
. . Nrettap Citonpyh: Burst Area Affliction 12 ([0 active, 0/60 PP, 1/2r], light, magical, 1st degree: Entranced, Resisted by: Will, DC 22; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged; Limited Degree 2, Sense-dependent: Visual)
. . Rehtaew Lortnoc: Environment 8 ([0 active, 0/60 PP, 4/r], magical, Other: 3 points of effect 3, Radius: 0.5 miles; Selective)
. . Stage Magic: Variable 6 ([0 active, 0/60 PP, 7/r-7], magical; Increased Duration: continuous; Activation: move action, Check Required 6: DC 15 - Expertise: Stage Magic, Limited: Must be able to describe desired effect in backwards English, Notes: 30 pts of Traits; Magician/Illusionist Tricks)
Magical Mastery: Talents
. . Familiar Bond: Summon 15 (magical; Heroic, Mental Link; Self-Powered)
. . Gnidnatsrednu Nommoc: Comprehend 3 (magical, Languages - Read All, Languages - Understand All, Languages - You're Understood)
. . Reirrab: Protection 5 (magical, +5 Toughness; Impervious [6 extra ranks], Sustained)
Top Hat (Easily Removable)
. . A Llup I Tah Siht Fo Tuo Morf...: Variable 1 (artifice; Action: move, Increased Duration: continuous; Check Required 5: DC 14 - Sleight of Hand, Notes: 10 pts of Traits; Common Equipment and Stage Magic Gear (usually handled by making them be 1 or 2 point Features))
. . . . Young Justice Equipment (Powers: Emergency Portkey: Teleport 14, YJ Commlink: Senses 1)
. . . . . . Emergency Portkey: Teleport 14 (Easily Removable, artifice, Carry 50 lbs.; Extended: 16000 miles in 2 move actions, Feature: Magical Biometric Sensor, Triggered: 1 use - When Harry is knocked unconscious; Custom 2: Unreliable 2 (1 Use), Limited Location 2: one location - to Secret Sanctuary, Limited to Extended)
. . . . . . YJ Commlink: Senses 1 (Easily Removable, technological, Communication Link: Other YJ Commlinks)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 7 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged, Extended: Visual Senses 1: x10; Limited: Extended is for Visual Senses)
. . Tough: Protection 3 (racial, +3 Toughness)

Power Settings
Erif Ehtaerb (Powers: Erif Ehtaerb)
Etativel (Powers: Etativel: Burst Area Move Object 9)
Ezitonpyh (Powers: Ezitonpyh: Cumulative Affliction 7)
Young Justice Equipment (Powers: Emergency Portkey: Teleport 14, YJ Commlink: Senses 1)

Equipment
Potter Manor, The Secret Sanctuary of Happy Harbor

Offense
Initiative +9
Elgnatne: Burst Area Affliction 8 (DC Fort/Will 18)
Elissim Cigam: Damage 8 (DC 23)
Etativel: Burst Area Move Object 9 (DC 24)
Ezitonpyh: Cumulative Affliction 7 (DC Will 17)
Fire Breath: Line Area Damage 8 (DC 23)
Flaming Dazzle: Cumulative Line Area Affliction 8 (DC Fort 18)
Grab, +8 (DC Spec 12)
Lortnoc Rettam: Move Object 8 (DC 18)
Nrettap Citonpyh: Burst Area Affliction 12 (DC Will 22)
Throw, +4 (DC 19)
Unarmed, +8 (DC 17)

Complications
- Fame: Harry is not only famous within the Wizarding World, but is also becoming quite famous as a stage magician.
- Honor: Harry follows a strict code of honor when it comes to fights, and even when not fighting. He obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to his code of honor as he gets older.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Relationship: Harry's parents were Lily and James Potter. His godfather is Sirius Black, and his mentors are Giovani Zatara and Albus Dumbledore. Meanwhile, Harry has formed a romantic bond with Giovani's daughter, Zatanna Zatara.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.

Languages
Dynastic Egyptian, English [Native], French, Hebrew, Japanese, Latin, Parseltongue

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 11 (Imp. 11), Will 12

Power Points
Abilities 60 + Powers 160 + Advantages 53 + Skills 74 (148 ranks) + Defenses 27 = 374

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Sidney, the Silvanshee - PL 9

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

General Advantages
Attractive, Close Attack 2, Defensive Roll 7, Evasion, Fast Grab, Favored Environment: Aerial, Grabbing Finesse, Improved Initiative, Prone Fighting, Ritualist, Second Chance: Acrobatics Checks for Tumbling, Skill Mastery: Athletics

Enhanced Advantages
Luck (Inspiration) 5, Luck 5, Uncanny Dodge

Skills
Acrobatics 8 (+14), Athletics 6 (+7), Close Combat: Unarmed 2 (+5), Expertise (AWE): Survival 8 (+12), Expertise: Cosmology 8 (+13), Expertise: Magic 8 (+13), Insight 4 (+8), Intimidation 4 (+2), Perception 4 (+8), Stealth 6 (+20)

Powers
Fairy Magic: Array
. . Commune: Luck Control 1 (fey magic, Spend on Other, Advantages: Luck (Inspiration) 5)
. . Dancing Lights: Progressive Affliction 6 (fey magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Increased Range 2: perception, Progressive; Limited Degree, Sense-dependent: Visual)
. . Dimension Door: Teleport 10 (fey magic, 4 miles in a move action, carrying 50 lbs.; Portal)
. . Heroic Strength: Enhanced Strength 8 (fey magic, +8 STR; Sustained; Limited to Lifting, Notes: While this is active, Sidney is able to push up to 12 tons)
. . Lay on Hands: Healing 10 (fey magic; Limited: to Others, Unreliable (5 uses))
. . Prestidigitation: Variable 1 (fey magic; Unreliable (5 uses), Notes: 5 pts of Traits; Minor Magical Effects)
. . Speak with Animals: Comprehend 2 (fey magic, Animals - Speak To, Animals - Understand; Sustained)
. . Stabilize: Healing 6 (fey magic; Stabilize; Limited: to Stabilize, Limited: to Others)
Silvanshee Physiology
. . Air Walking: Flight 2 (racial, Speed: 8 miles/hour, 120 feet/round; Subtle: subtle; Quirk: prone condition causes Sidney to fall)
. . Animal Senses: Senses 7 (racial, Acute: Olfactory, Darkvision, Direction Sense, Extended: Olfactory, Hearing 1: x10, Low-light Vision, Ultra-hearing, Advantages: Uncanny Dodge; Quirk: Extended is for Olfactory & Hearing)
. . Claws: Movement 1 (racial, Wall-crawling 1: -1 speed rank; Limited: to surfaces where claws can get purchase)
. . Invulnerabilities: Immunity 10 (racial, Alteration Effects, Damage Effect: Electricity; Limited: to Petrification Alteration effects only [5 ranks only])
. . Lucky Cat: Burst Area Luck Control 2 (racial, Bestow Luck, Spend on Other, Advantages: Luck 5; Burst Area: 30 feet radius sphere, DC 12, Selective)
. . Omnilingualism: Comprehend 3 (racial, Languages - Read All, Languages - Understand All, Languages - You're Understood)
. . Resistances: Immunity 10 (racial, Damage Effect: Cold Damage, Sensory Affliction Effects; Limited: to Auditory Sensory Afflictions only [5 ranks only], Limited - Half Effect)
. . Tiny Size: Shrinking 8 (racial, -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Innate; Permanent)

Offense
Initiative +10
Dancing Lights: Progressive Affliction 6 (DC Will 16)
Grab, +7 (DC Spec 15)
Throw, +5 (DC 16)
Unarmed, +7 (DC 16)

Complications
- Motivation: Doing Good: Like most of the members of his species, Sidney tries very hard to help guide his friends towards being better people and making a difference in the world as forces of good. This is particularly true in regards to Harry.
- Mythic Weakness: Silvanshee 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 them. This is in addition to anything else the iron in question might otherwise be capable of doing to them.
- Relationship: Sidney is Harry's familiar, and thus has a close bond with Harry.

Languages
Sylvan [Native]

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 8/1, Will 8

Power Points
Abilities 58 + Powers 108 + Advantages 19 + Skills 29 (58 ranks) + Defenses 11 = 225
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The Secret Sanctuary of Happy Harbor - PL 12

Toughness 16, Size Huge

Features:
Combat Simulator, Communications, Computer, Concealed 1, Defense System, Dock, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Personnel, Power System, Secret 2, Security System 4, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 23 + Skills 0 (0 ranks) + Defenses 5 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 31

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Potter Manor - PL 12 (Alternate of The Secret Sanctuary of Happy Harbor)

Toughness 10, Size Large

Features:
Concealed 1, Defense System, Garage, Grounds, Gym, Habitat, Laboratory, Library, Living Space, Personnel, Sealed, Secure Feature, Wards 2

Powers
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Gaze: Concealment 7 (bestowed, cosmic, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Cosmic Senses)

Power Points
Abilities 2 + Powers 1 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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DalkonCledwin
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Zatanna / The MCs / Zatara's Apprentice

Post by DalkonCledwin »

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Zatanna 'Zee' Zatara - PL 10
Age: 16 / Height: 5' 7" / Weight: 127 lbs
Hair Color: Black / Eye Color: Blue
Wealth Rank: +8 / Rep Rank: +10

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

General Advantages
Artificer, Attractive, Benefit, Ambidexterity, Benefit, Social Class (militant/academic), Connected, Daze (Deception), Equipment 2, Fascinate (Deception), Fascinate (Persuasion), Fighting Style: Martial Arts B, Great Endurance, Hide in Plain Sight, Improved Initiative, Jack-of-all-trades, Languages 1, Quick Draw, Ranged Attack 4, Ritualist, Throwing Mastery 2, Uncanny Dodge

Fighting Style Advantages
All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Hold, Improved Trip, Power Attack

Skills
Acrobatics 6 (+9), Close Combat: Martial Arts 2 (+5), Deception 8 (+12), Expertise (AWE): Popular Culture 6 (+10), Expertise (PRE): Stage Magic 6 (+10), Expertise: Magic 8 (+12), Expertise: Occult Lore 6 (+10), Insight 6 (+10), Investigation 4 (+8), Perception 10 (+14), Persuasion 4 (+8), Ranged Combat: Magic 6 (+8), Sleight of Hand 8 (+10), Stealth 8 (+11), Technology 4 (+8), Treatment 4 (+8)

Powers
Magical Aptitude: Dynamic Array
. . Elgnatne: Burst Area Affliction 8 ([0 active, 0/42 PP, 3/r+3], magical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Etanevujer: Healing 8 ([0 active, 0/42 PP, 4/r+1], magical; Energizing, Restorative, Stabilize)
. . Gninthgil Niahc: Damage 8 ([0 active, 0/42 PP, 3/r+3], lightning, magical, DC 23; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Notes: Any point above the target(s))
. . Lortnoc Rettam: Move Object 8 ([0 active, 0/42 PP, 3/r+2], magical, 6 tons; Affects Insubstantial 2: full rank, Increased Range: perception)
. . Nosrep Ecuder: Progressive Affliction 8 ([0 active, 0/42 PP, 4/r], magical, 3rd degree: Transformed, DC 18; Alternate Resistance (Dodge), Increased Range 2: perception, Progressive; Limited Degree (third only))
. . Rehtaew Lortnoc: Environment 8 ([0 active, 0/42 PP, 4/r], magical, Other: 3 points of effect 3, Radius: 0.5 miles; Selective)
. . Rosnefed-Itlum: Create 10 ([0 active, 0/42 PP, 2/r], magical, Volume: 1000 cft., DC 20; Impervious; Fades)
. . Stage Magic: Variable 6 ([0 active, 0/42 PP, 8/r-6], magical; Action: move, Increased Duration: continuous; Check Required 6: DC 15 - Expertise: Stage Magic, Limited: Must be able to describe the desired effect in backwards English)
Top Hat (Easily Removable)
. . A Llup I Tah Siht Fo Tuo Morf...: Variable 1 (Action: move, Increased Duration: continuous; Check Required 5: DC 14 - Sleight of Hand, Notes: 10 pts of Traits; Common Equipment and Stage Magic Gear (usually handled by making them be 1 or 2 point Features))
. . . . Young Justice Equipment (Powers: Emergency Portkey: Teleport 14, YJ Commlink: Senses 1)
. . . . . . Emergency Portkey: Teleport 14 (Easily Removable, artifice, Carry 50 lbs.; Extended: 16000 miles in 2 move actions, Feature: Magical Biometric Sensor, Triggered: 1 use - When Zatanna is knocked unconscious; Custom 2: Unreliable 2 (1 Use), Limited Location 2: one location - to Secret Sanctuary, Limited to Extended)
. . . . . . YJ Commlink: Senses 1 (Easily Removable, technological, Communication Link: Other YJ Commlinks)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 6 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Expanded Equipment
Blinding Dust
. . Blinding Dust: Cumulative Cone Area Affliction 10 (artifice, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative; Limited: to Vision, Unreliable (5 uses))

Power Settings
Young Justice Equipment (Powers: Emergency Portkey: Teleport 14, YJ Commlink: Senses 1)

Equipment
Blinding Dust

Offense
Initiative +7
Blinding Dust: Cumulative Cone Area Affliction 10 (DC Fort 20)
Elgnatne: Burst Area Affliction 8 (DC Fort/Will 18)
Gninthgil Niahc: Damage 8, +12 (DC 23)
Grab, +5 (DC Spec 11)
Lortnoc Rettam: Move Object 8 (DC 18)
Nosrep Ecuder: Progressive Affliction 8 (DC Dog/Fort/Will 18)
Throw, +6 (DC 18)
Unarmed, +5 (DC 16)

Complications
- Fame: Zee is famous for being both her father's and then later Harry's assistant when it comes to their stage magic acts.
- Motivation: Family First: Zee will always prioritize the needs of her family (i.e. her father) over the needs of any missions she has been assigned, and as such this can often cause problems to arise between her and those she would consider her allies.
- Plucky Girl: Zee doesn't know the meaning of the words "Give Up" and will resolutely refuse to do so, even if it might actually be a good idea.
- Quirk: Zee is very fond of speaking like Buffy Summers. This is something she shares in common with Richard Grayson.
- Relationships: Initially Zee viewed Harry as something of an obnoxious older brother, but as of recently she has fallen in love with her fellow performer and is pursuing a romance with him. She is also the daughter of Giovani Zatara and cousin of Zachary Zatara.

Languages
English [Native], Latin

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6, Will 12

Power Points
Abilities 48 + Powers 72 + Advantages 31 + Skills 48 (96 ranks) + Defenses 34 = 233
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DalkonCledwin
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Angel / The MCs / Zatara's Apprentice

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Angel (Gabrielle Delacour) - PL 9
Age: 14 / Height: 5' 4" / Weight: 107 lbs
Hair Color: Blonde / Eye Color: Blue
Wealth Rank: +12 / Rep Rank: +9

Strength 1, Stamina 2, Agility 5, Dexterity 4, Fighting 3, Intellect 2, Awareness 4, Presence 8

General Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Beloved: Harry Potter, Benefit, Athletics Based on Agility, Benefit, Wealth (well-off), Connected, Daze (Deception), Defensive Roll 3, Distracting Attack, Equipment 5, Evasion 2, Fascinate (Deception), Fascinate (Persuasion), Fighting Style: Martial Arts C, Inspire 3, Interpose, Languages 1, Lionheart 2, Move-by Action, Ranged Attack 4, Redirect, Ritualist, Taunt, Teamwork, White Knight

Fighting Style Advantages
Agile Feint, Defensive Attack, Improved Grab, Improved Trip, Power Attack, Prone Fighting

Enhanced Advantages
Great Endurance

Skills
Acrobatics 10 (+15), Athletics 6 (+11), Close Combat: Martial Arts 4 (+7), Deception 8 (+16), Expertise (PRE): Performance Gymnastics 10 (+18), Expertise: Business 4 (+6), Expertise: Magic 6 (+8), Expertise: Wizarding Lore 4 (+6), Insight 6 (+10), Perception 6 (+10), Persuasion 8 (+16), Stealth 4 (+9), Technology 2 (+4), Treatment 6 (+8)

Powers
Enhanced Beauty: Array
. . Stunning Glance: Cumulative Affliction 8 (fey magic, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Cumulative, Increased Range 2: perception; Limited Degree, Sense-dependent: Visual)
. . The Allure: Progressive Affliction 8 (fey magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Insidious, Progressive; Limited: to Characters who could be sexually attracted to Gabi, Noticeable: The afflicted character will gain a rather glassy eyed & vacant expression, Sense-dependent: Visual)
Enhanced Beauty: Talents
. . Unearthly Grace: Impervious Toughness 8 (fey magic; Sustained; Limited: This effect is 'linked' to Gabrielle's Presence score)
Hazel & Veela Hair Wand (Easily Removable)
. . Magical Aptitude: Array
. . . . Episkey: Healing 6 (wizarding magic; Reach (ranged) 2: 10 ft., Restorative)
. . . . Fumos: Environment 4 (wizarding magic, Visibility (-5), Radius: 250 feet; Selective)
. . . . Incendio: Damage 10 (fire, wizarding magic, DC 25; Increased Range: ranged)
. . . . Leviosa: Move Object 6 (wizarding magic, 3200 lbs., DC 21; Damaging, Increased Range: perception; Limited Direction: Ascending / Descending)
. . . . Lumos Solem: Cumulative Cone Area Affliction 6 (light, wizarding magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cone Area: 60 feet cone, DC 16, Cumulative; Limited: to Vision)
. . . . Petrificus: Progressive Affliction 6 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 16; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . Protego Duo: Cloud Area Deflect 6 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 16, Redirection, Reflect; Limited: to Attacks Targeting Dodge)
PassionFyre Manipulation: Array
. . Cold PassionFyre: Weaken 8 (fey magic, fire, Affects: Will, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . PassionFyre Bolt: Damage 8 (fey magic, fire, DC 23; Increased Range: ranged, Penetrating 4)
. . PassionFyre Shaping: Shapeable Area Damage 8 (fey magic, fire, DC 23; Shapeable Area: 30 cft., DC 18, Increased Duration: concentration, Increased Range 2: perception, Selective; Distracting, Tiring)
Quarter-Veela Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Resistances: Immunity 11 (racial, Custom: Mind Control 5, Disease, Fatigue Effects, Advantages: Great Endurance; Limited - Half Effect)
. . Tough: Protection 3 (racial, +3 Toughness)
. . True Sight: Senses 9 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Vision], Counters Illusion: Vision, Detect: Magic [Vision] 2: ranged, Low-light Vision)

Expanded Equipment
Emergency Portkey
. . Emergency Portkey: Teleport 14 (artifice, Carry 50 lbs.; Extended: 16000 miles in 2 move actions, Feature: Magical Biometric Sensor, Triggered: 1 use - When Gabi is knocked unconscious; Custom 2: Unreliable 2 (1 Use), Limited Location 2: one location - to Secret Sanctuary, Limited to Extended)
Reusable Portkey
. . Reusable Portkey: Teleport 13 (artifice, Carry 3200 lbs.; Extended: 8000 miles in 2 move actions, Increased Mass 6, Triggered: 1 use - by placing tip of wand against portkey and incanting "Activate"; Limited Location: set of loctions - Secret Sanctuary & Delacour Manor, Limited to Extended)

Equipment
Portkey Collection (Emergency Portkey, Reusable Portkey), YJ Commlink

Offense
Initiative +5
Cold PassionFyre: Weaken 8, +8 (DC Fort 18)
Grab, +7 (DC Spec 11)
Incendio: Damage 10, +8 (DC 25)
Leviosa: Move Object 6 (DC 21)
Lumos Solem: Cumulative Cone Area Affliction 6 (DC Fort 16)
PassionFyre Bolt: Damage 8, +8 (DC 23)
PassionFyre Shaping: Shapeable Area Damage 8 (DC 23)
Petrificus: Progressive Affliction 6, +8 (DC Fort/Will 16)
Stunning Glance: Cumulative Affliction 8 (DC Fort 18)
The Allure: Progressive Affliction 8 (DC Will 18)
Throw, +8 (DC 16)
Unarmed, +7 (DC 16)

Complications
- Enemy: Due to the fact that she is a young girl with blonde hair, blue eyes and a gymnasts build, Gabrielle is going to need to consider Jervis Tetch, otherwise known as the Mad Hatter, to be one of her greatest enemies, even if not the single most dangerous enemy she might acquire.
Motivation: Doing Good: Gabrielle wishes to use her abilities for the betterment of mankind as a whole.
- 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.
- Relationships: Gabrielle's Life Mate is Harry Potter due to his actions in saving her from the bottom of the Black Lake at Hogwarts. She is also the younger sister of Fleur Weasley, née Delacour and the daughter of Apolline Delacour and her husband.
- Rivalry: Veela tend not to get along too well with aquatic lifeforms.
- Temper: Veela are prone to sudden fits of violence and irrationality.

Languages
English, French [Native]

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

Power Points
Abilities 58 + Powers 105 + Advantages 46 + Skills 42 (84 ranks) + Defenses 22 = 273
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DalkonCledwin
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Take It Out On Me Brainstorm & Notes

Post by DalkonCledwin »

Take It Out On Me
Premise: “It's not over, You don't have to throw it away. / So scream if you wanna, shout if you need / Just let it go (take it out on me) / Fight if you need to, smash if it helps you / Get control (take it out on me) / So scream if you wanna, shout if you need / Just let it go (take it out on me) / Fight if you need to, smash if it helps you / Get control”
Required Inclusions:
- The story must include the events of Green Lantern: Emerald Knights
- The destruction of the Horcrux within Harry’s scar must damage his magic to the point where he requires a minimum of ten minutes to cast the most basic of spells, more for complex ones.
- Harry must meet with Dumbledore’s spirit and decide to face Voldemort despite his inability to cast magic in a timely manner, overcoming his fears and attracting a Green Lantern Ring.
- Following the defeat of Voldemort, Harry must be transported to Oa to begin his 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 Honor Guard.
- Harry must act as Arisia’s mentor when she joins the Green Lantern Corps, eventually developing a sibling-like relationship with her.
- Andromeda must pass away at some point prior to Teddy graduating from Hogwarts, resulting in the lad being left in Harry’s custody.
- The primary romantic pairing must be Harry Potter / Laira Omoto.
Preferred Inclusions:
- The story being based on one of the following animated TV Series: Justice League Unlimited, Young Justice, Green Lantern: The Animated Series.
- Harry joining the Justice League at some point during the course of the series.
- Harry having had a close friendship with Sinestro prior to the creation of the Sinestro Corps, and retaining a civil relationship after the corps is founded.
Optional Inclusions:
- Harry having an antagonistic relationship with one of the other human Green Lanterns.
- Harry personalizing his Green Lantern Uniform.
Forbidden Things:
- Harry being romantically involved with a male character.
- Harry the Weak Emo Doormat.
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DalkonCledwin
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Harry Potter / The MCs / Take It Out On Me

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Green Lantern (Harry Potter) - PL 12
Age: 20 / Height: 5' 11" / Weight: 186 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +18 (Both w/Wizards) / +15 (GL w/Muggles) / +12 (Harry w/Muggles)

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

General Advantages
Agile Feint, Animal Empathy, Artificer, Assessment, Attractive, Benefit, Galactic Authority, Benefit, Readied Rituals 5: (Cure, Dispel, Apparition, Ward, Fog Bank), Benefit, Renown 3, Benefit, Social Class 3 (nobility), Benefit, Wealth 3 (millionaire), Connected, Contacts, Daze (Deception), Distracting Attack, Equipment 5, Evasion, Fascinate (Persuasion), Fast Grab, Favored Environment: Aerial, Fearless, Fighting Style: Brawling, Fighting Style: Martial Arts A, Fighting Style: Martial Arts B, Inspire 3, Interpose, Languages 1, Leadership, Move-by Action, Ritualist, Second Chance: Resisting Mind Control, Set-up 2, Takedown 2, Taunt, Teamwork, Trance, Ultimate Effort: Will Checks, Weapon Element: Power Ring, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Instant Up, Power Attack

Enhanced Advantages
Diehard, Eidetic Memory, Great Endurance, Well-informed

Skills
Acrobatics 4 (+9), Athletics 4 (+5), Close Combat: Martial Arts 6 (+10), Deception 6 (+12), Expertise (AGL): Riding 8 (+13), Expertise (AWE): Cooking 6 (+12), Expertise (AWE): Tactics 8 (+14), Expertise: Galactic Lore 8 (+10), Expertise: Law Enforcement 6 (+8), Expertise: Magic 10 (+12), Expertise: Wizarding Lore 6 (+8), Insight 6 (+12), Investigation 6 (+8), Perception 8 (+14), Persuasion 6 (+12), Ranged Combat: Power Ring 6 (+10), Stealth 8 (+13), Technology 4 (+6), Treatment 6 (+8), Vehicles 4 (+8)

Powers
Oan Power Ring (Removable (indestructible))
. . Commlink: Senses 1 (cosmic, Communication Link: The Green Lantern Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . . . Cosmic Network: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . Cosmic Shield: Protection 5 (cosmic, +5 Toughness; Impervious [6 extra ranks], Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 12 (cosmic, Speed: 8000 miles/hour, 16 miles/round; Limited: Last four ranks are only available when in uninhabited areas [4 ranks only])
. . Green Energy Powers: Dynamic Array
. . . . Green Energy Fortress: Create 12 ([0 active, 0/53 PP, 4/r+5], energy, Volume: 4000 cft., DC 22; Extended Range 4, Impervious, Selective, Stationary)
. . . . Green Energy Holograms: Illusion 12 ([0 active, 0/53 PP, 3/r], energy, Affects: Three Sense Types - Visual, Aural, Area: 4000 cft., DC 22)
. . . . Green Energy Pulse: Cone Area Move Object 10 ([0 active, 0/53 PP, 3/r], energy, 25 tons; Cone Area 3: 250 feet cone, DC 20; Limited: to Pushing targets away from Harry, Reduced Range: close)
. . . . Green Energy Sabre: Strength-based Damage 6 ([0 active, 0/53 PP, 1/r+1], energy, slashing, DC 22; Dangerous)
. . . . Green Energy Shield: Burst Area Deflect 13 ([0 active, 0/53 PP, 3/r+4], energy; Burst Area 3: 120 feet radius sphere, DC 23, Extended Range 4; Limited: to Attacks Targeting Dodge)
. . . . Green Energy Whip: Move Object 14 ([0 active, 0/53 PP, 2/r+4], energy, 400 tons, DC 29; Damaging, Extended Range 4; Concentration)
. . . . Green Light Blast: Damage 14 ([0 active, 0/53 PP, 2/r+11], energy, DC 29; Extended Range 4, Increased Range: ranged, Penetrating 7)
. . . . Green Light Rays: Damage 14 ([0 active, 0/53 PP, 3/r+4], energy, DC 29; Extended Range 4, Increased Range: ranged, Multiattack)
. . . . Trauma Pack: Healing 5 ([0 active, 0/53 PP, 3/r], energy, talent; Restorative, Stabilize; Quirk: Treatment takes at least 10 minutes)
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Scanning Beam: Senses 17 (cosmic, Analytical (Type): Aural Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical [Mental], Darkvision, Extended: Visual Senses 5: x100k, Microscopic Vision 1: dust-size, Tracking: Chemical 2: full speed; Limited: Extended is Visual [5 ranks only])
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Unusual Qualities
. . Accelerated Healing: Regeneration 2 (bestowed, Every 5 rounds, Advantages: Diehard, Great Endurance)
. . Great Will: Enhanced Trait 2 (talent, Will +2 (+14); Limited: to enabling Green Energy Powers array)
. . Invulnerabilities: Immunity 10 (accidental, Common Descriptor: All hostile toxins, bacteria and viruses)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 6 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Equipment
Biometric Sensor & Watchtower Commlink 2, Potter Manor

Offense
Initiative +5
Grab, +10 (DC Spec 11)
Green Energy Pulse: Cone Area Move Object 10 (DC 20)
Green Energy Sabre: Strength-based Damage 6, +10 (DC 22)
Green Energy Whip: Move Object 14, +10 (DC 29)
Green Light Blast: Damage 14, +10 (DC 29)
Green Light Rays: Damage 14, +10 (DC 29)
Throw, +4 (DC 16)
Unarmed, +10 (DC 16)

Complications
- Fame & Infamy: Harry is famous within Wizarding Britain for having defeated the Dark Lord Voldemort in spite of the fact that he was incapable of using magic at the time, though many are upset that he used a form of energy that is nearly indistinguishable from their Killing Curse to achieve this feat.
- Honor: Harry follows a strict code of honor when it comes to fights, and even when not fighting. He obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to his code of honor as he gets older.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Power Loss: Like all Lantern Rings, Green Lantern Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery.
- Relationship: Harry is the godfather of Teddy Lupin, and also tries to maintain close bonds with his friends and comrades from before having his magic damaged to the extent that it has been, even if they tend to look upon him with some pity for his inability to use a wand as a focus for his magic.
- Responsibility: As a Green Lantern, Harry is charged with protecting life and liberty within Space Sector 2814. He is to combat evil wherever he finds it and do everything in his power to protect the inhabitants of his space sector from natural disasters or cataclysms. He is also always supposed to give top priority to the greatest danger presented to him in any given situation unless there are other Green Lanterns (or heroes) on hand to assist him in dealing with the threat.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- Weakness: The maximum rank of the effects within Harry's Green Energy Powers array is equal to his Will rank (with the Great Will effect included in that rank). Any effect that reduces his Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to his Will is recovered.

Languages
English [Native], Parseltongue

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 11 (Imp. 11), Will 14/12

Power Points
Abilities 62 + Powers 163 + Advantages 63 + Skills 63 (126 ranks) + Defenses 27 = 378

--------------------
Potter Manor - PL 12

Toughness 10, Size Large

Features:
Concealed 1, Garage, Grounds, Gym, Habitat, Laboratory, Library, Living Space, Personnel, Sealed, Secure Feature, Wards 2

Powers
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death: Concealment 7 (bestowed, cosmic, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Cosmic Senses)
The Marauder's Map (Easily Removable)
. . Intelligent: Feature 1 (artifice, Notes: The map is intelligent to some degree, and will insult people who try to access it without knowing the proper password to activate the map)
. . Knows Where Everyone Is: Remote Sensing 8 (artifice, Affects: 1 Type - Mental, Range: 1 mile; No Conduit, Simultaneous; Activation: move action, Limited: to Hogwarts & the Grounds, Medium: the Map, Quirk: Only displays names & footsteps)

Power Points
Abilities 2 + Powers 2 + Advantages 0 + Features 13 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
--------------------
Rookie GL (Harry Potter) - PL 11
Age: 17 / Height: 5' 9" / Weight: 174 lbs
Hair Color: Black / Eye Color: Green
Wealth Rank: +20 / Rep Rank: +15 (Both w/Wizards) / +13 (GL w/Muggles) / +11 (Harry w/Muggles)

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

General Advantages
Animal Empathy, Artificer, Assessment, Attractive, Benefit, Galactic Authority, Benefit, Renown 2, Benefit, Social Class 3 (nobility), Benefit, Wealth 3 (millionaire), Connected, Daze (Deception), Fascinate (Persuasion), Fast Grab, Favored Environment: Aerial, Fighting Style: Brawling, Inspire 3, Interpose, Languages 1, Leadership, Second Chance: Resisting Mind Control, Set-up 2, Taunt, Teamwork, Trance, Ultimate Effort: Will Checks, White Knight

Fighting Style Advantages
All-out Attack, Chokehold, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Power Attack

Enhanced Advantages
Diehard, Eidetic Memory, Great Endurance, Well-informed

Skills
Acrobatics 4 (+9), Athletics 4 (+5), Close Combat: Grab 6 (+10), Deception 6 (+12), Expertise (AGL): Riding 6 (+11), Expertise (AWE): Cooking 4 (+10), Expertise (AWE): Tactics 6 (+12), Expertise: Magic 10 (+12), Expertise: Wizarding Lore 4 (+6), Insight 6 (+12), Investigation 4 (+6), Perception 6 (+12), Persuasion 4 (+10), Ranged Combat: Power Ring 4 (+8), Stealth 6 (+11), Treatment 4 (+6)

Powers
Oan Power Ring (Removable (indestructible))
. . Commlink: Senses 1 (cosmic, Communication Link: The Green Lantern Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . . . Cosmic Network: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . Cosmic Shield: Protection 5 (cosmic, +5 Toughness; Impervious [6 extra ranks], Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 11 (cosmic, Speed: 4000 miles/hour, 8 miles/round; Limited: Last three ranks are only available when in uninhabited areas [3 ranks only])
. . Green Energy Powers: Dynamic Array
. . . . Green Energy Fortress: Create 11 ([0 active, 0/49 PP, 4/r+5], energy, Volume: 2000 cft., DC 21; Extended Range 4, Impervious, Selective, Stationary)
. . . . Green Energy Pulse: Cone Area Move Object 10 ([0 active, 0/49 PP, 3/r], energy, 25 tons; Cone Area 3: 250 feet cone, DC 20; Limited: to Pushing targets away from Harry, Reduced Range: close)
. . . . Green Energy Sabre: Strength-based Damage 6 ([0 active, 0/49 PP, 1/r+1], energy, slashing, DC 22; Dangerous)
. . . . Green Light Blast: Damage 14 ([0 active, 0/49 PP, 2/r+11], energy, DC 29; Extended Range 4, Increased Range: ranged, Penetrating 7)
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Scanning Beam: Senses 17 (cosmic, Analytical (Type): Aural Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical [Mental], Darkvision, Extended: Visual Senses 5: x100k, Microscopic Vision 1: dust-size, Tracking: Chemical 2: full speed; Limited: Extended is Visual [5 ranks only])
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Unusual Qualities
. . Accelerated Healing: Regeneration 2 (bestowed, Every 5 rounds, Advantages: Diehard, Great Endurance)
. . Great Will: Enhanced Trait 2 (talent, Will +2 (+14); Limited: to enabling Green Energy Powers array)
. . Invulnerabilities: Immunity 10 (accidental, Common Descriptor: All hostile toxins, bacteria and viruses)
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 6 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)

Offense
Initiative +5
Grab, +10 (DC Spec 11)
Green Energy Pulse: Cone Area Move Object 10 (DC 20)
Green Energy Sabre: Strength-based Damage 6, +4 (DC 22)
Green Light Blast: Damage 14, +8 (DC 29)
Throw, +4 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Honor: Harry follows a strict code of honor when it comes to fights, and even when not fighting. He obeys the rules of fair play and hospitality, and may even pick up other odd and restrictive rules to add to his code of honor as he gets older.
- Motivation: Doing Good: Harry will often go out of his way in order to save the life of some hapless damsel in distress. This also often leads him and those who he calls his friends, into rather harrowing situations.
- Power Loss: Like all Lantern Rings, Green Lantern Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery.
- Relationship: Harry is the godfather of Teddy Lupin and also is friends with several people within Wizarding Britain.
- Temper: Harry is a tempestuous man, who will often act without considering the consequences, even when he is being advised of those consequences by those who might have some idea what they are talking about.
- Weakness: The maximum rank of the effects within Harry's Green Energy Powers array is equal to his Will rank (with the Great Will effect included in that rank). Any effect that reduces his Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to his Will is recovered.

Languages
English [Native], Parseltongue

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 11 (Imp. 11), Will 14/12

Power Points
Abilities 62 + Powers 151 + Advantages 39 + Skills 42 (84 ranks) + Defenses 23 = 317
--------------------
Build Comments: The cloak & map aren't on the Rookie GL stat block because I can't justify them being taken into space, so they should be assumed to be in the possession of Andromeda for the duration of his training.
Last edited by DalkonCledwin on Tue Sep 17, 2019 2:47 pm, edited 1 time in total.
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DalkonCledwin
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Laira Omoto / The MCs / Take It Out On Me

Post by DalkonCledwin »

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Green Lantern (Laira Omoto) - PL 11
Age: 23 / Height: 5' 8" / Weight: 137 lbs
Hair Color: Red / Eye Color: Teal
Wealth Rank: +8 / Rep Rank: +11

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

General Advantages
Agile Feint, Animal Empathy, Assessment, Attractive 2, Benefit, Ambidexterity, Benefit, Galactic Authority, Benefit, Social Class 4 (royalty), Close Attack, Connected, Contacts, Daze (Intimidation), Diehard, Dual Wielding 2, Fascinate (Intimidation), Fascinate (Persuasion), Favored Environment: Zero Gravity, Fighting Style: Fencing, Fighting Style: Martial Arts A, Fighting Style: Martial Arts B, Fighting Style: Martial Arts E, Great Endurance, Heroes Want Redheads, Interpose, Leadership, Lionheart 2, Move-by Action, Ranged Attack, Second Chance: Acrobatics Checks for Tumbling, Startle, Teamwork, Trance, Ultimate Effort: Will Checks, Weapon Element: Power Ring, White Knight

Fighting Style Advantages
Accurate Attack, All-out Attack, Chokehold, Defensive Attack, Defensive Roll, Improved Defense, Improved Disarm, Improved Hold, Improved Initiative, Improved Smash, Improved Trip, Instant Up, Power Attack, Takedown 2, Taunt

Enhanced Advantages
Eidetic Memory, Well-informed

Skills
Acrobatics 8 (+11), Athletics 8 (+11), Close Combat: Martial Arts 4 (+12), Expertise (AWE): Tactics 8 (+11), Expertise: Galactic Lore 8 (+10), Expertise: Law Enforcement 6 (+8), Insight 6 (+9), Intimidation 8 (+11), Investigation 4 (+6), Perception 4 (+7), Persuasion 4 (+7), Ranged Combat: Power Ring 6 (+9), Stealth 4 (+7), Technology 8 (+10), Treatment 4 (+6), Vehicles 6 (+9)

Powers
Jaydian Physiology
. . Invulnerabilities: Immunity 5 (racial, Custom: Sleep Afflictions 5)
. . Jaydian Perception: Senses 3 (racial, Extended: Visual Senses 2: x100, Low-light Vision; Custom: The Extended from this power stacks with the Extended from Scanning Beam; Limited: Extended is for Visual Senses)
. . Space-Borne: Movement 1 (racial, Environmental Adaptation: Zero-Gravity)
Oan Power Ring (Removable (indestructible))
. . Commlink: Senses 1 (cosmic, Communication Link: The Green Lantern Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . . . Cosmic Network: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . Cosmic Shield: Protection 4 (cosmic, +4 Toughness; Impervious [6 extra ranks], Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 11 (cosmic, Speed: 4000 miles/hour, 8 miles/round; Limited: Last three ranks are only available when in uninhabited areas [3 ranks only])
. . Green Energy Powers: Dynamic Array
. . . . Green Energy Cutlasses: Strength-based Damage 6 ([0 active, 0/54 PP, 1/r+2], slashing, DC 24; Dangerous, Split: 2 targets)
. . . . Green Energy Fortress: Create 11 ([0 active, 0/54 PP, 4/r+5], energy, Volume: 2000 cft., DC 21; Extended Range 4, Impervious, Selective, Stationary)
. . . . Green Energy Hands: Burst Area Move Object 10 ([0 active, 0/54 PP, 5/r+4], energy, 25 tons, DC 25; Burst Area: 30 feet radius sphere, DC 20, Damaging, Extended Range 4, Selective)
. . . . Green Energy Hoist: Move Object 12 ([0 active, 0/54 PP, 3/r+10], energy, 6 ktons, DC 27; Damaging, Extended Range 4, Increased Mass 6)
. . . . Green Energy Kusari-Gama: Damage 6 ([0 active, 0/54 PP, 1/r+8], energy, DC 21; Dangerous, Disarming, Grabbing, Reach (melee) 4: 20 ft., Variable Descriptor: close group - Bludgeoning, Piercing or Slashing)
. . . . Green Energy Polearm: Strength-based Damage 3 ([0 active, 0/54 PP, 1/r+3], energy, DC 21; Dangerous, Reach (melee): 5 ft., Variable Descriptor: close group - Piercing or Slashing)
. . . . Green Energy Shield: Burst Area Deflect 11 ([0 active, 0/54 PP, 3/r+4]; Burst Area 3: 120 feet radius sphere, DC 21, Extended Range 4; Limited: to Attacks Targeting Dodge)
. . . . Green Light Blast: Damage 12 ([0 active, 0/54 PP, 2/r+10], energy, DC 27; Extended Range 4, Increased Range: ranged, Penetrating 6)
. . . . Green Light Rays: Damage 12 ([0 active, 0/54 PP, 3/r+4], energy, DC 27; Extended Range 4, Increased Range: ranged, Multiattack)
. . . . Jam Stealth Tech: Burst Area Nullify 10 ([0 active, 0/54 PP, 5/r], energy, Counters: Technology, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Broad, Increased Duration 2: sustained, Simultaneous; Limited: to Concealment effects, Reduced Range: close, Tiring)
. . . . Trauma Pack: Healing 5 ([0 active, 0/54 PP, 3/r], energy, talent; Restorative, Stabilize; Quirk: Treatment takes at least 10 minutes)
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Scanning Beam: Senses 17 (cosmic, Analytical (Type): Aural Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical [Mental], Darkvision, Extended: Visual Senses 5: x100k, Microscopic Vision 1: dust-size, Tracking: Chemical 2: full speed; Limited: Extended is for Vision [5 ranks only])
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Unusual Qualities
. . Great Will: Enhanced Trait 2 (talent, Will +2 (+12); Limited: to enabling Green Energy Powers array)

Offense
Initiative +7
Grab, +13 (DC Spec 13)
Green Energy Cutlasses: Strength-based Damage 6, +13 (DC 24)
Green Energy Hands: Burst Area Move Object 10 (DC 25)
Green Energy Hoist: Move Object 12, +10 (DC 27)
Green Energy Kusari-Gama: Damage 6, +13 (DC 21)
Green Energy Polearm: Strength-based Damage 3, +13 (DC 21)
Green Light Blast: Damage 12, +10 (DC 27)
Green Light Rays: Damage 12, +10 (DC 27)
Jam Stealth Tech: Burst Area Nullify 10 (DC Will 20)
Throw, +4 (DC 18)
Unarmed, +13 (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: Like all Lantern Rings, Green Lantern Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery.
- Relationship: Laira is a very skilled martial artist who was personally trained by her father, Kentar Omoto. She was named the Green Lantern of Sector 112 when the previous Green Lantern was killed defending her father from hostile invaders from another world. Laira also harbors romantic feelings for both her former trainer Ke'Haan, and for her own protege, Harry Potter.
- Responsibility: As a Green Lantern, Laira is charged with protecting life and liberty within Space Sector 112. She is to combat evil wherever she finds it and do everything in her power to protect the inhabitants of her space sector from natural disasters or cataclysms. She is also always supposed to give top priority to the greatest danger presented to her in any given situation unless there are other Green Lanterns (or heroes) on hand to assist her in dealing with the threat.
- Weakness: The maximum rank of the effects within Laira's Green Energy Powers array is equal to her Will rank (with the Great Will effect included in that rank). Any effect that reduces her Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to her Will is recovered.

Languages
Jaydian [Native]

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

Power Points
Abilities 62 + Powers 146 + Advantages 52 + Skills 48 (96 ranks) + Defenses 22 = 330
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DalkonCledwin
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Two-Six / The MCs / Take It Out On Me

Post by DalkonCledwin »

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Blue Lantern (2-6-8-1-7-9-5) - PL 11
Age: 17 / Height: 5' 0" / Weight: 112 lbs
Hair Color: Tentacles / Eye Color: Yellow
Wealth Rank: +8 / Rep Rank: +11

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

General Advantages
Assessment, Benefit, Galactic Authority, Connected, Contacts, Defensive Attack, Distracting Attack, Equipment 2, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: Aquatic, Influential, Inspire 5, Interpose, Inventor, Languages 1, Leadership, Lionheart 2, Mind Over Body, Move-by Action, Ritualist, Strangely Alluring 3, Teamwork, Ultimate Effort: Will Checks, White Knight

Enhanced Advantages
Eidetic Memory, Holding Back 4, Improved Grab, Luck 5, Ultimate Effort: Expertise: Mathematics, Well-informed

Skills
Athletics 4 (+5), Expertise: Astrogation 8 (+10), Expertise: Computers 8 (+10), Expertise: Electronics 8 (+10), Expertise: Galactic Lore 6 (+8), Expertise: Mathematics 12 (+14), Expertise: Mechanics 6 (+8), Expertise: Quantum Mechanics 6 (+8), Expertise: Religion 10 (+12), Insight 4 (+8), Investigation 6 (+8), Perception 4 (+8), Persuasion 4 (+11), Ranged Combat: Power Ring 4 (+10), Technology 8 (+10), Treatment 4 (+6), Vehicles 8 (+14)

Powers
Numericon Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Body Resistance: Protection 4 (racial, +4 Toughness)
. . Head Tentacles: Extra Limbs 1 (racial, 1 extra limb, Advantages: Improved Grab)
. . Number Cruncher: Quickness 3 (racial, Perform routine tasks in -3 time ranks, Advantages: Ultimate Effort: Expertise: Mathematics; Limited to One Task: Mathematics)
. . Numericon Perception: Senses 2 (racial, Direction Sense, Low-light Vision)
. . Speed-Swimming: Swimming 3 (racial, Speed: 4 miles/hour, 60 feet/round)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
Odymian Power Ring (Removable (indestructible))
. . Blue Energy Powers: Dynamic Array
. . . . Beacon of Hope: Perception Area Healing 11 ([0 active, 0/63 PP, 4/r+1], energy; Perception Area: DC 21 - Visual, Selective, Stabilize)
. . . . Blessings of Hope: Healing 12 ([0 active, 0/63 PP, 2/r+1], energy; Energizing, Feature: This power also restores a Lantern Ring to it's maximum charge; Limited: to Energizing Only)
. . . . Carry Away: Move Object 12 ([0 active, 0/63 PP, 2/r+17], energy, 400 ktons; Extended Range 4, Increased Mass 12, Precise)
. . . . Hope Burns Bright: Progressive Perception Area Affliction 11 ([0 active, 0/63 PP, 4/r+1], energy, 3rd degree: Controlled, Transformed, Resisted by: Will, DC 21; Perception Area: DC 21 - Visual, Extra Condition, Insidious, Progressive, Selective; Limited: to Inducing Feelings of Hope, Limited Degree (third only), Notes: Orange, Red, or Yellow power rings are transformed to Powerless for duration of Affliction)
. . . . Hope Overcomes: Perception Area Nullify 11 ([0 active, 0/63 PP, 4/r], energy, Counters: Mind Control, DC 21; Perception Area: DC 21 - Visual, Selective, Simultaneous)
. . . . Hope Restores: Healing 12 ([0 active, 0/63 PP, 4/r+5], energy; Extended Range 4, Increased Range: ranged, Restorative, Stabilize)
. . . . Hope Springs Eternal: Burst Area Luck Control 1 ([0 active, 0/63 PP, 11/r], energy, Bestow Luck, Advantages: Luck 5; Burst Area 12: 8 miles radius sphere, DC 11, Selective; Check Required 5: DC 14 - Will, Increased Action 2: move, Limited: to Blue & Green Lantern Corps members, Reduced Range 2: close)
. . . . Hope Sustains
. . . . . . Air Bubble: Cloud Area Immunity 9 (Linked; [0 active, 0/63 PP, 3/r], energy, Disease, Environmental Conditions (All), Poison, Suffocation (All); Affects Others Only, Cloud Area: 15 feet radius sphere, DC 19, Increased Range: ranged, Sustained)
. . . . . . Flight Field: Cloud Area Flight 9 (Linked; [0 active, 0/63 PP, 4/r], energy, Speed: 1000 miles/hour, 2 miles/round; Affects Others Only, Cloud Area: 15 feet radius sphere, DC 19, Increased Range: ranged)
. . . . Shelter of Hope: Create 11 ([0 active, 0/63 PP, 4/r+5], energy, Volume: 2000 cft., DC 21; Extended Range 4, Impervious, Selective, Stationary)
. . . . Shield of Hope: Burst Area Deflect 12 ([0 active, 0/63 PP, 3/r+4], energy; Burst Area 3: 120 feet radius sphere, DC 22, Extended Range 4; Limited: to Attacks Targeting Dodge)
. . Commlink: Senses 1 (cosmic, Communication Link: The Blue Lantern Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . . . Cosmic Network: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . Cosmic Shield: Impervious Toughness 10 (cosmic; Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 11 (cosmic, Speed: 4000 miles/hour, 8 miles/round; Limited: Last three ranks are only available when in uninhabited areas [3 ranks only])
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . When All Seems Lost: Enhanced Trait 4 (cosmic, Advantages: Holding Back 4)
Unusual Qualities
. . Strong Hope: Enhanced Trait 2 (talent, Will +2 (+12); Limited: to enabling Blue Energy Powers array)

Expanded Equipment
Goggles
. . Augmented Lenses: Senses 9 (racial, Analytical (Type): Visual Senses, Extended: Visual Senses 1: x10, Infravision, Microscopic Vision 2: cell-size, Tracking: Infravision 2: full speed, Ultravision; Limited: Extended is for Vision)

Equipment
Goggles, Toolkit (Basic)

Offense
Initiative +7
Carry Away: Move Object 12, +10 (DC 22)
Grab, +2 (DC Spec 11)
Hope Burns Bright: Progressive Perception Area Affliction 11 (DC Will 21)
Hope Overcomes: Perception Area Nullify 11 (DC Will 21)
Throw, +6 (DC 16)
Unarmed, +2 (DC 16)

Complications
- Holding Back: Never Give Up Hope: In the event that either half her team has been incapacitated or many innocent lives are in jeopardy, Two-Six can spend a Hero Point and make a DC 22 Will Check (with a +3 Circumstance Modifier) in order to awaken the true Light of Hope that resides within her. See the attached stat block. This complication does not award a Hero Point.
- Motivation: Responsibility: Two-Six believes very strongly in the ideals of the Blue Lantern Corps and wishes to uphold their mission with all of her heart.
- Power Loss: Like all Lantern Rings, Blue Lantern Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery. Furthermore, if Two-Six ever loses her belief in the emotion known as hope, her ring can (and likely will) abandon her.
- Responsibility: As a Blue Lantern, Two-Six has been charged with bringing hope for the future to the inhabitants of Space Sector 916. It is her task to bring hope to the future in the face of overwhelming adversity and especially when the forces of good would face overwhelming odds.
- Say My Name, Say My Name: 2-6-8-1-7-9-5 much prefers to be called by her full name, but is willing to acknowledge that it is perhaps slightly too difficult for humans and other such species to remember, so has graciously allowed them to refer to her as 'Two-Six' instead.
- Weakness: The maximum rank of the effects within Two-Six's Blue Energy Powers array is equal to her Will rank (with the Strong Hope effect included in that rank). Any effect that reduces her Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to her Will is recovered.

Languages
Binary, Numericon [Native]

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

Power Points
Abilities 70 + Powers 148 + Advantages 32 + Skills 55 (110 ranks) + Defenses 23 = 328

--------------------
Hope's True Light (2-6-8-1-7-9-5) - PL 15

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

General Advantages
Assessment, Benefit, Galactic Authority, Connected, Contacts, Defensive Attack, Distracting Attack, Equipment 2, Extraordinary Effort, Fascinate (Persuasion), Favored Environment: Aquatic, Influential, Inspire 5, Interpose, Inventor, Languages 1, Leadership, Lionheart 2, Mind Over Body, Move-by Action, Ritualist, Strangely Alluring 3, Teamwork, Ultimate Effort: Will Checks, White Knight

Enhanced Advantages
Eidetic Memory, Improved Grab, Luck 5, Ultimate Effort: Expertise: Mathematics, Well-informed

Skills
Athletics 4 (+5), Expertise: Astrogation 8 (+10), Expertise: Computers 8 (+10), Expertise: Electronics 8 (+10), Expertise: Galactic Lore 6 (+8), Expertise: Mathematics 12 (+14), Expertise: Mechanics 6 (+8), Expertise: Quantum Mechanics 6 (+8), Expertise: Religion 10 (+12), Insight 4 (+8), Investigation 6 (+8), Perception 4 (+8), Persuasion 4 (+11), Ranged Combat: Power Ring 8 (+14), Technology 8 (+10), Treatment 4 (+6), Vehicles 8 (+14)

Powers
Numericon Physiology
. . Amphibious: Immunity 3 (racial, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning)
. . Body Resistance: Protection 4 (racial, +4 Toughness)
. . Head Tentacles: Extra Limbs 1 (racial, 1 extra limb, Advantages: Improved Grab)
. . Number Cruncher: Quickness 3 (racial, Perform routine tasks in -3 time ranks, Advantages: Ultimate Effort: Expertise: Mathematics; Limited to One Task: Mathematics)
. . Numericon Perception: Senses 2 (racial, Direction Sense, Low-light Vision)
. . Speed-Swimming: Swimming 3 (racial, Speed: 4 miles/hour, 60 feet/round)
. . Water Freedom: Movement 1 (racial, Environmental Adaptation: Aquatic)
Odymian Lantern Ring (Removable (indestructible))
. . Blue Energy Powers: Dynamic Array
. . . . Beacon of Hope: Perception Area Healing 15 ([0 active, 0/111 PP, 4/r+1], energy; Perception Area: DC 25 - Visual, Selective, Stabilize)
. . . . Blessings of Hope: Healing 16 ([0 active, 0/111 PP, 2/r+1], energy; Energizing, Feature: This power also restores a Lantern Ring to it's maximum charge; Limited: to Energizing Only)
. . . . Carry Away: Move Object 16 ([0 active, 0/111 PP, 2/r+21], energy, 100000 ktons; Extended Range 4, Increased Mass 16, Precise)
. . . . Hope Burns Bright: Progressive Perception Area Affliction 15 ([0 active, 0/111 PP, 4/r+1], energy, 3rd degree: Controlled, Transformed, Resisted by: Will, DC 25; Perception Area: DC 25 - Visual, Extra Condition, Insidious, Progressive, Selective; Limited: to Inducing Feelings of Hope, Limited Degree (third only), Notes: Orange, Red, or Yellow power rings are transformed to Powerless for duration of Affliction)
. . . . Hope Overcomes: Perception Area Nullify 15 ([0 active, 0/111 PP, 4/r], energy, Counters: Mind Control, DC 25; Perception Area: DC 25 - Visual, Selective, Simultaneous)
. . . . Hope Restores: Healing 16 ([0 active, 0/111 PP, 4/r+5], energy; Extended Range 4, Increased Range: ranged, Restorative, Stabilize)
. . . . Hope Springs Eternal: Burst Area Luck Control 1 ([0 active, 0/111 PP, 15/r], energy, Bestow Luck, Advantages: Luck 5; Burst Area 16: 120 miles radius sphere, DC 11, Selective; Check Required 5: DC 14 - Will, Increased Action 2: move, Limited: to Blue & Green Lantern Corps members, Reduced Range 2: close)
. . . . Hope Sustains
. . . . . . Air Bubble: Cloud Area Immunity 9 (Linked; [0 active, 0/111 PP, 3/r], energy, Disease, Environmental Conditions (All), Poison, Suffocation (All); Affects Others Only, Cloud Area: 15 feet radius sphere, DC 19, Increased Range: ranged, Sustained)
. . . . . . Flight Field: Cloud Area Flight 9 (Linked; [0 active, 0/111 PP, 4/r], energy, Speed: 1000 miles/hour, 2 miles/round; Affects Others Only, Cloud Area: 15 feet radius sphere, DC 19, Increased Range: ranged)
. . . . Planetary Protection: Perception Area Immunity 110 ([0 active, 0/111 PP, 1/r+1], energy, Fortitude Effects, Toughness Effects; Affects Others, Perception Area: DC 120 - Visual, Extended Range 4, Increased Range: ranged; Check Required 3: DC 12 - Will, Concentration, Distracting, Tiring)
. . . . Shelter of Hope: Create 15 ([0 active, 0/111 PP, 4/r+5], energy, Volume: 32000 cft., DC 25; Extended Range 4, Impervious, Selective, Stationary)
. . . . Shield of Hope: Burst Area Deflect 15 ([0 active, 0/111 PP, 3/r+4], energy; Burst Area 3: 120 feet radius sphere, DC 25, Extended Range 4; Limited: to Attacks Targeting Dodge)
. . Commlink: Senses 1 (cosmic, Communication Link: The Blue Lantern Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . . . Cosmic Network: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . Cosmic Shield: Protection 5 (cosmic, +5 Toughness; Impervious [10 extra ranks], Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 15 (cosmic, Speed: 64000 miles/hour, 120 miles/round; Limited: Last seven ranks are only available when in uninhabited areas [7 ranks only])
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
Unusual Qualities
. . Strong Hope: Enhanced Trait 2 (talent, Will +2 (+16); Limited: to enabling Blue Energy Powers array)

Expanded Equipment
Goggles
. . Augmented Lenses: Senses 9 (racial, Analytical (Type): Visual Senses, Extended: Visual Senses 1: x10, Infravision, Microscopic Vision 2: cell-size, Tracking: Infravision 2: full speed, Ultravision; Limited: Extended is for Vision)

Equipment
Goggles, Toolkit (Basic)

Offense
Initiative +7
Carry Away: Move Object 16, +14 (DC 26)
Grab, +2 (DC Spec 11)
Hope Burns Bright: Progressive Perception Area Affliction 15 (DC Will 25)
Hope Overcomes: Perception Area Nullify 15 (DC Will 25)
Throw, +6 (DC 16)
Unarmed, +2 (DC 16)

Complications
- Holding Back: Inert: At the end of any encounter in which this form is activated, Two-Six will fall into an hour long coma for having exhausted all of her mental reserves in using this much power on such short notice. This complication does not award a Hero Point.
- Motivation: Responsibility: Two-Six believes very strongly in the ideals of the Blue Lantern Corps and wishes to uphold their mission with all of her heart.
- Power Loss: Like all Lantern Rings, Blue Lantern Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery. Furthermore, if Two-Six ever loses her belief in the emotion known as hope, her ring can (and likely will) abandon her.
- Responsibility: As a Blue Lantern, Two-Six has been charged with bringing hope for the future to the inhabitants of Space Sector 916. It is her task to bring hope to the future in the face of overwhelming adversity and especially when the forces of good would face overwhelming odds.
- Say My Name, Say My Name: 2-6-8-1-7-9-5 much prefers to be called by her full name, but is willing to acknowledge that it is perhaps slightly too difficult for humans and other such species to remember, so has graciously allowed them to refer to her as 'Two-Six' instead.
- Weakness: The maximum rank of the effects within Two-Six's Blue Energy Powers array is equal to her Will rank (with the Strong Hope effect included in that rank). Any effect that reduces her Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to her Will is recovered.

Languages
Binary, Numericon [Native]

Defense
Dodge 15, Parry 15, Fortitude 8, Toughness 15 (Imp. 15), Will 16/14

Power Points
Abilities 70 + Powers 196 + Advantages 32 + Skills 57 (114 ranks) + Defenses 33 = 388
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DalkonCledwin
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Location: Gallifrey

Hermione Granger / The MCs / Take It Out On Me

Post by DalkonCledwin »

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Art by KenshjnPark on DeviantArt

Star Sapphire (Hermione Granger) - PL 12
Age: 21 / Height: 5' 10" / Weight: 145 lbs
Hair Color: Brown / Eye Color: Brown
Wealth Rank: +8 / Rep Rank: +14 (Hermione w/Wizards) / +13 (SS w/Both) / +12 (Hermione w/Muggles)

Strength 2, Stamina 2, Agility 6, Dexterity 5, Fighting 8, Intellect 7, Awareness 2, Presence 6

General Advantages
Animal Empathy, Artificer, Assessment, Attractive 2, Badgirl, Benefit, Renown, Connected, Contacts, Daze (Intimidation), Distracting Attack, Evasion, Fascinate (Intimidation), Fighting Style: Martial Arts A, Fighting Style: Martial Arts C, Great Endurance, Inspire 3, Interpose, Languages 2, Leadership, Lionheart 2, Move-by Action, Quick Draw, Ranged Attack, Set-up 2, Skill Mastery: Expertise (AWE): Research, Takedown 2, Teamwork, Trance, Weapon Element: Power Ring

Fighting Style Advantages
Agile Feint, All-out Attack, Defensive Attack, Improved Defense, Improved Disarm, Improved Grab, Improved Smash, Improved Trip, Instant Up, Power Attack, Prone Fighting

Enhanced Advantages
Beloved: Harry Potter, Eidetic Memory, Well-informed

Skills
Acrobatics 4 (+10), Athletics 8 (+10), Close Combat: Martial Arts 6 (+14), Deception 6 (+12), Expertise (AWE): Research 10 (+12), Expertise: Magic 10 (+17), Expertise: Magical Law 8 (+15), Insight 6 (+8), Intimidation 8 (+14), Investigation 6 (+13), Perception 6 (+8), Persuasion 4 (+10), Ranged Combat: Magic & Ring 4 (+9), Stealth 4 (+10), Technology 4 (+11), Treatment 6 (+13)

Powers
Unusual Qualities
. . Pragmatic Love: Enhanced Trait 3 (talent, Will +2 (+14), Advantages: Beloved: Harry Potter; Limited: to enabling Violet Energy Powers array [2 ranks only])
Wizardkind Physiology
. . Ghost Whisperer: Comprehend 2 (racial, Spirits - Communicate, Spirits - Medium)
. . Mage Sight: Senses 6 (racial, Analytical (Type): Visual Senses, Counters Concealment: Astral Bodies [Visual], Detect: Magic [Visual] 2: ranged)
. . Tough: Protection 3 (racial, +3 Toughness)
Zamaron Power Ring (Removable (indestructible))
. . Commlink: Senses 1 (cosmic, Communication Link: The Star Sapphire Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . . . Cosmic Network: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . Cosmic Shield: Protection 5 (cosmic, +5 Toughness; Impervious [5 extra ranks], Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 12 (cosmic, Speed: 8000 miles/hour, 16 miles/round; Limited: Last four ranks are only available when in uninhabited areas [4 ranks only])
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Scanning Beam: Senses 20 (cosmic, Analytical (Type): Aural Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical [Mental], Darkvision, Detect: Love [Mental] 2: ranged, Extended: Visual Senses 5: x100k, Microscopic Vision 1: dust-size, Radius: Detect Love, Tracking: Chemical 2: full speed; Quirk: Extended is for Visual Senses & Detect Love)
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)
. . Violet Energy Powers: Dynamic Array
. . . . Emotional Tether: Senses 31 ([0 active, 0/70 PP, 1/2r], energy, Accurate: Detect Love in Jeopardy, Acute: Detect Love in Jeopardy, Analytical: Detect Love in Jeopardy, Detect: Love in Jeopardy [Mental] 2: ranged, Direction Sense, Distance Sense, Extended: Detect Love in Jeopardy 20: x100000000tr, Radius: Detect Love in Jeopardy, Tracking: Detect Love in Jeopardy 2: full speed; Sustained; Limited: Extended is for Detect Love in Jeopardy [20 ranks only])
. . . . Heart's Connection: Healing 14 ([0 active, 0/70 PP, 3/r+2], energy; Increased Range: ranged, Persistent, Restorative, Resurrection, Stabilize; Limited: to Others Only, Source: The "Hearts True Love" of the person to be healed)
. . . . Star Sapphire Crystalization: Progressive Affliction 14 ([0 active, 0/70 PP, 5/r], energy, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, 3rd degree: Transformed, Resisted by: Will, DC 24; Extra Condition, Increased Range: ranged, Progressive, Notes: Transformed into a Star Sapphire Candidate)
. . . . Violet Anti-Material Rifle: Damage 14 ([0 active, 0/70 PP, 2/r+14], energy, DC 29; Increased Range: ranged, Penetrating 14)
. . . . Violet Energy Daggers: Strength-based Damage 3 ([0 active, 0/70 PP, 1/r+2], energy, slashing, DC 20; Dangerous, Split: 2 targets)
. . . . Violet Energy Shield: Burst Area Deflect 14 ([0 active, 0/70 PP, 3/r+4], energy; Burst Area 3: 120 feet radius sphere, DC 24, Extended Range 4; Limited: to Attacks Targeting Dodge)
. . . . Violet Star Burst: Burst Area Damage 12 ([0 active, 0/70 PP, 3/r+1], energy, DC 27; Burst Area 3: 120 feet radius sphere, DC 22, Feature: Extraordinary Effort for +2 effect rank; Tiring)
. . . . Violete Energy Castle: Create 12 ([0 active, 0/70 PP, 4/r+5], energy, Volume: 4000 cft., DC 22; Extended Range 4, Impervious, Selective, Stationary)
. . Wand, Ash & Phoenix Feather (Alternate; Easily Removable)
. . . . Magical Mastery: Array
. . . . . . Apparition: Teleport 11 (wizarding magic, 8 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Change Velocity, Extended: 2000 miles in 2 move actions, Increased Mass 3; Distracting, Limited: Must pass through intervening distance in a gaseous state)
. . . . . . Confringo: Cone Area Move Object 8 (fire, force, wizarding magic, 6 tons, DC 23; Cone Area: 60 feet cone, DC 18, Damaging, Penetrating 8; Limited: to Pushing targets away from Hermione, Reduced Range: close)
. . . . . . Confundus: Progressive Affliction 8 (wizarding magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Affects Objects, Increased Range: ranged, Progressive; Limited: to Causing erratic or insane behavior)
. . . . . . Incendio Frigus: Environment 3 (wizarding magic, Heat, Light, Radius: 120 feet; Feature: As long as this effect is in a jar or other similar container, it can be moved)
. . . . . . Incendio: Damage 12 (fire, wizarding magic, DC 27; Increased Range: ranged)
. . . . . . Mutonovis: Transform 8 (wizarding magic, Affects: Broad > Broad - Anything except food > anything else except food, Transforms: 200 lbs., DC 18; Increased Duration: continuous, Increased Range: ranged)
. . . . . . Obliviate: Concentration Cumulative Affliction 12 (wizarding magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 22; Concentration, Cumulative, Increased Range: ranged)
. . . . . . Petrificus: Progressive Affliction 8 (wizarding magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 18; Extra Condition, Increased Range: ranged, Progressive, Reversible; Limited Degree)
. . . . . . Reactive Protego: Cloud Area Deflect 8 (wizarding magic; Cloud Area: 15 feet radius sphere, DC 18, Redirection, Reflect, Triggered: 1 use - when two or more characters draw their wands on each other; Limited: to Attacks targeting dodge)
. . . . . . Stupefy: Cumulative Affliction 12 (wizarding magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Increased Range: ranged)

Offense
Initiative +6
Confringo: Cone Area Move Object 8 (DC 23)
Confundus: Progressive Affliction 8, +10 (DC Will 18)
Grab, +14 (DC Spec 12)
Incendio: Damage 12, +10 (DC 27)
Mutonovis: Transform 8, +10 (DC Dog 18)
Obliviate: Concentration Cumulative Affliction 12, +10 (DC Will 22)
Petrificus: Progressive Affliction 8, +10 (DC Fort/Will 18)
Star Sapphire Crystalization: Progressive Affliction 14, +10 (DC Will 24)
Stupefy: Cumulative Affliction 12, +10 (DC Fort 22)
Throw, +6 (DC 17)
Unarmed, +14 (DC 17)
Violet Anti-Material Rifle: Damage 14, +10 (DC 29)
Violet Energy Daggers: Strength-based Damage 3, +14 (DC 20)
Violet Star Burst: Burst Area Damage 12 (DC 27)

Complications
- Curse Sworn: Hermione became a Star Sapphire because she is in fear that Harry's loss of magic has ruined her chances of being happy with him. As a Star Sapphire she is responsible for spreading the Light of Love throughout the entirety of Space Sector 2814, and it is the belief of the Zamarons that the most effective way to accomplish this is by crystallizing whatever planet she happens to be on after achieving that which her heart most desires.
- Motivation: Recognition: Hermione's driving motivation is to be recognized by Harry as a viable romantic interest despite all that stands in her way of achieving that goal.
- Power Loss: Like all Lantern Rings, Star Sapphire Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery.
- Secret Identity: Star Sapphire is in reality Hermione Granger, and despite what she has led Harry to believe, she is desperately in love with him.
- Weakness: The maximum rank of the effects within Hermione's Violet Energy Powers array is equal to her Will rank (with the Pragmatic Love effect included in that rank). Any effect that reduces her Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to her Will is recovered.

Languages
Bulgarian, English [Native], French

Defense
Dodge 14, Parry 14, Fortitude 6, Toughness 10 (Imp. 10), Will 14/12

Power Points
Abilities 76 + Powers 165 + Advantages 45 + Skills 50 (100 ranks) + Defenses 28 = 364

--------------------
Regarding the new wand composition: Cursed Child implies that Hermione wound up needing to procure a new wand, as the one she had at the start of her Hogwarts career was stolen and/or broken by the Snatchers and she apparently never got it back. That is something else I'm keeping, as I doubt the Snatchers would have kept a confiscated wand intact.
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DalkonCledwin
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Arisia Rrab / The SCs / Take It Out On Me

Post by DalkonCledwin »

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Art by MinhBui131 on DeviantArt

Rookie GL (Arisia Rrab) - PL 10
Age: 13 (240) / Height: 5' 9" / Weight: 112 lbs
Hair Color: Blonde / Eye Color: Yellow
Wealth Rank: +12 / Rep Rank: +10

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

General Advantages
Agile Feint, Animal Empathy, Assessment, Attractive, Beginner's Luck, Benefit, Galactic Authority, Benefit, Social Class (militant/academic), Benefit, Wealth (well-off), Connected, Disarming (DC 16), Evasion 2, Fascinate (Persuasion), Favored Environment: Aerial, Fighting Style: Fencing, Fighting Style: Martial Arts A, Inspire 2, Interpose, Inventor, Jack-of-all-trades, Languages 1, Leadership, Lionheart 2, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Second Chance: Acrobatics Checks for Tumbling, Second Chance: Perception checks to notice secret or concealed doors, Set-up 2, Ultimate Effort: Will Checks

Fighting Style Advantages
Accurate Attack, All-out Attack, Defensive Attack, Improved Defense, Improved Disarm, Improved Initiative, Improved Smash, Instant Up, Power Attack, Taunt

Enhanced Advantages
Diehard, Eidetic Memory, Great Endurance, Well-informed

Skills
Acrobatics 8 (+14), Athletics 4 (+5), Close Combat: Power Ring 6 (+10), Deception 2 (+4), Expertise (AWE): Fashion Trends 6 (+8), Expertise: Astrogation 6 (+9), Expertise: Galactic Lore 4 (+7), Insight 4 (+6), Investigation 4 (+7), Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Power Ring 6 (+11), Stealth 4 (+10), Technology 8 (+11), Treatment 4 (+7), Vehicles 8 (+13)

Powers
Graxosian Physiology
. . Deathless: Immortality 1 (racial, Return after 2 weeks; Limited: Arisia's torso and head must be in one piece in order to revive, Quirk: Takes about one month for this power to fully kick in)
. . Fast Healing: Regeneration 5 (racial, Every 2 rounds, Advantages: Diehard, Great Endurance)
. . Graxosian Perception: Senses 1 (racial, Low-light Vision)
. . Invulnerabilities: Immunity 5 (racial, Custom: Sleep Afflictions 5; Feature: Longevity)
. . Resistances: Immunity 5 (racial, Custom: Mind Control 5; Limited - Half Effect)
Oan Power Ring (Removable (indestructible))
. . Commlink: Senses 1 (cosmic, Communication Link: The Green Lantern Corps)
. . Cosmic Relay: Array
. . . . Cosmic Communication: Other Area Cosmic Communication 4 (cosmic, Sense Type: Subspace Audiovisual Projection; Area, Subtle: encrypted)
. . . . Cosmic Communication: Other Cosmic Communication 5 (cosmic, Sense Type: Subspace Audiovisual Projection; Subtle: encrypted)
. . Cosmic Shield: Protection 4 (cosmic, +4 Toughness; Impervious [5 extra ranks], Sustained)
. . Cosmic Traveler: Array
. . . . Soar the Spaceways: Movement 4 (cosmic, Environmental Adaptation: Space, Space Travel 3: other galaxies)
. . . . True Flight: Flight 10 (cosmic, Speed: 2000 miles/hour, 4 miles/round; Limited: Last two ranks are only available when in uninhabited areas [2 ranks only])
. . Green Energy Powers: Dynamic Array
. . . . Green Antiproton Autocarbine: Damage 9 ([0 active, 0/45 PP, 3/r+1], energy, DC 24; Dangerous, Increased Range: ranged, Multiattack)
. . . . Green Dueling Sword: Strength-based Damage 6 ([0 active, 0/45 PP, 1/r+1], energy, slashing, DC 22; Dangerous)
. . . . Green Energy Citadel: Create 10 ([0 active, 0/45 PP, 4/r+5], energy, Volume: 1000 cft., DC 20; Extended Range 4, Impervious, Selective, Stationary)
. . . . Green Phaser Rifle: Cumulative Affliction 9 ([0 active, 0/45 PP, 4/r+4], energy, 1st degree: Dazed and Hindered, 2nd degree: Immobile and Stunned, 3rd degree: Incapacitated, Resisted by: Dodge, Overcome by Strength, DC 19; Cumulative, Extended Range 4, Extra Condition, Increased Range: ranged)
. . . . Green Photon Grenades: Burst Area Damage 10 ([0 active, 0/45 PP, 2/r+8], energy, DC 25; Burst Area: 30 feet radius sphere, DC 20, Reach (ranged) 8: 40 ft.)
. . . . Green Pulsewave Rifle: Cone Area Move Object 10 ([0 active, 0/45 PP, 2/r], energy, 25 tons, DC 25; Cone Area: 60 feet cone, DC 20, Damaging; Limited: to Pushing Targets away from Arisia, Reduced Range: close)
. . . . Green Sniper Rifle: Damage 9 ([0 active, 0/45 PP, 2/r+8], energy, DC 24; Extended Range 8, Increased Range: ranged)
. . Knowledge Database: Enhanced Trait 2 (cosmic, Advantages: Eidetic Memory, Well-informed)
. . Life Support Field: Immunity 10 (cosmic, Life Support; Sustained)
. . Scanning Beam: Senses 17 (cosmic, Analytical (Type): Aural Senses, Analytical (Type): Chemical Senses, Analytical (Type): Visual Senses, Awareness: Chemical [Mental], Darkvision, Extended: Visual Senses 5: x100k, Microscopic Vision 1: dust-size, Tracking: Chemical 2: full speed; Limited: Extended is for Visual [5 ranks only])
. . Universal Translator: Comprehend 5 (cosmic, Languages - Read All, Languages - Understand All, Languages - You're Understood, Machines / Electronics)

Offense
Initiative +10
Grab, +4 (DC Spec 11)
Green Antiproton Autocarbine: Damage 9, +11 (DC 24)
Green Dueling Sword: Strength-based Damage 6, +10 (DC 22)
Green Phaser Rifle: Cumulative Affliction 9, +11 (DC Fort/Will 19)
Green Photon Grenades: Burst Area Damage 10 (DC 25)
Green Pulsewave Rifle: Cone Area Move Object 10 (DC 25)
Green Sniper Rifle: Damage 9, +11 (DC 24)
Throw, +5 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Motivation: Hair of Gold, Heart of Gold: Arisia has blonde hair and is very idealistic in how she approaches her duties as a Green Lantern.
- Power Loss: Like all Lantern Rings, Green Lantern Rings will occasionally require recharging at an associated Power Battery. They will issue a warning chime when their energy is beginning to run low so as to alert their Ring Bearer that it is time to seek out a Power Battery.
- Quirk: Despite her nominally young age, Arisia is very flirtatious and outgoing... so much so in fact that she has a necessary superpower in that she can use her Green Lantern Ring to age herself up to a human equivalent of 18 years. This is to be treated as a Power Stunt and a one-time deal if she uses it.
- Relationships: Arisia's family is famous among the Green Lantern Corps for the fact that almost every single one of them has at one point or another, been the Green Lantern of Space Sector 2815, making the position more of a Hereditary Title of Nobility within that Space Sector than it is anywhere else in the universe. She has also become the 'GL Apprentice' to one, Harry Potter.
- Responsibility: As a Green Lantern, Arisia is charged with protecting life and liberty within Space Sector 2815. She is to combat evil wherever she finds it and do everything in her power to protect the inhabitants of her space sector from natural disasters or cataclysms. She is also always supposed to give top priority to the greatest danger presented to her in any given situation unless there are other Green Lanterns (or heroes) on hand to assist her in dealing with the threat.
- Temper: Her temper is understated, but she is someone who would be willing to punch one of the Guardians of the Universe in the face if they are being particularly stupid.
- Weakness: The maximum rank of the effects within Arisia's Green Energy Powers array is equal to her Will rank. Any effect that reduces her Will Rank will have an equal reduction upon the maximum ranks of the effects within said array until that reduction to her Will is recovered.

Languages
Binary, Graxosian [Native]

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

Power Points
Abilities 56 + Powers 139 + Advantages 42 + Skills 42 (84 ranks) + Defenses 22 = 301
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DalkonCledwin
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A Demon's Fate Brainstorm & Notes

Post by DalkonCledwin »

A Demon’s Fate
Premise: “You'll burn this time, seeing the violence, it's feeding my mind. No one is saving you. How can you find a heaven in this hell? Leave it behind, hearing your silence, it screams our goodbye, cannot believe it's an eye for an eye. Life is gone to waste, angels have faith, I don't want to be a part of his sin, I don't want to get lost in his world, I'm not playing this game.”
Required Inclusions:
- Harry must be Trigon’s Half-Demon son (How he was conceived is up to the author).
- Harry must be at least two years older than Raven, a fact which is made possible by recent retcons in DC which state that Raven is simply Trigon’s only daughter.
- Harry’s human form must have at least some demonic traits (such as gray, purple or dark peach colored skin, a second pair of eyes, etc…)
- Unless he is around people who know his identity, or else he is acting as a hero, Harry must have some method by which to disguise his less than human characteristics.
- Harry must possess all of the same abilities as Raven does, only at a higher level due to having begun his training earlier than she did.
- In addition to those characteristics, Harry must possess a degree of enhanced strength, speed, durability and intelligence.
- Harry must start off as a solo hero before later joining the Justice League after it is founded.
- Trigon must at some point attempt to use Harry as a means by which to conquer the Earth, and only turn his attention towards Raven after he has failed with Harry.
- After Trigon tries to use him for such purposes, Harry must track down Raven and take her under his wing (both as her legal guardian and as her superhero mentor).
- Harry must be one of the more ruthless heroes towards supervillains, but it might be best if he reserves this trait towards those who do not show any capacity towards remorse.
- Harry being romantically paired with at least one of the following girls: Wonder Woman, Zatanna, Hawkgirl and/or Black Canary.
Preferred Inclusions:
- Including the events from some of the DC animated movies (eg. Crisis on Two Earths, Justice League: Doom, etc…) or Injustice: Gods Among Us.
- Using one or two of the DC animated TV series (eg. Justice League Unlimited, Young Justice, Teen Titans, etc…) and/or a comic series as the basis of this story.
- Wonder Woman and Raven wearing one of their costumes from the Injustice universe.
- Harry’s emotional control being worse than Raven’s.
- Harry dropping out of Hogwarts to take care of his sister.
Optional Inclusions:
- Harry picking a code name that is based on a species of bird.
- Harry being taken under the wing of one of the heroic magic users of Earth.
- Harry’s superhero outfit being some form of armor.
- Bashing of Dumbledore, Ron, Molly, Snape, Fudge, Umbridge & Voldemort.
Forbidden Things:
- Harry being romantically paired with a male character.
- Harry the Weak Emo Doormat.
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