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DalkonCledwin
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Hraesvelgr / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 11:24 am

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Art by Y-mir on DeviantArt

Hraesvelgr (Harry Potter) - PL 12
Age: 16 / Height: 5' 10" / Weight: 177 lbs
Hair Color: Jet Black / Eye Color: Bottle Green

Strength 9, Stamina 6, Agility 4, Dexterity 4, Fighting 10, Intellect 5, Awareness 4, Presence 3

Advantages
Artificer, Attractive, Benefit, Wealth 3 (millionare), Diehard, Eidetic Memory, Equipment 4, Evasion, Favored Foe: Voldemort, Fearless, Improved Critical: Eldritch Swords, Inspire 2, Languages 3, Leadership, Luck, Power Attack, Ranged Attack 6, Taunt, Trance

Skills
Acrobatics 2 (+6), Athletics 2 (+11), Close Combat: Swords 2 (+12), Deception 6 (+9), Expertise (AWE): Cooking 4 (+8), Expertise: Magic 10 (+15), Insight 6 (+10), Investigation 6 (+11), Perception 6 (+10), Persuasion 4 (+7), Stealth 8 (+12), Vehicles 6 (+10)

Powers
Death's Cloak of Invisibility (Removable (indestructible))
. . Concealment: Concealment 5 (bestowed, necromantic, All Visual Senses, Other Sense: Lifeline Detection)
. . Ghost Shield: Protection 6 (bestowed, necromantic, +6 Toughness; Impervious, Sustained)
Demonic Empathy: Array
. . Empathic Healing: Healing 12 (psychic; Increased Range 2: perception, Restorative; Empathic)
. . Hands-On Healing: Healing 12 (psychic; Restorative, Resurrection, Notes: This can only be used to resurrect people who have been dead for less than 12 minutes)
. . Induce Emotions: Progressive Affliction 12 (psychic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Increased Range 2: perception, Progressive; Limited: to Emotions)
. . Perceive Emotions: Cumulative Mind Reading 12 (psychic, DC 22; Cumulative, Reaction 3: reaction; Limited: to Emotions, Side Effect: on failure - Experiences Emotions)
. . Soothe Emotions: Nullify 12 (psychic, Counters: Emotion Effects, DC 22; Effortless, Increased Range: perception, Simultaneous)
. . Terrifying Apparition: Cumulative Perception Area Affliction 12 (psychic, 1st degree: Dazed, Entranced, 2nd degree: Stunned, Compelled, Resisted by: Will, DC 22; Perception Area: DC 22 - Visual, Cumulative, Extra Condition, Selective; Limited Degree)
Eldritch Swords of Hraesvelgr (Easily Removable)
. . Sword Strikes: Strength-based Damage 3 (slashing, DC 27; Dangerous, Penetrating 10, Secondary Effect, Split: 2 targets)
Half-Demonic Wizard Physiology
. . Dark Magical Boy: Senses 2 (outsider, Darkvision)
. . Eldritch Lifeform: Immunity 6 (outsider, Disease, Emotion Effects; Feature 2: Extreme Longevity)
. . Levitation: Flight 8 (outsider, Speed: 500 miles/hour, 1 mile/round)
. . Metamorphmagus: Morph 2 (outsider, +20 Deception checks to disguise; Narrow group, Notes: Male humanoids of roughly the same height and weight as Harry)
. . Soul Sight: Senses 12 (outsider, Accurate (Type): Visual Senses, Acute (Type): Visual Senses, Analytical (Type): Visual Senses, Detect: Souls [Visual] 2: ranged, Detect: Magic [Visual] 2: ranged)
Wizarding Might: Array
. . Apparition (Accompanied, Close): Burst Area Teleport 9 (magical, 2 miles in a move action, carrying 12 tons; Burst Area: 30 feet radius sphere, DC 19, Change Direction, Change Velocity, Increased Mass 9, Selective, Turnabout; Limited: Must pass through intervening space in a gaseous form)
. . Apparition (Accompanied, Far): Burst Area Teleport 6 (magical, 1800 feet in a move action, carrying 12 tons; Accurate, Burst Area: 30 feet radius sphere, DC 16, Easy, Extended: 60 miles in 2 move actions, Increased Mass 9, Selective; Limited: Must pass through intervening space in a gaseous form)
. . Apparition (Close): Teleport 12 (magical, 16 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Limited: Must pass through intervening distance in a gaseous form)
. . Apparition (Far): Teleport 10 (Carry 50 lbs.; Accurate, Easy, Extended: 1000 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
. . Broccium Blicsum: Damage 14 (electricity, magical, DC 29; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Notes: Any point downwards)
. . Confringo: Line Area Damage 12 (fire, magical, DC 27; Line Area 3: 5 feet wide by 120 feet long, DC 22, Feature: Extraordinary Effort for +2 Effect Ranks, Penetrating 8; Tiring)
. . Dimensional Shift: Burst Area Movement 3 (magical, Dimensional 3: any dimension, 12 tons; Burst Area: 30 feet radius sphere, DC 13, Increased Mass 9, Selective)
. . Expelliarmus: Move Object 14 (magical, 400 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Occlumens: Damage 7 (magical, psychic, DC 22; Alternate Resistance: Will, Increased Range 2: perception, Reaction 3: reaction, Subtle: subtle; Limited: Source of the Mental Power)
. . Stupefy: Cumulative Affliction 14 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 24; Cumulative, Increased Range: ranged)

Equipment
Genius in a Bottle Apothecary, Holly Wand 1

Offense
Initiative +4
Broccium Blicsum: Damage 14, +10 (DC 29)
Confringo: Line Area Damage 12 (DC 27)
Expelliarmus: Move Object 14, +10 (DC 24)
Grab, +10 (DC Spec 19)
Induce Emotions: Progressive Affliction 12 (DC Will 22)
Occlumens: Damage 7 (DC Will 22)
Perceive Emotions: Cumulative Mind Reading 12 (DC Will 22)
Soothe Emotions: Nullify 12 (DC Will 22)
Stupefy: Cumulative Affliction 14, +10 (DC Fort 24)
Sword Strikes: Strength-based Damage 3, +12 (DC 27)
Terrifying Apparition: Cumulative Perception Area Affliction 12 (DC Will 22)
Throw, +10 (DC 24)
Unarmed, +10 (DC 24)

Complications
- Living Horcrux: When Harry uses his Trance advantage, or even when he is just trying to sleep, he can be subjected to visions of Voldemort's activities, or those of Voldemort's other living Horcrux, Nagini. These visions are outside of his ability to control, and render his attempt to use the Trance advantage meaningless or make it impossible for him to get a full night's rest, preventing him from using that rest to recover the way he would normally have been capable of doing.
- Motivation: Doing Good: Despite his demonic nature, Harry strives always to do good by the world.
- Power Loss: If Harry is incapable of accessing his wand, he loses the ability to perform any magic in his Wizarding Might array except for his Apparition, his Dimensional Shift, or his Occlumency.
- Power Nexus: Because of his heritage, and because of circumstances surrounding his birth, Harry is the target of both supernatural forces as well as the followers of the Dark Lord known as Voldemort. Both agencies wish to use Harry to further their own agendas, though some of those agendas may be more pleasurable for Harry than others.
- Powerful Empath: Due to the torment he suffered at the hands of Severus Snape, Harry only just barely learned how to perform Occlumency. Unfortunately, this had the unfortunate consquence of causing him to have virtually no control over the "Perceive Emotions" power, as it will automatically trigger whenever he looks someone in the eyes, and sometimes it causes him to feel whatever emotion they themselves are feeling. The presence of other Empaths blunts this effect to some extent.
- Secret Identity: Hraesvelgr the Grey is in reality none other than Harry James Potter, the alleged savior of the Wizarding half of Great Britain.
- Trigon's First Born: Harry's dark nature occasionally threatens to dominate his personality. When giving in to his darker emotions, or when overpowered by demonic influences, he becomes the infernal embodiment of Wrath, and it is up to his loved ones to bring him back from the edge of Perdition.

Languages
Abyssal, English [Native], Latin, Parseltongue

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

Power Points
Abilities 90 + Powers 184 + Advantages 29 + Skills 31 (62 ranks) + Defenses 24 = 358

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Genius in a Bottle Apothecary - PL 12

Toughness 10, Size Huge

Features:
Defense System, Dual Size: Medium, Fire Prevention System, Gym, Infirmary, Laboratory, Library, Living Space, Personnel, Security System 2, Storefront 1, Trophy Room, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9
Last edited by DalkonCledwin on Sat Feb 02, 2019 5:24 pm, edited 2 times in total.

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DalkonCledwin
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Raven / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 1:58 pm

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Official Teen Titans Art

Raven (Rachel Roth) - PL 8
Age: 13 / Height: 4' 11" / Weight: 86 lbs
Hair Color: Violet / Eye Color: Violet (Default)

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

Advantages
Accurate Attack, Adorable, Fascinate (Intimidation), Fearless, Improved Trip, Languages 2, Leadership, Luck, Ranged Attack, Ritualist, Startle, Taunt, Trance, Uncanny Dodge

Skills
Close Combat: Unarmed 4 (+9), Deception 4 (+7), Expertise: Archaeolinguistics 4 (+7), Expertise: Magic 6 (+9), Insight 6 (+11), Intimidation 6 (+9), Investigation 4 (+7), Perception 6 (+11), Persuasion 2 (+5), Ranged Combat: Soul Self 2 (+5), Sleight of Hand 2 (+5), Stealth 4 (+6), Treatment 2 (+5)

Powers
Demonic Empathy: Array
. . Empathic Healing: Healing 8 (psychic; Increased Range 2: perception, Restorative; Empathic)
. . Hands-On Healing: Healing 8 (psychic; Restorative, Resurrection)
. . Induce Emotions: Progressive Affliction 8 (psychic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive; Limited: to Emotions)
. . Perceive Emotions: Cumulative Mind Reading 8 (psychic, DC 18; Cumulative; Limited to Emotions, Side Effect: on failure - Experience Emotions)
. . Soothe Emotions: Nullify 8 (psychic, Counters: Emotion Effects, DC 18; Effortless, Increased Range: perception, Simultaneous)
. . Terrifying Apparition: Cumulative Perception Area Affliction 8 (psychic, 1st degree: Dazed, Entranced, 2nd degree: Stunned, Compelled, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Cumulative, Extra Condition, Selective; Limited Degree)
Half-Demonic Sorceress Physiology
. . Cosmetic Shift: Feature 1 (outsider, Notes: Raven's skin and eye color change depending upon her emotions and how much influence her father has on her. This is a similar, but much less potent, version of Harry's Metamorphmagus effect.)
. . Dark Magical Girl: Senses 1 (outsider, Low-light Vision)
. . Eldritch Lifeform: Immunity 1 (outsider, Disease; Feature 2: Extreme Longevity)
. . Levitation: Flight 5 (outsider, Speed: 60 miles/hour, 900 feet/round)
. . Soul Sight: Senses 12 (outsider, Accurate (Type): Visual Senses, Acute (Type): Visual Senses, Analytical (Type): Visual Senses, Detect: Magic [Visual] 2: ranged, Detect: Souls [Visual] 2: ranged)
Soul Self: Array
. . Astral Projection: Mental Area Communication Perception (Visual) 3 (magical, soul; Area, Perception (Visual): Visual, Selective; Noticeable: Raven-shaped Shadow, Side Effect 2: always - Physical body is defenseless and immobile)
. . Nightmare Soulscape: Damage 5 (magical, soul, DC 20; Alternate Resistance: Will, Increased Range 2: perception, Reaction 3: reaction, Subtle: subtle; Limited: Source of the Mental Power)
. . Personal Dreamscape: Illusion 8 (magical, psychic, soul, Affects: All Sense Types, Area: 250 cft., DC 18; Insidious, Precise; Limited to One Subject, Reduced Range: ranged, Resistible: Will)
. . Soul Darts: Damage 10 (magical, soul, DC 25; Alternate Resistance: Will, Increased Range: ranged, Multiattack)
. . Soul Jump (Accompanied, Close): Burst Area Teleport 7 (magical, soul, 0.5 miles in a move action, carrying 3 tons; Burst Area: 30 feet radius sphere, DC 17, Change Direction, Change Velocity, Increased Mass 7, Selective, Turnabout)
. . Soul Jump (Accompanied, Far): Burst Area Teleport 4 (magical, soul, Carry 3 tons; Accurate, Burst Area: 30 feet radius sphere, DC 14, Easy, Extended: 16 miles in 2 move actions, Increased Mass 7, Selective; Limited to Extended)
. . Soul Jump (Close): Teleport 10 (magical, soul, 4 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout)
. . Soul Jump (Far): Teleport 8 (magical, soul, Carry 50 lbs.; Accurate, Easy, Extended: 250 miles in 2 move actions; Limited to Extended)
. . Soul Raven Swoop: Cone Area Damage 8 (magical, soul, DC 23; Alternate Resistance: Will, Cone Area: 60 feet cone, DC 18, Increased Range: ranged)
Soul Self: Talents
. . Ravensoul Shield: Protection 9 (magical, soul, +9 Toughness; Impervious, Sustained)

Offense
Initiative +2
Grab, +5 (DC Spec 10)
Induce Emotions: Progressive Affliction 8 (DC Will 18)
Nightmare Soulscape: Damage 5 (DC Will 20)
Perceive Emotions: Cumulative Mind Reading 8 (DC Will 18)
Soothe Emotions: Nullify 8 (DC Will 18)
Soul Darts: Damage 10, +6 (DC Will 25)
Soul Raven Swoop: Cone Area Damage 8 (DC Will 23)
Terrifying Apparition: Cumulative Perception Area Affliction 8 (DC Will 18)
Throw, +4 (DC 15)
Unarmed, +9 (DC 15)

Complications
Motivation: Acceptance: Raven wishes to be accepted by her friends and those she considers family, despite the fact that she has the potential to herald in the apocalypse by admitting Trigon into the world they call home.
Power Loss: Raven’s Soul Self can be damaged or even captured by an opponent using the right magic or amount of power. In this case, she cannot use the powers in her Soul Self array or her Ravensoul Shield. While separated from her Soul Self, Raven languishes and may die if separated from it for too long.
Power Nexus: Because of her heritage and the knowledge she has access to, Raven is the target of many supernatural forces who wish to use her for their own dark purposes.
Powerful Empath: Raven’s self-control sometimes slips and she becomes overwhelmed by ambient emotions, suffers pain from very strong feelings around her, or she unwittingly uses Induce Emotions and Terrifying Apparition on others. She always regrets these lapses. She is also constantly trying to deny herself the ability to feel emotions, something her elder brother isn't letting her get away with doing very easily.
- Trigon's Favored Child: Raven’s dark nature occasionally threatens to dominate her personality. When giving in to her darker emotions or when overpowered by demonic influence, she becomes the infernal embodiment of Pride and it’s up to her closest friends to bring her back.
- Uncontrolled Precognition: When Raven tries to use her Trance or Ritualist advantages, or when she’s just trying to sleep, she can receive precognitive flashes outside her control that knock her out and abort her attempt to use her powers and/or prevent any recovery from resting.

Languages
Abyssal, Azarathian [Native], English

Defense
Dodge 6, Parry 6, Fortitude 3, Toughness 10 (Imp. 9), Will 13

Power Points
Abilities 44 + Powers 130 + Advantages 15 + Skills 26 (52 ranks) + Defenses 15 = 230

--------------------
Build Comments: One important note about Raven's stat block. She does not have the Dimensional Shift ability yet, because she has not yet learned how to do that the way Harry has done.

Also, I want to go on record as saying that the whole "White Raven" thing that you see in the Teen Titans TV series? Yeah that is a plot device that will not be depicted in the stat blocks I am building. If it did have a rule attached to it, it would be the Holding Back advantage, and I don't feel that is entirely appropriate to how frequently Raven, and in this case Harry, tend to use the ability. They use that thing whenever it is plot relevant, not when their teammates are going to die or something like that. It likely does follow the same rules for the Holding Back advantage in terms of what it gives them, but it doesn't activate the same way.

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DalkonCledwin
Posts: 633
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Lady Bird / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 4:07 pm

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Art by RedPear on DeviantArt

Lady Bird (Fleur Delacour) - PL 10
Age: 19 / Height: 5' 5" / Weight: 131 lbs
Hair Color: Silvery-Blonde / Eye Color: Blue
Measurements: 32C / 24 / 32 in.

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

General Advantages
Artificer, Attractive 2, Close Attack 2, Defensive Roll 2, Equipment 1, Evasion, Improved Initiative, Instant Up, Jack-of-all-trades, Languages 3, Power Attack, Ranged Attack 5, Skill Mastery: Expertise: Magic, Skill Mastery: Investigation, Tracking, Trance, Uncanny Dodge, Well-informed

Enhanced Advantages
Great Endurance

Skills
Close Combat: Unarmed 6 (+12), Expertise (PRE): Entertain 4 (+7), Expertise: Magic 10 (+14), Expertise: Mugglewise 4 (+8), Insight 6 (+11), Intimidation 2 (+5), Investigation 6 (+10), Perception 10 (+15), Persuasion 8 (+11), Sleight of Hand 4 (+7), Treatment 6 (+10)

Powers
Veela Battle Form (Activation: Move Action)
. . Battle Traits: Enhanced Trait 42 (talent, Strength +3 (+4), Stamina +4 (+6), Agility +6 (+8), Fighting +2 (+8), Deception -5 (-2), Intimidation +5 (+8), Persuasion -5 (-2), Athletics +5 (+6), Perception +2 (+17), Stealth +5 (+7), Acrobatics +5 (+7), Advantages: Chokehold, Daze (Intimidation), Favored Foe: Males, Improved Grab, Improved Hold, Startle)
. . Harpy-like Wings: Flight 6 (talent, Speed: 120 miles/hour, 1800 feet/round; Wings)
. . PassionFyre: Damage 8 (extradimensional, DC 23; Alternate Resistance: Will, Increased Range: ranged)
. . Talons: Strength-based Damage 1 (slashing, DC 17; Accurate 2: +4, Grabbing)
Veela Physiology
. . Empathy: Senses 3 (talent, Acute: Detect Emotions, Detect: Emotions 2: ranged)
. . Magical Awareness: Senses 2 (talent, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Metamorphic Regeneration: Regeneration 2 (talent, Every 5 rounds, Advantages: Great Endurance)
. . The Allure: Progressive Burst Area Affliction 7 (emotions, talent, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Insidious, Progressive; Limited: to feelings of lust & desire, Sense-dependent: Visual)
Wizarding Might: Array
. . Apparition (Close): Teleport 10 (magical, 4 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Limited: Must pass through intervening distance in a gaseous form)
. . Apparition (Far): Teleport 8 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 250 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
. . Expecto Patronum • Nuntius: Other Communication 4 (magical, Sense Type: Magical Audiovisual Projection; Concentration, Limited: to a single message)
. . Expelliarmus: Move Object 12 (magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Finite Incantatem: Burst Area Nullify 6 (magical, Counters: Magic, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous)
. . Hominem Revelio: Senses 5 (magical, Acute: Detect Humanoids, Detect: Humanoids [Mental] 2: ranged, Extended: Detect Humanoids 1: x10, Radius: Detect Humanoids; Sustained)
. . Incendio: Damage 12 (fire, magical, DC 27; Increased Range: ranged)
. . Protego Horribilis: Enhanced Trait 8 (good, magical, Dodge +2 (+6), Parry +2 (+10), Fortitude +2 (+4), Will +2 (+12); Limited: to Attacks from "Evil" or "Unholy" foes)
. . Protego Maxima • Fianto Duri: Create 10 (magical, Volume: 1000 cft., DC 20; Impervious, Stationary; Limited: to Walls)
. . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)

Equipment
Rosewood Wand 1

Offense
Initiative +6
Expelliarmus: Move Object 12, +8 (DC 22)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Grab, +8 (DC Spec 11)
Incendio: Damage 12, +8 (DC 27)
PassionFyre: Damage 8, +8 (DC Will 23)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Talons: Strength-based Damage 1, +12 (DC 17)
The Allure: Progressive Burst Area Affliction 7 (DC Will 17)
Throw, +8 (DC 16)
Unarmed, +14 (DC 16)

Complications
- Enemies: Certain aquatic species tend to react very negatively to being exposed to a Veela's allure. This can lead to all manner of problems for a Veela if they desire to go for a swim.
- Motivation: Greed: Fleur has deduced that Harry is completely unaffected by her allure, and is determined to make him her mate under any circumstances she possibly can. She is therefore one of the agencies wishing to get their hands on Harry with intentions that would be more pleasurable for Harry than the intentions of say... the Death Eaters.
- Myth Busters: Veela Edition: First off, Veela are like birds, they lay eggs and they also protect those eggs with vicious savagery. This is why Veela communes exist, because any male who gets within eyesight of a Veela's nest is going to die a very bloody death. Next up, the daughter of a Veela is also automatically going to be a Veela too. There are no half-Veela or quarter-Veela, and there are certainly no male Veela. The male offspring of a Veela are the same species as the father... they are just born in an unusual manner for their species. Lastly, Veela with very few exceptions, Veela can produce viable offspring with any other species as long as it is at least partially humanoid. The most notable exception to that rule, is in the case of Dementors.
- Mythic Weakness: Veela are actually a type of Fey, and are therefore vulnerable to iron. Such objects inflict a Rank 5 Fortitude resisted Affliction that has a 1st Degree of Dazed, a 2nd Degree of Stunned and a 3rd Degree of Incapacitated when used against a Veela. This is in addition to anything else the iron in question might otherwise be capable of doing to them.
- Power Loss: Veela lose the ability to enter their Battle Form and project their Allure if they are in physical contact with something made from iron.
- Relationship: Fleur is the elder daughter of Jacques and Apolline Delacour. Her sister's name is Gabrielle Delacour, and the two are close enough that one might say they are inseparable.
- Reputation: Veela have a rather nasty and largely undeserved reputation for being insatiable sex fiends. It's undeserved for the simple fact that it isn't their fault that humans lack the ability to regulate their biology in such a way as to largely negate fatigue toxins like Veela can do.

Languages
English, French [Native], Gobbledygook, Latin

Defense
Dodge 6/4, Parry 10/8, Fortitude 4/2, Toughness 4/2, Will 12/10

Power Points
Abilities 52 + Powers 138 + Advantages 27 + Skills 33 (66 ranks) + Defenses 9 = 259

--------------------
Lady Bird (Fleur Delacour) - PL 10

Strength 4/1, Stamina 6/2, Agility 8/2, Dexterity 3, Fighting 8/6, Intellect 4, Awareness 5, Presence 3

Advantages
Artificer, Attractive 2, Close Attack 2, Defensive Roll 2, Equipment 1, Evasion, Improved Initiative, Instant Up, Jack-of-all-trades, Languages 3, Power Attack, Ranged Attack 5, Skill Mastery: Expertise: Magic, Skill Mastery: Investigation, Tracking, Trance, Uncanny Dodge, Well-informed

Enhanced Advantages
Chokehold, Daze (Intimidation), Favored Foe (Males), Great Endurance, Improved Grab, Improved Hold, Startle

Skills
Close Combat: Unarmed 6 (+14), Expertise (PRE): Entertain 4 (+7), Expertise: Magic 10 (+14), Expertise: Mugglewise 4 (+8), Insight 6 (+11), Intimidation 2 (+10/+5), Investigation 6 (+10), Perception 10 (+17/+15), Persuasion 8 (+6/+11), Sleight of Hand 4 (+7), Treatment 6 (+10)

Powers
Veela Battle Form (Activation: Move Action)
. . Battle Traits: Enhanced Trait 42 (talent, Strength +3 (+4), Stamina +4 (+6), Agility +6 (+8), Fighting +2 (+8), Deception -5 (-2), Intimidation +5 (+8), Persuasion -5 (-2), Athletics +5 (+9), Perception +2 (+17), Stealth +5 (+13), Acrobatics +5 (+13), Advantages: Chokehold, Daze (Intimidation), Favored Foe: Males, Improved Grab, Improved Hold, Startle)
. . Harpy-like Wings: Flight 6 (talent, Speed: 120 miles/hour, 1800 feet/round; Wings)
. . PassionFyre: Damage 8 (extradimensional, DC 23; Alternate Resistance: Will, Increased Range: ranged)
. . Talons: Strength-based Damage 1 (slashing, DC 20; Accurate 2: +4, Grabbing)
Veela Physiology
. . Empathy: Senses 3 (talent, Acute: Detect Emotions, Detect: Emotions 2: ranged)
. . Magical Awareness: Senses 2 (talent, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Metamorphic Regeneration: Regeneration 2 (talent, Every 5 rounds, Advantages: Great Endurance)
. . The Allure: Progressive Burst Area Affliction 7 (emotions, talent, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Insidious, Progressive; Limited: to feelings of lust & desire, Sense-dependent: Visual)
Wizarding Might: Array
. . Apparition (Close): Teleport 10 (magical, 4 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Limited: Must pass through intervening distance in a gaseous form)
. . Apparition (Far): Teleport 8 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 250 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
. . Expecto Patronum • Nuntius: Other Communication 4 (magical, Sense Type: Magical Audiovisual Projection; Concentration, Limited: to a single message)
. . Expelliarmus: Move Object 12 (magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Finite Incantatem: Burst Area Nullify 6 (magical, Counters: Magic, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous)
. . Hominem Revelio: Senses 5 (magical, Acute: Detect Humanoids, Detect: Humanoids [Mental] 2: ranged, Extended: Detect Humanoids 1: x10, Radius: Detect Humanoids; Sustained)
. . Incendio: Damage 12 (fire, magical, DC 27; Increased Range: ranged)
. . Protego Horribilis: Enhanced Trait 8 (good, magical, Dodge +2 (+12), Parry +2 (+12), Fortitude +2 (+8), Will +2 (+12); Limited: to Attacks from "Evil" or "Unholy" foes)
. . Protego Maxima • Fianto Duri: Create 10 (magical, Volume: 1000 cft., DC 20; Impervious, Stationary; Limited: to Walls)
. . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)

Equipment
Rosewood Wand 1

Offense
Initiative +12
Expelliarmus: Move Object 12, +8 (DC 22)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Grab, +10 (DC Spec 14)
Incendio: Damage 12, +8 (DC 27)
PassionFyre: Damage 8, +8 (DC Will 23)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Talons: Strength-based Damage 1, +14 (DC 20)
The Allure: Progressive Burst Area Affliction 7 (DC Will 17)
Throw, +8 (DC 19)
Unarmed, +16 (DC 19)

Complications
- See Above

Languages
English, French [Native], Gobbledygook, Latin

Defense
Dodge 12/10, Parry 12/10, Fortitude 8/6, Toughness 8/6, Will 12/10

Power Points
Abilities 52 + Powers 138 + Advantages 27 + Skills 33 (66 ranks) + Defenses 9 = 259

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DalkonCledwin
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Valkyrie / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 5:59 pm

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Valkyrie (Astoria Greengrass) - PL 8
Age: 14 / Height: 4' 10" / Weight: 116 lbs
Hair Color: Auburn / Eye Color: Blue
Measurements: 30C / 21 / 30 in.

Strength 9, Stamina 8/7, Agility 6, Dexterity 4, Fighting 7, Intellect 3, Awareness 7/6, Presence 4

Advantages
Agile Feint, Artificer, Attractive, Benefit, Wealth 3 (millionare), Equipment 3, Evasion, Grabbing Finesse, Improved Defense, Inspire, Languages 2, Leadership, Power Attack, Ranged Attack 2, Ritualist, Takedown, Teamwork, Trance

Skills
Acrobatics 6 (+12), Athletics 6 (+15), Expertise: Magic 6 (+9), Expertise: Tactics 6 (+9), Insight 4 (+11), Intimidation 6 (+10), Perception 6 (+13), Persuasion 2 (+6)

Powers
Battle Armor (Removable)
. . Armor Plating: Impervious Toughness 8 (armor)
Wizarding Exemplar Physiology
. . Fast Action: Quickness 2 (talent, Perform routine tasks in -2 time ranks)
. . Impervious Biology: Immunity 1 (talent, Disease; Feature: Longevity)
. . Magical Awareness: Senses 2 (talent, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Running Speed: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round)
. . Strong Warrior: Enhanced Strength 2 (talent, +2 STR)
. . Superior Condition: Enhanced Trait 6 (talent, Stamina +1 (+8), Awareness +1 (+7), Dodge +1 (+8), Parry +1 (+8))
Wizarding Might: Array
. . Expelliarmus: Move Object 10 (magical, 25 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Expulso: Burst Area Damage 7 (ballistic, magical, DC 22; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged; Quirk: requires sealed objects)
. . Finite: Nullify 6 (magical, Counters: Magic, DC 16; Broad, Simultaneous)
. . Glacius I: Damage 10 (cold, magical, DC 25; Increased Range: ranged)
. . Glacius II: Cone Area Damage 8 (cold, DC 23; Cone Area: 60 feet cone, DC 18)
. . Glacius III: Cumulative Cone Area Affliction 5 (cold, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Transformed, Resisted by: Fortitude, DC 15; Affects Objects, Cone Area: 60 feet cone, DC 15, Cumulative)
. . Orbis: Burst Area Move Object 6 (magical, 3200 lbs., DC 21; Burst Area: 30 feet radius sphere, DC 16, Damaging; Limited: Pulling Downwards)
. . Rictusempra: Cumulative Affliction 10 (magical, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited Degree)

Equipment
Ebony Wand 1, Genius in a Bottle Apothecary (Shared EP) 10

Offense
Initiative +6
Expelliarmus: Move Object 10, +6 (DC 20)
Expulso: Burst Area Damage 7 (DC 22)
Finite: Nullify 6, +6 (DC Will 16)
Glacius I: Damage 10, +6 (DC 25)
Glacius II: Cone Area Damage 8 (DC 23)
Glacius III: Cumulative Cone Area Affliction 5 (DC Fort 15)
Grab, +7 (DC Spec 14)
Orbis: Burst Area Move Object 6 (DC 21)
Rictusempra: Cumulative Affliction 10, +6 (DC Will 20)
Throw, +6 (DC 24)
Unarmed, +7 (DC 24)

Complications
- Hatred: Astoria absolutely despises Draco Malfoy due to the fact that he constantly antagonizes the boy she considers both a future romantic interest and her brother.
- Motivation: Recognition: Astoria wants to be recognized by Harry as a Lady of the House of Potter. She isn't quite comfortable calling herself a Greengrass, and wants to be a part of the family she was always meant to be part of, both publically and intimately.
- Power Loss: Astoria hasn't quite reached the level of education where she can cast magic without her wand, nor has she learned any spells that are taught wandlessly to begin with yet. So without her wand she is entirely reliant on her more physical abilities.
- The Secret Heiress: Astoria is the product of a foursome that was conducted between James and Lily Potter as well as Cyrus and Elizabeth Greengrass not even two full weeks before James and Lily died while saving Harry's life from Voldemort. She is the biological daughter of James Potter and Elizabeth Greengrass. No one outside of her immediate family (i.e. the Greengrasses), knows any of this just yet, but James and Lily did make allowances for the possibility of her birth, just in case.

Languages
English [Native], French, Latin

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

Power Points
Abilities 88 + Powers 51 + Advantages 23 + Skills 21 (42 ranks) + Defenses 2 = 185

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DalkonCledwin
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Wonder Woman / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 8:08 pm

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Wonder Woman (Diana Prince) - PL 15
Age: 26 (93) / Height: 6' 0" / Weight: 165 lbs
Hair Color: Black / Eye Color: Blue
Measurements: 36D / 23 / 33 in.

Strength 12, Stamina 10, Agility 8, Dexterity 6, Fighting 15, Intellect 4, Awareness 8, Presence 8

General Advantages
Accurate Attack, Agile Feint, All-out Attack, Assessment, Attractive 2, Benefit, Status 2: Crown Princess of Themyscira, Benefit, Status: Ambassador of Themyscira, Defensive Attack, Defensive Roll 2, Equipment 9, Improved Critical 2: Unarmed, Improved Critical 3: Magical Sword, Improved Defense, Improved Initiative 2, Inspire 2, Interpose, Languages 3, Leadership, Move-by Action, Power Attack, Ranged Attack 9, Takedown 2, Teamwork, Tracking, Ultimate Effort: Persuasion

Enhanced Advantages
Animal Empathy

Skills
Acrobatics 10 (+18), Athletics 8 (+20), Expertise: Mythology 8 (+12), Insight 12 (+20), Intimidation 6 (+14), Investigation 8 (+12), Persuasion 12 (+20), Sleight of Hand 6 (+12), Treatment 6 (+10), Vehicles 6 (+12)

Powers
Amazonian Armor (Removable)
. . Armor Plating: Protection 3 (armor, +3 Toughness; Impervious)
Amazonian Princess Tiara (Removable)
. . Throw Tiara: Strength Effect 12 (bludgeoning; Increased Range: ranged, Indirect 4: any point, any direction)
Bracelets of Victory (Removable)
. . Bullet Reflection: Deflect 15 (armor; Redirection, Reflect; Reduced Range: close)
. . Invulnerable Defense: Impervious Toughness 10 (armor; Sustained)
Champion of the Gods (Activation: Move Action)
. . Blessing of Artemis: Comprehend 2 (divine, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy)
. . Divine Eyes: Senses 5 (divine, Counters Illusion: Vision, Detect: Magic [Visual] 2: ranged, Extended: Vision 1: x10)
. . Divine Resilience: Immunity 6 (divine, Aging, Custom: Mind Control 5)
. . Superhuman Agility: Enhanced Agility 4 (divine, +4 AGL)
. . Superhuman Dexterity: Enhanced Dexterity 2 (divine, +2 DEX)
. . Superhuman Durability: Enhanced Stamina 7 (divine, +7 STA)
. . The Strength of Gaia: Enhanced Strength 16 (divine, +16 STR; Limited to Lifting [6 ranks only], Notes: Able to lift 6,000 tons)
. . Wind-Riding: Flight 11 (divine, Speed: 4000 miles/hour, 8 miles/round)
Lasso of Truth (Easily Removable (indestructible))
. . Magic Lasso
. . . . Lasso Snare: Move Object 15 (Linked; divine, 800 tons; Custom: Tether)
. . . . Tell the Truth!: Affliction 15 (Linked; divine, 1st degree: Vulnerable, 2nd degree: Compelled, Resisted by: Will, DC 25; Increased Range: ranged; Limited: to Telling the Truth, Limited Degree)
Magical Sword (Easily Removable (indestructible))
. . Sword Strike: Strength-based Damage 3 (cutting, DC 30; Dangerous, Penetrating 15, Subtle: subtle)

Equipment
Invisible Jet

Offense
Initiative +16
Grab, +15 (DC Spec 22)
Lasso Snare: Move Object 15, +15 (DC 25)
Sword Strike: Strength-based Damage 3, +15 (DC 30)
Tell the Truth!: Affliction 15, +15 (DC Will 25)
Throw, +15 (DC 27)
Unarmed, +15 (DC 27)

Complications
- Enemy: Wonder Woman has been actively performing the functions of a superhero in the world since at least Great War. She therefore has made many enemies over the years, the most notable of these happens to be Albus Dumbledore, as the man feels she is far too violent with her enemies, even if he knows better than to do anything about it.
- Motivation: Responsibility: Wonder Woman has a significant burdan of responsibility to the people of Themyscira, as she is the one to act as their voice in the world that exists outside the borders of their island paradise.
- Plot Device: Wonder Woman technically has the Holding Back advantage attached to her Bracers. However due to the fact that a Power Level 19 player character is absurdly bonkers, she should be banned from ever using that power by any sane GM, which I have done myself. In exchange for banning the advantage, I have refunded the PP she would have otherwise spent on the advantage. Incidentally, the God of War upgrade simply puts her on even footing with Ares and grants her many of his abilities. Ares is a PL 16 character in this setting.
- Secret Identities: Wonder Woman is really Diana Prince, who in turn is really Princess Diana of Themyscira.

Languages
English, Greek, Latin, Themysciran

Defense
Dodge 15, Parry 15, Fortitude 14, Toughness 15/13 (Imp. 13), Will 16

Power Points
Abilities 96 + Powers 184 + Advantages 52 + Skills 41 (82 ranks) + Defenses 19 = 392

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Invisible Jet - PL 15

Strength 17, Defense -6, Toughness 13, Size Gargantuan

Powers
Invisibility: Concealment 6 (technological, All Visual Senses, Other Sense Type: Radar, Notes: This power turns off while the plane is on the ground)
Jet Turbines: Flight 11 (technological, Speed: 4000 miles/hour, 8 miles/round)

Power Points
Abilities 8 + Powers 34 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 44

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DalkonCledwin
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Black Canary / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 9:57 pm

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Black Canary (Dinah L. Lance) - PL 10
Age: 29 / Height: 5' 5" / Weight: 128 lbs
Hair Color: Blonde (Nat. Black) / Eye Color: Blue
Measurements: 38D / 25 / 36 in.

Strength 2, Stamina 3, Agility 5, Dexterity 3, Fighting 11, Intellect 2, Awareness 3, Presence 3

Advantages
Agile Feint, All-out Attack, Assessment, Attractive 2, Benefit, Athletics Based on Agility, Connected, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Equipment 3, Evasion, Favored Foe: Students of Organized Martial Arts, Grabbing Finesse, Improved Critical 3: Steel-caps, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Leadership, Move-by Action, Power Attack, Precise Attack (Close, Concealment), Prone Fighting, Ranged Attack 3, Redirect, Seize Initiative, Takedown 2, Weapon Bind

Skills
Acrobatics 10 (+15), Athletics 8 (+13), Close Combat: Unarmed 4 (+15), Deception 6 (+9), Expertise (PRE): Singing 8 (+11), Insight 10 (+13), Intimidation 6 (+9), Investigation 6 (+8), Perception 8 (+11), Persuasion 6 (+9), Sleight of Hand 6 (+9), Stealth 8 (+13), Treatment 4 (+6), Vehicles 8 (+11)

Powers
Canary Cry: Array
. . Banshee Burst: Burst Area Damage 10 (sonic, DC 25; Burst Area: 30 feet radius sphere, DC 20)
. . Banshee Wave: Cone Area Damage 10 (sonic, DC 25; Cone Area: 60 feet cone, DC 20)
. . Deafening Burst: Concentration Cumulative Burst Area Affliction 10 (sonic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration, Cumulative; Limited: to Hearing, Sense-dependent: Hearing)
. . Deafening Wave: Concentration Cumulative Cone Area Affliction 10 (sonic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Concentration, Cumulative; Limited: to Hearing, Sense-dependent: Hearing)
. . Stunning Scream: Concentration Cumulative Burst Area Affliction 6 (1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Concentration, Cumulative; Sense-dependent: Hearing)
Canary Cry: Talents
. . Robust Hearing: Immunity 5 (talent, Sensory Affliction Effects; Limited: to Hearing, Limited - Half Effect)
Steel-capped Gloves & Boots
. . Steel-capped Strike: Strength-based Damage 2 (bludgeoning, DC 19)

Equipment
Motorcycle, Steel-capped Gloves & Boots

Offense
Initiative +9
Banshee Burst: Burst Area Damage 10 (DC 25)
Banshee Wave: Cone Area Damage 10 (DC 25)
Deafening Burst: Concentration Cumulative Burst Area Affliction 10 (DC Fort 20)
Deafening Wave: Concentration Cumulative Cone Area Affliction 10 (DC Fort 20)
Grab, +15 (DC Spec 13)
Steel-capped Strike: Strength-based Damage 2, +15 (DC 19)
Stunning Scream: Concentration Cumulative Burst Area Affliction 6 (DC Fort 16)
Throw, +6 (DC 17)
Unarmed, +15 (DC 17)

Complications
- Motivation: Doing Good: Dinah strives to do good things with her powers, usually by helping her fellow Justice League members fight crime and terrorism.
- Power Loss: Injuries to her throat or effects rendering her mute rob Black Canary of her canary cry.
- Relationship: Dinah has a bit of an on-again, off-again relationship history with fellow Justice League member, Green Arrow (aka Oliver Queen)
- Technology Repellant: Anything more technologically advanced than her motorcycle tends to malfunction when Dinah is asked to operate it. She doesn't even know how to program her VCR to record a movie she might want to watch, to say nothing about trying to work her way around most of the Justice League's tech.

Languages
English [Native]

Defense
Dodge 14, Parry 14, Fortitude 7, Toughness 6/3, Will 13

Power Points
Abilities 64 + Powers 26 + Advantages 40 + Skills 49 (98 ranks) + Defenses 26 = 205

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Motorcycle - PL 10

Strength 1, Defense 0, Toughness 8, Size Medium

Features:
Hidden Compartments 1

Powers
Wheelset: Speed 6 (technological, Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 1 + Powers 6 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 11

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DalkonCledwin
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Trigon (First Pass) / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sat Feb 02, 2019 11:28 pm

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Trigon the Terrible (First Pass) - PL 14
Hair Color: White / Eye Color: Yellow
Height: Typically 250' 0"

Strength 14, Stamina 10, Agility 2, Dexterity 2, Fighting 10, Intellect 9, Awareness 9, Presence 4

Advantages
All-out Attack, Daze (Intimidation), Fascinate (Intimidation), Fearless, Improved Grab, Improved Smash, Languages 2, Power Attack, Ritualist, Seize Initiative, Takedown 2, Weapon Break

Skills
Close Combat: Unarmed 4 (+14), Expertise: Eschatology 8 (+17), Expertise: Magic 10 (+19), Insight 4 (+13), Intimidation 2 (+16), Perception 6 (+15), Ranged Combat: Living Apocalypse 8 (+10)

Powers
Beyond Mortality
. . Accelerated Healing: Regeneration 5 (outsider, Every 2 rounds)
. . Hard to Hurt: Impervious Toughness 16 (outsider)
. . Super-Toughness: Protection 6 (outsider, +6 Toughness)
. . Undying Demon: Immortality 5 (outsider, Return after 1 day)
. . Unearthly: Immunity 30 (outsider, Fortitude Effects)
Destructive Field
. . Absurdly Hard to Hurt: Immunity 80 (outsider, Toughness Effects; Limited: Only vs. Physical Attacks (Not Energy), Limited - Half Effect)
. . Destructive Aura: Damage 8 (outsider, DC 23; Reaction 3: reaction, Notes: Reaction to being attacked at close range)
Elder Evil Physiology
. . Freedom of Movement: Flight 1 (outsider, Speed: 4 miles/hour, 60 feet/round)
. . Ghost Grip (outsider; Affects Insubstantial 2: full rank)
. . Presience: Senses 12 (outsider, Awareness: Cosmic Events [Mental], Counters All Concealment: Vision, Counters Illusion: Vision, Precognition)
. . Size Manipulation: Variable 2 (outsider; Action 2: free, Notes: 10 pts of Traits for Altering his size)
. . . . Colossal+ (Powers: Colossal+ Size: Growth 20)
. . . . . . Colossal+ Size: Growth 20 (outsider, +10 Intimidate, -20 Stealth, -10 active defenses, +5 size ranks, +2 speed ranks; Limited to Increasing Size Only)
. . Voice of the Mind: Mental Communication 5 (outsider; Dimensional: dimension - The Abyss & Whatever Dimension he happens to be on)
Living Apocalypse: Array
. . Destructive Energies: Damage 18 (magical, DC 33; Increased Range: ranged, Secondary Effect, Split 4: 5 targets)
. . Devastating Blast
. . . . Destructive Blast: Burst Area Damage 8 (Linked; magical, DC 23; Burst Area 2: 60 feet radius sphere, DC 18)
. . . . Disruptive Burst: Burst Area Weaken 8 (Linked; magical, Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Burst Area 2: 60 feet radius sphere, DC 18)
. . Illusion-Casting: Illusion 11 (magical, Affects: All Sense Types, Area: 2000 cft., DC 21; Selective; Resistible: Will)
. . Mind Control: Cumulative Affliction 14 (magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Cumulative, Increased Range 2: perception)
. . Reality Control: Variable 8 (magical; Action 2: free; Unreliable (5 uses), Notes: 40 pts of Traits; Any Effect he wants)
. . Ride the Devastation I: Movement 3 (magical, Dimensional 3: any dimension, 50 lbs.; Portal; Limited: to dimensions he has already conquered)
. . Ride the Devastation II: Teleport 13 (magical, Carry 50 lbs.; Extended: 8000 miles in 2 move actions; Limited Location: set of loctions - Places of Destruction, Limited to Extended)
. . Telekinesis: Move Object 14 (magical, 400 tons, DC 29; Damaging, Increased Range: perception, Precise)

Power Settings
Colossal (Powers: Colossal Size: Growth 16)
Colossal+ (Powers: Colossal+ Size: Growth 20)
Gargantuan (Powers: Gargantuan Size: Growth 12)
Huge (Powers: Huge Size: Growth 8)
Large (Powers: Large Size: Growth 4)

Offense
Initiative +2
Destructive Aura: Damage 8, +10 (DC 23)
Destructive Blast: Burst Area Damage 8 (DC 23)
Destructive Energies: Damage 18, +10 (DC 33)
Disruptive Burst: Burst Area Weaken 8 (DC Fort 18)
Grab, +10 (DC Spec 24)
Mind Control: Cumulative Affliction 14 (DC Will 24)
Telekinesis: Move Object 14 (DC 29)
Throw, +2 (DC 29)
Unarmed, +14 (DC 29)

Complications
- Deadly Progeny: Trigon’s children—his daughter Raven and six sons—are powerful in their own right and both the greatest boon and the greatest obstacles to his continued campaign of conquest, seeking either to rally forces to stand in his way (as is the case with Harry and Raven) or seeking to steal their father’s power for their own, as do his other sons. However, without those children, it is far more difficult for Trigon to enter a world in order to conquer it.
- Enemy: The goddess Azar is Trigon's chief enemy. She is as good as he is evil, and drawing upon her power is the easiest way to seal him away, if you know how to do so.
- Outsider: Trigon must be summoned to a new dimension by either one of his children, or else a particularly stupid group of cultists before he can begin trying to conquer that dimension. However, he has been known to use his Reality Manipulation power to summon women into his presence from other dimensions so as to lay the seeds by which he can enter a new dimension.
- Sliding Scale Villain: Trigon actually gets more powerful depending on how much evil is in the area into which he has been summoned (or in other words, his power scales based on how strong and numerous his enemies will be). The stat block presented here presumes he is entering battle with JUST Harry, Astoria and Fleur as his enemies.
- Unending Conquest: No matter how many worlds he conquers, Trigon is unable to satisfy his lust for conquest.
- Weakness: Powers which project positive emotions and peaceful thoughts do damage to Trigon as if they were perception range attacks (no roll to hit needed, just a resistance check). At GM’s discretion, large displays of peace and love might have a similar effect.

Languages
Abyssal [Native], Azarathian, English

Defense
Dodge 4, Parry 4, Fortitude Immune, Toughness 16, Will 14

Power Points
Abilities 120 + Powers 252 + Advantages 14 + Skills 21 (42 ranks) + Defenses 21 = 428

--------------------
Build Comments: First things of note, I didn't include the Power Staff he sometimes appears with because I don't recall that thing ever showing up in the Teen Titans cartoon, which is what I'm using as a baseline series for this setting, though the League does play a part. Next up... this is basically the closest I can conceive of for a character that mostly qualifies as a PL X entity in terms of viable stats. This is a merger of the Elder Evil archetype from the Gamemaster Guide and the Avatar of Destruction archetype from Cosmic Handdbook, though it does have a few extra bells and whistles.

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DalkonCledwin
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Voldemort / The Hraesvelgr Chronicles

Post by DalkonCledwin » Sun Feb 03, 2019 2:03 am

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Voldemort (Tom Riddle) - PL 12
Age: 70 / Height: 6' 2" / Weight: 187 lbs
Hair Color: Bald of Evil / Eye Color: Red

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

Advantages
Artificer, Beginner's Luck, Benefit, Status 4: Reigning Dark Lord, Benefit, Wealth (well-off), Connected, Contacts, Defensive Roll 3, Eidetic Memory, Equipment 1, Favored Foe: Harry Potter, Languages 4, Leadership, Ritualist, Skill Mastery: Expertise (PRE): Oratory, Skill Mastery: Expertise: The Dark Arts, Speed of Thought, Well-informed

Enhanced Advantages
Inspire 5, Luck (Recover) 2, Untapped Potential

Skills
Acrobatics 4 (+7), Athletics 4 (+5), Deception 6 (+16/+11), Expertise (PRE): Oratory 6 (+16/+11), Expertise: Magic 10 (+16), Expertise: Politics 4 (+10), Expertise: The Dark Arts 10 (+16), Insight 6 (+11), Intimidation 10 (+15), Investigation 4 (+10), Perception 4 (+9), Persuasion 6 (+16/+11), Ranged Combat: Magic 7 (+10), Sleight of Hand 4 (+7), Stealth 8 (+11)

Powers
Black Archwizard Robes (Removable)
. . Armored Thread: Protection 5 (magical, +5 Toughness; Impervious)
. . Power Enhancement: Enhanced Trait 5 (magical, Fortitude +2 (+8), Will +2 (+16), Advantages: Luck (Recover) 2, Untapped Potential)
. . Spell Resistance: Immunity 10 (magical, Common Descriptor: Magic; Limited - Half Effect)
Dark Lord's Might: Array
. . Apparition (Close): Teleport 12 (magical, 16 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Limited: Must pass through intervening distance in a gaseous form)
. . Apparition (Far): Teleport 10 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 1000 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
. . Avada kedavra: Progressive Affliction 14 (unforgivable, vile darkness, magical, 3rd degree: Dying, Resisted by: Fortitude, DC 24; Custom: Fourth Degree: Dead, Feature: Automatically kills minions, Increased Range: ranged, Penetrating 5, Progressive; Check Required 4: DC 13 - Will, Diminished Range, Limited: to Once per Encounter, Limited Degree (third only))
. . Broccium Blicsum: Damage 14 (electricity, DC 29; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack, Notes: Any point downward)
. . Confringo: Line Area Damage 12 (fire, magical, DC 27; Line Area 3: 5 feet wide by 120 feet long, DC 22, Feature: Extraordinary Effort for +2 effect rank, Penetrating 8; Tiring)
. . Crucio: Concentration Cumulative Affliction 10 (unforgivable, magical, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Will, DC 20; Concentration, Cumulative, Extra Condition, Increased Range: ranged, Penetrating 4; Check Required 4: DC 13 - Will, Diminished Range, Limited: to Once per Encounter)
. . Imperio: Progressive Affliction 14 (unforgivable, magical, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 24; Increased Range: ranged, Insidious, Penetrating 4, Progressive; Distracting, Limited: to Once per Encounter)
. . Incendio: Damage 14 (fire, magical, DC 29; Increased Range: ranged)
. . Legilimens: Cumulative Mind Reading 14 (magical, DC 24; Cumulative; Reduced Range: ranged, Resistible: Toughness)
. . Serpensortia: Summon 5 (magical; Type (General): Snakes)
Horcrux Lich Physiology
. . Artificial Soul Sight: Senses 12 (vile darkness, Accurate (Type): Visual Senses, Acute (Type): Visual Senses, Analytical (Type): Visual Senses, Detect: Souls [Visual] 2: ranged, Detect: Magic [Visual] 2: ranged)
. . Deathless: Immortality 17 (vile darkness, Return after 30 seconds; Custom: Someone else possessing the Ritualist advantage (DC15) can restore him to bodily form, Limited: Destruction of all Horcruxes will allow Voldemort to die permanently, Side Effect 2: always - Involuntary transformation into a powerless wraith when body is destroyed)
. . Living Yet Dead: Immunity 4 (vile darkness, Aging, Disease, Poison, Sleep)
The Dark Lord Resplendant: Talents
. . Dark Charisma: Enhanced Trait 12.5 (talent, Persuasion +5 (+16), Expertise (PRE) +5 (+16), Deception +5 (+16), Advantages: Inspire 5; Limited: to talking people into committing High Treason)
. . Dark Flight: Flight 7 (magical, Speed: 250 miles/hour, 0.5 miles/round)
. . Occlumens: Impervious Will 14 (magical; Sustained)
. . Ophidian Senses: Senses 4 (magical, Acute (Type): Olfactory Senses, Infravision, Tracking: Olfactory Senses 1: -1 speed rank)

Equipment
Yew Wand 1

Offense
Initiative +6
Avada kedavra: Progressive Affliction 14, +10 (DC Fort 24)
Broccium Blicsum: Damage 14, +10 (DC 29)
Confringo: Line Area Damage 12 (DC 27)
Crucio: Concentration Cumulative Affliction 10, +10 (DC Will 20)
Grab, +4 (DC Spec 11)
Imperio: Progressive Affliction 14, +10 (DC Will 24)
Incendio: Damage 14, +10 (DC 29)
Legilimens: Cumulative Mind Reading 14, +10 (DC Tou/Will )
Throw, +3 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Enemy: Voldemort has been declared a Dark Lord by the ICW. This means the average Witch or Wizard is permitted to use lethal countermeasures against him if they see him in public. With that said, that still doesn't make it safe to engage Voldemort in a fight unless you are at least as skilled at magic as he is, or else have some serious physical stopping power.
- Idiot Ball: The reason why the word "Voldemort" is the word everyone fears to say, is because Tom spent about a month trying to force magic to make his true given name a magically taboo word before realizing too many people in the world have that as a given name for him to ever have a chance of succeeding.
- Obsession: Voldemort is obsessed with being the one to kill Harry Potter, to the point that he would immediately hit even his most cherished Death Eater with a Crucio for suggesting that he let them perform the task in his place.
- Phobia: The primary reason Voldemort created his Horcruxes is because he is absolutely terrified of dying, and wants to live for eternity. It should also be noted that he sits somewhere between being a sociopath and a psychopath.
- Priori Incantatem: If spellfire from Voldemort's wand connects with spellfire from Harry's wand, as inevidably tends to happen when Voldemort engages Harry in a duel, Harry can and will force the magic to rebound on Voldemort, inflicting him with the Stunned and Defenseless conditions until Voldemort can successfully resist the effect as though it were a Rank 10 willpower affliction.
- Temper: Voldemort tends to toss Crucio's around like they were beaded necklaces on Mardi Gras. This is at least partly the fault of his having created so many Horcruxes and the damage they did to his mind.
- Weakness: When Voldemort tried to use the mental link that he shares with Harry to take permanent possession of the boy, he discovered that it wasn't Lily's magic that was the true problem for him the first time he encountered the boy since that fateful night. Rather it was the fact that Harry's fully intact soul was too strong for Voldemort's fractured soul to bear long term contact with. That is why the Horcrux in Harry's scar has been incapable of corrupting the boy the that the diary did with Ginny Weasley, even if that was short lived.

Languages
Albanian, English [Native], German, Latin, 5 Other Languages

Defense
Dodge 14, Parry 8, Fortitude 8/6, Toughness 10/7 (Imp. 5), Will 16/14 (Imp. 14)

Power Points
Abilities 58 + Powers 132 + Advantages 25 + Skills 47 (93 ranks) + Defenses 28 = 290

--------------------
Build Comments: Unlike Trigon who is meant to be fought by a group of heroes, Voldemort is meant to be fought off by a single stalwart champion. This is why both Voldemort's Power Level is the exact same as Harry's, and also why Dumbledore would also be at a Power Level of 12. These are the most powerful Wizards of their respective eras. Please note, Voldemort's era was the 1970's, while Dumbledore's era was the 1940's. Harry is the new rising star.

It is also worth noting, I am making a distinction between Wizards and Sorcerers. Wizards are actually the same thing as Homo-Magi, just... Zatanna learned a different method of casting than Hogwarts Wizards tend to learn. Sorcerers tend to draw their magic from extradimensional forces, such as the Lords of Order and Chaos. Raven draws magic primarily from the Goddess Azar (hence the whole 'Azarath, Metrion, Zinthos' chant she does), however she also on occasion draws energy from her father. Wizards can technically use the method of magic that Sorcerers use, but few ever learn how to do such things, Harry and Zatanna are known exceptions to that rule.

Oh and actually, in DC Comics the Homo-Magi are apparently very reclusive, to the point that the only member of the species that gets any real screen time is Zatanna. So basically, it isn't very far fetched to assume that the Homo-Magi are the same society that Witches and Wizards happen to be, just within DC Comics.

Anyways, this is the touch up on Voldemort's stat block I promised everyone a few days back.

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The Huntress's Son Brainstorm & Notes

Post by DalkonCledwin » Mon Feb 04, 2019 11:22 pm

The Huntress’s Son
Premise: Diana of Themyscira wasn’t the only child of the gods to be born among mortals; there was another… one who was destined to be a great hero, or else to end us all. «Response to DZ2’s “Godkiller Magic” challenge»
Required Inclusions:
- Light or Grey aligned Harry.
- Harry must be powerful for a mortal, or possibly even as strong as Diana.
- When the story starts is up to the individual author.
- Lily was in reality the Goddess known as Artemis. She ‘died’ when Voldemort attacked the Potter cottage, leaving behind a Demigod child.
- Remus Lupin must in reality be Ares, the Olympian God of War, having either survived his confrontation with Diana of Themyscira, or else having been reincarnated.
- What Harry inherits from his mother is up to the author.
- Diana must be made aware of Harry’s existence, and seek to help him become a hero.
- If the Justice League is involved, Harry must have one of them as a paternal role model, with Diana taking upon herself the role of a maternal role model.
- All pairings are welcome, except for ones where Harry is paired with another male.
Preferred Inclusions:
- Full Justice League / Young Justice / DC Comics crossover.
- Other crossovers or crossover references.
- Super/OP Harry.
- Harry, for some reason, is raised on Themyscira.
- Zatanna, Constantine, or one of the other DC Magic Users trains Harry in the use of magic.
- Harry seeks to honor his mother by establishing an “Olympian Order” (uh… yeah, no! Not on Earth at any rate, or at least not outside the Wizarding World)
- Diana adopts Harry as her son.
- Another Demigod/goddess exists and aids/opposes Harry.
- Remus/Ares extends an olive branch to Harry & Diana (why is up to the author).
- Somehow, Tom becomes a Demigod (Resurrection Ritual SNAFU).
- Harry has a suit of armor, and/or weapons from his mother.
- Harry being involved in a plural relationship.
- A prophecy exists that speaks of Harry as a ‘magical godkiller.’
Optional Things:
- Harry becoming the new “God of the Hunt” when Lily/Artemis decides to not be reinstated as such at some point in the story.
Forbidden Things:
- Harry going dark or evil.
- Harry the weak emo doormat.
- Ares as Harry’s father.
- Harry siding with Tom.
- Anyone convincing Harry to give up his semi-divine powers.
- Both Lily & James as Deities (it was only one of them).

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Harry Potter / The Huntress's Son

Post by DalkonCledwin » Mon Feb 04, 2019 11:33 pm

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Art by oleolah on DeviantArt

Harry James Potter - PL 12
Age: 14 / Height: 5' 7" / Weight: 155 lbs
Hair Color: Jet Black / Eye Color: Bottle Green

Strength 10, Stamina 10, Agility 7, Dexterity 7, Fighting 6, Intellect 3, Awareness 6, Presence 2

General Advantages
Animal Empathy, Artificer, Attractive, Beginner's Luck, Benefit, Wealth 2 (independently wealthy), Fighting Style: Escrima, Improved Aim, Inspire 2, Languages 1, Leadership, Ranged Attack 3, Second Chance: Resisting Mind Control, Taunt, Teamwork

Fighting Style Advantages
Accurate Attack, Defensive Attack, Improved Disarm, Improved Hold, Power Attack, Quick Draw, Weapon Bind, Weapon Element: Crescent Blades

Skills
Acrobatics 6 (+13), Athletics 6 (+16), Close Combat: Crescent Blades 4 (+10), Expertise (AWE): Animal Handling 4 (+10), Expertise (AWE): Cooking 2 (+8), Expertise (AWE): Survival 4 (+10), Expertise: Magic 8 (+11), Insight 6 (+12), Investigation 4 (+7), Perception 8 (+14), Persuasion 4 (+6), Ranged Combat: Magic 2 (+9), Stealth 4 (+11), Vehicles 8 (+15)

Powers
Crescent Blades of the Moon (Easily Removable (indestructible))
. . Blade Throw: Strength-based Damage 4 (slashing, DC 29; Dangerous, Increased Range: ranged, Indirect 4: any point, any direction, Split: 2 targets)
. . . . Blade Strike: Strength-based Damage 4 (Alternate; slashing, DC 29; Dangerous, Split: 2 targets)
Moon Prince Movement: Array
. . Hyper-Running: Speed 6 (divine, Speed: 120 miles/hour, 1800 feet/round)
. . Hyper-Swimming: Swimming 6 (divine, Speed: 30 miles/hour, 500 feet/round)
. . Levitation: Flight 6 (divine, Speed: 120 miles/hour, 1800 feet/round)
Moon Prince: Physiology
. . Animal Telepathy: Comprehend 2 (divine, Animals - Speak To, Animals - Understand)
. . Body Resistance: Protection 4 (divine, +4 Toughness; Impervious)
. . Divine Condition: Enhanced Stamina 8 (divine, +8 STA)
. . Divine Huntsmen: Senses 14 (divine, Accurate (Type): Visual Senses, Acute (Type): Visual Senses, Direction Sense, Distance Sense, Extended: Visual Senses 2: x100, Extended: Hearing 2: x100, Tracking: Visual Senses 2: full speed)
. . Divine Invulnerabilities: Immunity 12 (divine, Common Descriptor: Radiation Effects, Disease, Poison)
. . Divine Strength: Enhanced Strength 13 (divine, +13 STR; Limited to Lifting [4 ranks only], Notes: Able to lift 400 Tons)
The Cloak of Invisibility (Easily Removable (indestructible))
. . Hide Thyself from Death's Sight: Concealment 5 (cosmic, All Visual Senses, Other Sense: Lifeline Senses)
Wizarding Magic: Holly Wand Array (Easily Removable)
. . Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (axiomatic, good, magical, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Cumulative, Feature: Extraordinary Effort for +2 Effect Ranks, Increased Range: ranged; Diminished Range, Limited: to Anarchic and Demonic Life, as well as the Undead, Limited: to Forcing Targets Away from Area, Limited: to Once per Encounter, Tiring)
. . Expelliarmus: Move Object 12 (magical, 100 tons; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Fumos: Cloud Area Concealment Attack 3 (magical, Extra Ranks 1, Sense - Sight, DC 13; Cloud Area 4: 120 feet radius sphere, DC 13, Attack: Fortitude, Selective)
. . Incendio: Damage 12 (fire, magical, DC 27; Increased Range: ranged)
. . Petrificus Totalus: Affliction 10 (magical, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 20; Extra Condition, Increased Range: ranged, Reversible; Limited Degree)
. . Rictusempra: Cumulative Affliction 12 (magical, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 22; Cumulative, Increased Range: ranged; Limited Degree)
Wizarding Magic: Talents
. . Wizarding Cantrips: Variable 1 (magical, Notes: 5 pts of Traits for minor magical effects)

Offense
Initiative +7
Blade Strike: Strength-based Damage 4, +10 (DC 29)
Blade Throw: Strength-based Damage 4, +10 (DC 29)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Move Object 12, +12 (DC 22)
Fumos: Cloud Area Concealment Attack 3 (DC Fort 13)
Grab, +6 (DC Spec 20)
Incendio: Damage 12, +12 (DC 27)
Petrificus Totalus: Affliction 10, +12 (DC Fort/Will 20)
Rictusempra: Cumulative Affliction 12, +12 (DC Will 22)
Throw, +10 (DC 25)
Unarmed, +6 (DC 25)

Complications
- Fame: Harry is famous for something that he is fairly certain his mother was responsible for having accomplished. He is famous for having brought at least a temporary end to the reign of terror that the Dark Lord known as Voldemort had been perpetrating against Wizarding Britain.
- Motivation: Doing Good: Harry tries very hard to do the right thing with his powers, but sometimes his temper just gets in the way.
- Mythic Weakness: As he is at least partially divine, Harry is vulnerable to some of the same things that Deities themselves are vulnerable to. The most notable among these is Nth Metal, as it's magic disrupting properties does serious harm to deities. Harry suffers an additional degree of failure against such attacks.
- Prophecy Bound: Harry is bound by two different prophecies. One which speaks of the fact that he is the only one who stands in the way of the Dark Lord known as Voldemort, and another which mentions him as a 'Godslayer' of one sort or another. The second of those prophecies may be possible to avert, or to turn towards a good cause depending on certain circumstances.
Relationships: Harry is the only known son of the Goddess commonly referred to as Artemis. In point of fact, he is her first born child to begin with. He is also the son of the Marauder known as James "Prongs" Potter, and heir to the legacy of the Marauders.
- Temper: Harry has a tendency to bottle up his emotions, causing him to explode rather violently with fury after a given length of time. This is a trait he learned while living in the Dursley Household, as they tended to punish him quite severely for showing even the slightest bit of emotion.

Languages
English [Native], Latin

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 14 (Imp. 4), Will 13

Power Points
Abilities 68 + Powers 131 + Advantages 25 + Skills 35 (70 ranks) + Defenses 15 = 274

--------------------
Build Comments: I didn't include things in this build that would be practically useless outside the Wizarding World, such as the broom or the Marauder's Map.

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Artemis Crock / The Huntress's Son

Post by DalkonCledwin » Tue Feb 05, 2019 1:15 am

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Art by Belldandy105 on DeviantArt

Artemis Lian Crock - PL 10
Age: 15 / Height: 5' 4" / Weight: 147 lbs
Hair Color: Blonde / Eye Color: Dark Grey
Measurements: 34D / 24 / 33 in.

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

Advantages
Accurate Attack, Attractive, Benefit, Ambidexterity, Defensive Attack, Defensive Roll 3, Diehard, Equipment 1, Great Endurance, Improved Aim, Improved Critical: Bow & Trick Arrows, Improved Initiative, Inventor, Languages 2, Skill Mastery: Athletics, Takedown, Tracking, Ultimate Effort: Aim

Skills
Acrobatics 10 (+14), Athletics 10 (+12), Close Combat: Unarmed 6 (+10), Expertise (AWE): Streetwise 6 (+8), Expertise: Weapons 6 (+8), Insight 8 (+10), Intimidation 8 (+10), Persuasion 8 (+10), Ranged Combat: Bows 10 (+14), Stealth 4 (+8), Technology 6 (+8), Treatment 2 (+4)

Powers
Bow & Trick Arrows (Easily Removable)
. . Trick Arrows
. . . . Boxing Glove Arrow: Affliction 6 (bludgeoning, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged)
. . . . Explosive Arrow: Burst Area Damage 6 (projectile, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged; Unreliable (5 uses))
. . . . Flare Arrow: Cumulative Affliction 6 (projectile, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged; Limited: to Vision)
. . . . Grappling Hook: Movement 1 (projectile, Swinging; Platform)
. . . . Knockout Gas Arrow: Cloud Area Affliction 4 (projectile, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 14; Cloud Area 2: 30 feet radius sphere, DC 14, Increased Range: ranged; Unreliable (roll))
. . . . Regular Arrows: Damage 6 (piercing, DC 21; Increased Range: ranged)
Superior Conditioning
. . Accelerated Healing: Regeneration 2 (talent, Every 5 rounds)
. . Enhanced Vitality: Enhanced Trait 2 (talent, Fortitude +2 (+10))
. . Running Speed: Speed 2 (talent, Speed: 8 miles/hour, 120 feet/round)

Equipment
Commlink

Offense
Initiative +8
Boxing Glove Arrow: Affliction 6, +14 (DC Fort 16)
Explosive Arrow: Burst Area Damage 6 (DC 21)
Flare Arrow: Cumulative Affliction 6, +14 (DC Fort 16)
Grab, +4 (DC Spec 12)
Knockout Gas Arrow: Cloud Area Affliction 4 (DC Fort 14)
Regular Arrows: Damage 6, +14 (DC 21)
Throw, +4 (DC 17)
Unarmed, +10 (DC 17)

Complications
- Motivation: Acceptance: Artemis wishes to prove herself as a hero, and will do whatever it takes to make the cut as such, even if it means misleading her teammates about who and what she really is.
- Relationship: Artemis is the daughter of former villainess Huntress, and also of the Sportsmaster. Her sister is the criminal known as Cheshire. She is also an active member of the Young Justice team.
- Secret: Artemis is very self-conscious over the fact that she is the child of two notorious villains, and will willingly lie about it to prevent others from discovering the truth of the matter.
- Temper: Due to the nature of her upbringing, Artemis has a rather aggressive personality where she prefers to solve problems using force, rather than talking them out diplomatically. This can lead to problems between her and her more diplomatic teammates.

Languages
English [Native], French, Vietnamese

Defense
Dodge 13, Parry 13, Fortitude 10/8, Toughness 7/4, Will 10

Power Points
Abilities 48 + Powers 17 + Advantages 20 + Skills 42 (84 ranks) + Defenses 30 = 157

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Secret / The Huntress's Son

Post by DalkonCledwin » Tue Feb 05, 2019 2:45 am

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Greta 'Secret' Hayes - PL 10
Age: Eternally 14 / Height: 4' 8" / Weight: 87 lbs when Corporeal
Hair Color: Blonde / Eye Color: Green
Measurements: 30B / 21 / 28 in.

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

Advantages
Attractive, Disarming (DC 18), Eidetic Memory, Well-informed

Skills
Deception 6 (+8), Investigation 6 (+7), Perception 4 (+6), Persuasion 4 (+6), Stealth 6 (+8)

Powers
Ghostly Physiology
. . Damage Resistance: Protection 8 (talent, +8 Toughness; Impervious)
. . Ghost Touch: Strength-based Damage 2 (talent, DC 23; Accurate 3: +6)
. . Incorporeal Form: Insubstantial 4 (talent, Incorporeal; Precise)
. . Levitation: Flight 1 (talent, Speed: 4 miles/hour, 60 feet/round; Stacks with: Sublimation Flight: Flight 4+1)
. . Magic Awareness: Senses 3 (talent, Analytical: Magic Awareness, Awareness: Magic [Mental], Radius: Magic Awareness)
. . Unliving: Immunity 38 (talent, Aging, Critical Hits, Fortitude Effects, Sensory Affliction Effects)
. . Unnatural Speed: Enhanced Trait 16 (talent, Dodge +10 (+12), Parry +6 (+12))
Ghostly Powers: Array
. . Dimensional Shift: Burst Area Movement 1 (mystic, Dimensional: Earth and "The Abyss" 1: one dimension, 3200 lbs.; Affects Others, Burst Area: 30 feet radius sphere, DC 11, Increased Mass 6, Selective)
. . Metamorphosis: Morph 4 (mystic, +20 Deception checks to disguise; Any form; Quirk: Always retains the same color scheme)
. . Possession: Cumulative Affliction 8 (mystic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Custom: Merges with subject, Increased Range 2: perception, Subtle: subtle)
. . Smoke Constructs: Create 10 (mystic, Volume: 1000 cft., DC 20)
. . Smoke Jump (Accompanied, Close): Burst Area Teleport 9 (mystic, 2 miles in a move action, carrying 3200 lbs.; Burst Area: 30 feet radius sphere, DC 19, Change Direction, Change Velocity, Increased Mass 6, Selective, Turnabout)
. . Smoke Jump (Accompanied, Far): Burst Area Teleport 6 (mystic, 1800 feet in a move action, carrying 3200 lbs.; Accurate, Burst Area: 30 feet radius sphere, DC 16, Easy, Extended: 60 miles in 2 move actions, Increased Mass 6, Selective)
. . Smoke Jump (Close): Teleport 12 (mystic, 16 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout)
. . Smoke Jump (Far): Teleport 10 (mystic, Carry 50 lbs.; Accurate, Easy, Extended: 1000 miles in 2 move actions; Limited to Extended)
. . Sublimation Flight: Flight 4+1 ([Stacking ranks: +1], mystic, Speed: 60 miles/hour, 900 feet/round)
Once Was Human
. . Hard to Sway: Immunity 5 (talent, Emotion Effects)
. . Iron Mind: Enhanced Trait 5 (talent, Will +5 (+7))

Offense
Initiative +2
Ghost Touch: Strength-based Damage 2, +12 (DC 23)
Grab, +6 (DC Spec 16)
Possession: Cumulative Affliction 8 (DC Will 18)
Throw, +3 (DC 21)
Unarmed, +6 (DC 21)

Complications
- Enemy: Greta was killed by her brother Billy, and as such she considers him to be her largest antagonist in the world. Billy also now calls himself "Harm" much as Greta refers to herself as "Secret."
- Motivation: Real Girl: Secret wishes to return to being a real flesh and blood girl more than anything in the world. This is probably why she adores Harry as much as she does, because he views her as a living person, even though she isn't one.
- Mythic Weakness: Secret is susceptable to Electromagnetic and Magical interference. She suffers an additional degree of failure when trying to resist such things.
- Power Subversion: Secret can take a corporeal form, but in a complete subversion of how one would normally expect such a thing to work, doing so requires her to concentrate on the task as though her corporeal form had the "Concentration" flaw attached to it.
- The Woman Behind the Curtain: Secret is directly responsible for pulling the strings that ultimately caused the Young Justice team to be formed in the first place.

Languages
English [Native]

Defense
Dodge 12/2, Parry 12/6, Fortitude Immune, Toughness 8 (Imp. 8), Will 7/2

Power Points
Abilities 34 + Powers 167 + Advantages 7 + Skills 13 (26 ranks) + Defenses 0 = 221

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The Founders Brainstorm & Notes

Post by DalkonCledwin » Tue Feb 05, 2019 6:37 pm

The Founders
Premise: When one thinks of founders, they automatically think of the likes of Rowena Ravenclaw, George Washington, or other similar individuals. They rarely think about the people who founded the Justice League right off the bat, and certainly never think about the Kryptonian Wizard who was among those founders…
Required Inclusions:
- The story must occur in Bruce Timm’s DCAU universe and involve a HP/DCAU crossover.
- Harry must be summoned to help defeat the White Martians by Martian Manhunter, along with the other founding members of the Justice League.
- Harry must subsequently become the youngest of the founding members of the Justice League, being about the same age as Kara In-Ze
- Harry must end up in a romantic relationship with at least Kara In-Ze, if not also a few other girls from within the DCAU.
Preferred Inclusions:
- Harry ends up traveling from his home universe to the world of the DCAU, and something during the journey has caused him to become a Kryptonian that is capable of magic.
- If however, the DCAU and Potterverse are the same universe, Harry having some magical ability that sets him apart from other magic users.
- If the DCAU and Potterverse are the same universe, instead of Harry having a magical ability that sets him apart, he has a connection to one of the DC Heroes or Villains (Clark will do).
Forbidden Things:
- Harry being in a romantic relationship with another male.
- Harry the Emo Doormat.

--------------------
Important Notes
- First things first. While I will still follow some of Gamebook's advice when performing design metrics, I will also be desisting from following other bits of his advice for purposes of my builds from here on out.
- Another thing of note, when I design an array of spells, I will usually limit the character to a number of spells equal to the highest of their Intellect, Awareness of Presence score (not the points spent in it). So for instance, if a character has an Intellect of 2, a Presence of 4, and an Awareness of 6, they will know 6 spells. This doesn't account for effects that are NOT spells which are included in the same array, which I sometimes include in the same array if an effect requires considerable concentration and prevents them from actually casting spells at the same time they are using said effect. This will be relevant in Harry's build for this idea.

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Super-Mage / The Founders

Post by DalkonCledwin » Tue Feb 05, 2019 6:47 pm

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Super-Mage (Harry Potter) - PL 13
Age: 18 / Height: 5' 10" / Weight: 163 lbs
Hair Color: Jet Black / Eye Color: Bottle Green

Strength 10, Stamina 13, Agility 11, Dexterity 11, Fighting 6, Intellect 2, Awareness 6, Presence 2

Advantages
Animal Empathy, Artificer, Attractive, Beginner's Luck, Benefit, Status: Master of Death, Benefit, Wealth 3 (millionaire), Connected, Equipment 1, Extraordinary Effort, Favored Foe: Dark Wizards, Inspire 2, Languages 2, Leadership, Power Attack, Quick Draw, Ranged Attack, Second Chance: Resisting Mind Control, Teamwork, Ultimate Effort: Toughness Checks

Enhanced Advantages
Eidetic Memory

Skills
Acrobatics 2 (+13), Athletics 2 (+12), Deception 4 (+6), Expertise (AWE): Cooking 4 (+10), Expertise: Magic 10 (+12), Insight 4 (+10), Investigation 4 (+6), Perception 6 (+12), Persuasion 6 (+8), Sleight of Hand 2 (+13), Stealth 4 (+15), Treatment 2 (+4), Vehicles 6 (+17)

Powers
Blood Adoption Qualities
. . Mage Sight: Senses 6 (talent, Acute (Type): Visual Senses, Detect: Ghosts [Visual] 2: ranged, Detect: Magic [Visual] 2: ranged)
Kryptonian Physiology
. . Mage of Steel: Protection 1 (kryptonian, +1 Toughness; Impervious [9 extra ranks])
. . Smarter Than Any Mortal Mage: Quickness 5 (kryptonian, Perform routine tasks in -5 time ranks; Limited to One Type: Mental Tasks)
. . Solar Sustenance: Immunity 16 (kryptonian, Aging, Fatigue Effects, Life Support)
. . Superhuman Senses: Senses 28 (kryptonian, Accurate (Type): Auditory Senses, Acute (Type): Olfactory Senses, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Darkvision, Extended: Auditory Senses 3: x1k, Extended: Visual Senses 4: x10k, Extended: Olfactory Senses 2: x100, Microscopic Vision 4: atom-size, Tracking: Visual Senses 2: full speed, Ultra-hearing)
. . Superhuman Strength: Enhanced Strength 6 (kryptonian, +6 STR; Limited to Lifting, Notes: Able to lift 1,600 Tons)
. . X-Ray Vision: Senses 4 (kryptonian, Penetrates Concealment: Vision; Limited: Can't penetrate lead)
Superhuman Movement: Array
. . Hyper-Running: Speed 5 (kryptonian, Speed: 60 miles/hour, 900 feet/round)
. . Super-Leaping: Leaping 10 (kryptonian, Leap 1 mile at 250 miles/hour in 12 seconds)
Supernatural Might: Array
. . Apparition (Close): Teleport 12 (magical, 16 miles in a move action, carrying 100 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass, Turnabout; Limited: Must pass through intervening distance in a gaseous form)
. . Apparition (Extreme): Teleport 12 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 4000 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended, Tiring)
. . Apparition (Far): Teleport 9 (magical, Carry 50 lbs.; Accurate, Easy, Extended: 500 miles in 2 move actions; Limited: Must pass through intervening distance in a gaseous form, Limited to Extended)
. . Expelliarmus: Move Object 12 (magical, 100 tons; Accurate: +2; Limited 2: to Disarm Checks, Limited Direction: Towards Caster)
. . Heat Vision: Damage 14 (kryptonian, heat, DC 29; Increased Range: ranged, Precise)
. . Incendio: Damage 12 (fire, magical, DC 27; Accurate: +2, Increased Range: ranged)
. . Stupefy: Cumulative Affliction 8 (magical, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Accurate: +2, Cumulative, Increased Range: ranged)
The Cloak of Invisibility (Removable (indestructible))
. . Hide Thyself from Death's Eyes: Concealment 5 (cosmic, All Visual Senses, Other Sense: Lifeline Senses; Affects Others; Passive)

Equipment
Holly Wand 1

Offense
Initiative +11
Expelliarmus: Move Object 12, +14 (DC 22)
Grab, +6 (DC Spec 20)
Heat Vision: Damage 14, +12 (DC 29)
Incendio: Damage 12, +14 (DC 27)
Stupefy: Cumulative Affliction 8, +14 (DC Fort 18)
Throw, +12 (DC 25)
Unarmed, +6 (DC 25)

Complications
- Disability: Well, not as far as humans would be concerned, but certainly for a Kryptonian. Due to having spent so much of his youth inside a cupboard beneath the stairs of his aunt and uncle's home and due to being as malnourished in his youth as he was, Harry hasn't had as much time to develop his Kryptonian abilities as Clark has, nor is he as much of a natural with them as Kara is, therefore he hasn't learned things like how to fly or the "breath weapons" just yet.
- Fame: Harry is known as the Boy Who Lived, and the Man Who Conquered. This is in addition to the fact that he is the so-called "Master of Death."
- Honor: Harry adheres to a strict code of honor. He always keeps his given word.
- Motivation: Responsibility: During Harry's time at Hogwarts, he heard a great many bits of inspirational wisdom from Albus Dumbledore, and while the man had many faults the one thing he did say that Harry keeps in mind even to this day was: "there will be a time when we must choose between what is easy and what is right."
- Power Loss - Kryptonian: When Harry is exposed to the light of a red sun, like that which Krypton orbited, he loses all powers with the "Kryptonian" descriptor, his Strength becomes 0, his Stamina 1, his Agility and Dexterity 3, and his Fighting 4. Other effects which drain or interfere with the energies of a yellow sun, like that which Earth orbits, can likewise deprive him of his Kryptonian powers.
- Power Loss - Magic: If Harry is deprived of his wand, or otherise incapable of performing the necessary gestures associated with his magic, he will be incapable of performing any of his magic. He can still perform magic without speaking the incantations though. The exception to this is his Apparition powers.
- Relationship: Harry retains a firm loyalty to past friends, such as Hermione Granger and most of the Weasley's, although certain members of that family have proven themselves disloyal in the past year. Harry is also the actual cousin of Kal-El, having been born to Kal's uncle and aunt in the immediate prelude to the destruction of Krypton. He spent about a year (relativisticly) in the Phantom Zone before making his way to Earth where he was found by Lily and James Potter and blood adopted by them.
- Weakness: Just like any other Kryptonian, Harry is vulnerable to the various types of Kryptonite that exist in the world. However, due to the blood adoption that James and Lily performed when they found him, he is not vulnerable to magic the way that other Kryptonians happen to be.

Languages
English [Native], Latin, Parseltongue

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

Power Points
Abilities 122 + Powers 128 + Advantages 23 + Skills 28 (56 ranks) + Defenses 14 = 315

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DalkonCledwin
Posts: 633
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Superman / The Founders

Post by DalkonCledwin » Tue Feb 05, 2019 8:28 pm

Image
Art by peterhlavacs on DeviantArt

Superman (Clark Kent) - PL 15
Age: 31 / Height: 6' 3" / Weight: 225 lbs
Hair Color: Black / Eye Color: Black

Strength 12, Stamina 14, Agility 11, Dexterity 11, Fighting 10, Intellect 4, Awareness 6, Presence 6

General Advantages
Attractive, Connected, Equipment 6, Extraordinary Effort, Fighting Style: Aikido, Fighting Style: Karate, Inspire 3, Languages 1, Leadership, Seize Initiative, Ultimate Effort: Toughness Checks

Fighting Style Advantages
All-Out Attack, Defensive Attack, Evasion, Fast Grab, Grabbing Finesse, Improved Defense, Improved Disarm, Improved Grab, Improved Hold, Improved Smash, Improved Trip, Instant Up, Power Attack, Uncanny Dodge

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

Skills
Close Combat: Unarmed 3 (+13), Expertise: Astrogation 4 (+8), Expertise: Computers 4 (+8), Expertise: Farming 4 (+8), Expertise: Journalism 10 (+14), Expertise: Kryptonian Lore 8 (+12), Perception 8 (+14), Persuasion 8 (+14), Ranged Combat: Heat Vision 5 (+16), Technology 8 (+12), Treatment 4 (+8)

Powers
Kryptonian Physiology
. . Man of Steel: Protection 3 (kryptonian, +3 Toughness; Impervious [11 extra ranks])
. . Quicker Than Any Mortal Man: Quickness 7 (kryptonian, Perform routine tasks in -7 time ranks, Advantages: Eidetic Memory, Improved Initiative 3, Move-by Action)
. . Solar Healing: Regeneration 3 (kryptonian, Every 3.33 rounds; Source: Yellow Sunlight)
. . Solar Sustenance: Immunity 16 (kryptonian, Aging, Fatigue Effects, Life Support)
. . Superhuman Senses: Senses 27 (kryptonian, Accurate (Type): Auditory Senses, Acute (Type): Olfactory Senses, Analytical (Type): Auditory Senses, Analytical (Type): Visual Senses, Darkvision, Extended: Auditory Senses 3: x1k, Extended: Visual Senses 4: x10k, Extended: Olfactory Senses 3: x1k, Microscopic Vision 4: atom-size, Ultra-hearing)
. . Superhuman Strength: Enhanced Strength 9 (kryptonian, +9 STR; Limited to Lifting, Notes: Able to lift 50,000 Tons)
. . X-Ray Vision: Senses 4 (kryptonian, Penetrates Concealment: Vision; Limited: Can't penetrate lead)
Superhuman Attacks: Array
. . Freeze Breath I: Cumulative Cone Area Affliction 10 ([0 active, 0/61 PP, 3/r], kryptonian, cold, 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 20; Cone Area: 60 feet cone, DC 20, Cumulative, Extra Condition; Limited Degree)
. . Freeze Breath II: Cumulative Affliction 10 ([0 active, 0/61 PP, 3/r], kryptonian, cold, 1st degree: Hindered, Impaired, 2nd degree: Immobile, Disabled, Resisted by: Fortitude, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . Freeze Breath III ~ Create Ice: Create 14 ([0 active, 0/61 PP, 2/r+2], kryptonian, cold, Volume: 15000 cft., DC 24; Increased Duration: continuous, Innate, Tether; Source: Water)
. . Freeze Breath IV ~ Cooling: Burst Area Nullify 10 ([0 active, 0/61 PP, 3/r], kryptonian, cold, Counters: Heat, DC 20; Burst Area: 30 feet radius sphere, DC 20, Selective)
. . Heat Vision I: Damage 14 ([0 active, 0/61 PP, 2/r+15], kryptonian, heat, DC 29; Increased Range: ranged, Penetrating 14, Precise)
. . Heat Vision II: Burst Area Damage 14 ([0 active, 0/61 PP, 3/r+1], kryptonian, heat, DC 29; Burst Area: 30 feet radius sphere, DC 24, Increased Range: ranged, Precise)
. . Hyper-Breath: Cone Area Move Object 15 ([0 active, 0/61 PP, 3/r], kryptonian, wind, 800 tons; Cone Area 2: 120 feet cone, DC 25, Selective; Limited Direction: Towards or Away, Reduced Range: close)
. . Super-Inhalation: Cone Area Nullify 10 ([0 active, 0/61 PP, 3/r], kryptonian, Counters: Gases, DC 20; Cone Area 2: 120 feet cone, DC 20, Simultaneous; Reduced Range: close)
. . Torquasm-Vo: Damage 10 ([0 active, 0/61 PP, 6/r+1], martial, mental, DC 25; Alternate Resistance: Will, Increased Range 2: perception, Reaction 3: reaction, Subtle: subtle; Limited: Source of the Mental Power, Notes: Reaction to mental intrusions)
Superhuman Movement: Array
. . Faster Than Light: Movement 3 (kryptonian, Space Travel 3: other galaxies)
. . Hyper-Running: Speed 14 (kryptonian, Speed: 32000 miles/hour, 60 miles/round)
. . True Flight: Flight 14 (kryptonian, Speed: 32000 miles/hour, 60 miles/round)
Tricks of the Trade: Talents
. . Master Linguist: Comprehend 3 (skill, Languages - Read All, Languages - Understand All, Languages - You're Understood; Quirk: Takes at least a scene to pick up a new language)

Equipment
The Fortress of Solitude

Offense
Initiative +23
Freeze Breath I: Cumulative Cone Area Affliction 10 (DC Fort 20)
Freeze Breath II: Cumulative Affliction 10, +11 (DC Fort 20)
Freeze Breath IV ~ Cooling: Burst Area Nullify 10 (DC Will 20)
Grab, +10 (DC Spec 21)
Heat Vision I: Damage 14, +16 (DC 29)
Heat Vision II: Burst Area Damage 14 (DC 29)
Hyper-Breath: Cone Area Move Object 15 (DC 25)
Super-Inhalation: Cone Area Nullify 10 (DC Will 20)
Throw, +11 (DC 27)
Torquasm-Vo: Damage 10 (DC Will 25)
Unarmed, +13 (DC 27)

Complications
- Motivation: Responsibility: Clark feels a strong sense of responsibility to use his powers for the benefit of all.
- Power Loss: When Clark is exposed to the light of a red sun, like that which Krypton orbited, he loses all powers with the "Kryptonian" descriptor, his Strength and Stamina become 3, his Agility and Dexterity become 2, and his Fighting becomes 8. Other effects which drain or interfere with the energies of a yellow sun, like that which Earth orbits, can likewise deprive him of his Kryptonian powers.
- Relationships: Clark’s closest relationship is with Lois Lane. Other important people in his life include his mother, Martha Kent, and friends and co-workers Jimmy Olsen, Perry White and Catherine “Cat” Grant. He is also quite close with Kara Kent (otherwise known as Kara In-Ze).
- Secret Identity: Clark Kent, mild-mannered reporter for the Daily Planet is in reality Superman, the heroic boy in blue!
- Weakness: Clark is vulnerable to magic. His Toughness is not Impervious against magical attacks. He is also vulnerable to the effects of Kryptonite.

Languages
English [Native], Kryptonian

Defense
Dodge 13, Parry 13, Fortitude 18, Toughness 17 (Imp. 14), Will 12

Power Points
Abilities 148 + Powers 198 + Advantages 30 + Skills 33 (66 ranks) + Defenses 15 = 424

--------------------
The Fortress of Solitude - PL 15

Toughness 20, Size Huge

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

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 7 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 26

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