Dalkon's Revised & Expanded Potterverse Thread Mk II

Where in all of your character write ups will go.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Grison / The MCs / Non Sum Qualis Eram

Post by DalkonCledwin »

Image
Art by Jyundee on DeviantArt

Grison (Harry Potter) - Arc 1 - PL 10
Age: 14 / Height: 5' 5" / Weight: 156 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The X-Men / Base of Operations: The Xavier Institute for Gifted Youngsters

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

General Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Beginner's Luck, Benefit, Wealth 2 (Independently Wealthy), Connected, Daze (Intimidation), Defensive Roll 3, Equipment 1, Evasion 2, Fascinate (Persuasion), Fearless, Improved Grab, Inspire 2, Languages 1, Leadership, Power Attack, Second Chance: (Resisting Mental Control), Startle, Takedown, Teamwork

Enhanced Advantages
Diehard, Great Endurance, Uncanny Dodge

Skills
Acrobatics 4 (+7), Athletics 6 (+8), Close Combat: Claws 2 (+8), Expertise (AWE): Cooking 4 (+8), Expertise (DEX): Broom Flight 6 (+9), Expertise: Magic 8 (+10), Insight 4 (+8), Intimidation 4 (+8), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 5 (+8), Stealth 6 (+9)

Powers
Healing Factor
. . Accelerated Healing: Regeneration 10 (mutation, Every 1 round, Advantages: Diehard, Great Endurance; Feature: Longevity (Up to 534 years), Persistent, Notes: Middle Age: 150 years / Old Age: 200 years / Venerable: 250 years)
. . Advanced Immune System: Immunity 2 (mutation, Disease, Poison)
. . Enhanced Metabolism: Immunity 5 (mutation, Fatigue Effects; Limited - Half Effect)
Holly & Phoenix Feather Wand (Easily Removable)
. . Yer a Wizard, Harry: Array
. . . . Bombarda: Burst Area Damage 8 (curse, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (luminous magic, 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; Distracting, Limited: to Dementors, Lethifolds & other similar creatures, Limited: to Forcing Targets Away from Warded Area, Tiring)
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Increased Range: ranged; Nonlethal)
. . . . Relashio: Linked Effect
. . . . . . Let Go!: Cumulative Affliction 5 (Linked; jinx, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 15; Cumulative, Increased Range: ranged; Limited Degree)
. . . . . . Unbind: Nullify 5 (Linked; jinx, Counters: Bindings & Restraints, DC 15; Broad, Simultaneous)
. . . . Reparifors: Healing 12 (charm; Restorative; Tiring)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Superior Human Physiology
. . Animal Harmony: Feature 1 (racial trait, Notes: Natural animals are favorably disposed towards Harry, having an initial attitude of favorable unless circumstances dictate otherwise. Predators tend not to see him as prey, while prey species tend not to perceive him as a threat.)
. . Animalistic Perception: Senses 14 (racial trait, Accurate: Hearing, Accurate (Type): Olfactory Senses, Danger Sense: Olfactory Senses, Extended: Hearing 1: x10, Extended: Olfactory Senses 2: x100, Extended: Visual Senses 1: x10, Low-light Vision, Tracking: Olfactory Senses 2: full speed, Advantages: Evasion 2, Uncanny Dodge)
. . Bone Claws: Strength-based Damage 2 (slashing, DC 19; Concealable, Dangerous, Multiattack [2 extra ranks], Split: 2 targets)
. . Magical Awareness: Senses 5 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Radius: Magic Awareness)
Treasures of the Heart: Array
. . The Cloak of Invisibility: Concealment 4 (Removable (indestructible), legendary object, All Visual Senses; Affects Others, Feature: This efffect can't be nullified by Thief's Downfall; Distracting, Limited: Can only conceal a single adult or up to three children at any given time, Passive)
. . The Firebolt: Flight 7 (Easily Removable, rare object, Speed: 250 miles/hour, 0.5 miles/round; Increased Duration: continuous, Subtle: subtle; Platform)
. . The Marauder's Map: Remote Sensing 10 (Easily Removable, very rare object, Affects: 1 Type - Mental, Range: 4 miles; Feature 2: Password Protected (will insult people who get the password wrong), No Conduit, Simultaneous; Activation: move action, Limited: to Hogwarts & the Surrounding Grounds, Quirk: limited to showing occupant names and footsteps on a blueprint of the castle and its grounds)

Equipment
Commlink, Light Armor

Offense
Initiative +3
Bombarda: Burst Area Damage 8 (DC 23)
Bone Claws: Strength-based Damage 2, +8 (DC 19)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 12, +8 (DC 27)
Grab, +6 (DC Spec 12)
Let Go!: Cumulative Affliction 5, +8 (DC Will 15)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +3 (DC 17)
Unarmed, +6 (DC 17)
Unbind: Nullify 5, +8 (DC Will 15)

Complications
- Destiny: It is Harry's destiny to be the one that ultimately vanquishes the dark wizard who styles himself as "Lord Voldemort."
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous young man, who will often act without considering the consequences, even when he is being advised of those consequences by people who might have some idea what they are talking about.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harry has recently discovered that he is not the son of James Potter like he always thought, but rather the son of James "Logan" Howlett, which means that he is also effectively the elder brother of a young woman known as Laura Kinney. On the other hand, James did adopt him and name him the Heir to House Potter.
- Weakness: Due to his enhanced olfactory capabilities, certain tastes or smells can have a particularly nauseating or pleasurable effect on Harry that could leave him Dazed, or even Stunned, until he either leaves the affected area or the triggering stimuli wears off. He is also far more susceptible to scent-based pheromones, suffering an automatic degree of failure against said effects.

Languages
English [Native], Parseltongue (Secret)

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

Power Points
Abilities 58 + Powers 92 + Advantages 25 + Skills 34 (67 ranks) + Defenses 22 = 231
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Marvel Girl II / The MCs / Non Sum Qualis Eram

Post by DalkonCledwin »

Image
Art by Shafcrawler on DeviantArt

Marvel Girl (Rachel Summers) - Arc 1 - PL 10
Age: 16 / Height: 5' 7" / Weight: 125 lbs / Hair Color: Crimson / Eye Color: Green
Group Affiliations: The X-Men / Base of Operations: The Xavier Institute for Gifted Youngsters

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

Advantages
Agile Feint, Assessment, Attractive, Beginner's Luck, Benefit, Wealth (Well-Off), Chronal Bulwark, Connected, Daze (Intimidation), Defensive Attack, Equipment 1, Fascinate (Intimidation), Favored Environment: (Aerial), Improved Grab, Improved Hold, Languages 2, Power Attack, Ranged Attack 3, Second Chance: (Resisting Mental Control), Takedown, Teamwork, Untapped Potential

Skills
Acrobatics 8 (+11), Athletics 4 (+5), Close Combat: Psychokinesis 2 (+6), Deception 4 (+8), Expertise (AWE): Popular Culture 6 (+12), Expertise: Computers 6 (+8), Expertise: History 6 (+8), Insight 8 (+14), Intimidation 8 (+12), Investigation 4 (+6), Perception 4 (+10), Persuasion 6 (+10), Ranged Combat: Psychokinesis 4 (+7), Stealth 4 (+7), Technology 6 (+8)

Powers
Phoenix Force Avatar
. . Cosmic Vitality: Immunity 5 (cosmic, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Feature: Longevity (Up to 539 years))
. . Soar the Spaceways: Movement 2 (cosmic, Environmental Adaptation: Space, Space Travel 1: within solar system)
Superior Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Quirk: Rachel is only immune to Muggle diseases)
. . Kinetic Shield: Protection 7 (racial talent, +7 Toughness; Impervious [3 extra ranks], Sustained)
. . Levitation: Flight 5 (racial talent, Speed: 60 miles/hour, 900 feet/round)
. . Psionic Perception: Senses 11 (racial trait, Acute (Type): Mental Senses, Awareness: Psionics [Mental], Counters Concealment: Astral Bodies [Vision], Detect: Minds [Mental] 2: ranged, Extended: Detect Minds 2: x100, Radius (Type): Mental Senses)
. . Telepathic Bond: Mental Communication 3 (racial talent; Subtle: encrypted; Limited: to Friends & Loved Ones, Notes: Range: Statewide or across a Small Nation)
Telekinetic Potential: Array
. . Cosmic Healing: Healing 12 (cosmic; Persistent, Restorative; Limited: Affects Self Only, Noticeable: Surrounds Rachel with a Phoenix-like Aura when activated, Tiring)
. . Cosmic Transmutation: Transform 5 (cosmic, Affects: Anything, Transforms: 25 lbs., DC 15; Noticeable: Surrounds Rachel with a Phoenix-like Aura when activated, Permanent)
. . Energy Absorption: Nullify 12 (cosmic, Counters: Energy-based Effects, DC 22; Broad, Increased Duration: concentration, Simultaneous; Noticeable: Surrounds Rachel with a Phoenix-like Aura when activated, Reduced Range: close)
. . Force Constructs: Create 10 (metacreativity, Volume: 1000 cft., DC 20; Impervious, Movable; Proportional)
. . Gateway: Movement 3 (cosmic, Space Travel 3: other galaxies; Portal; Noticeable: Surrounds Rachel with a Phoenix-like Aura when activated)
. . Kinetic Bolts: Damage 10 (psychokinesis, DC 25; Increased Range: ranged, Multiattack)
. . Kinetic Lifting: Burst Area Move Object 7 (psychokinesis, 3 tons; Burst Area: 30 feet radius sphere, DC 17, Selective)
. . Kinetic Ram: Line Area Move Object 10 (psychokinesis, 25 tons, DC 25; Line Area 2: 5 feet wide by 60 feet long, DC 20, Damaging; Limited Direction: Repulsion, Reduced Range: close)
. . Kinetic Wave: Cone Area Move Object 10 (psychokinesis, 25 tons, DC 25; Cone Area 2: 120 feet cone, DC 20, Damaging; Limited Direction: Repulsion, Reduced Range: close)
. . Telekinesis: Move Object 10 (psychokinesis, 1600 tons; Increased Mass 6, Increased Range: perception)
. . Weather Control: Environment 12 (cosmic, Other: 3 points worth of effect 3, Radius: 8 miles; Increased Duration: continuous; Build Up, Noticeable: Surrounds Rachel with a Phoenix-like Aura when activated)
Telepathic Potential: Array
. . Chrono-Skimming: Senses 4 (clairsentience, Postcognition; Affects Others, Sustained; Limited: to Affected Character's Past Lives)
. . Metaconcert: Mental Area Communication 2 (telepathy; Area, Selective, Subtle: encrypted; Concentration, Notes: Range: 1 mile)
. . Mind Shield: Impervious Will 12 (telepathy; Affects Others [8 ranks only]; Concentration)
. . Mind Thrust: Damage 8 (telepathy, DC 23; Alternate Resistance: Will, Increased Range 2: perception, Subtle: subtle)
. . Puppetry: Concentration Cumulative Affliction 8 (telepathy, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Concentration, Cumulative, Increased Range 2: perception, Subtle: subtle; Instant Recovery)
. . Telepathic Amnesia: Progressive Burst Area Affliction 8 (telepathy, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Transformed, Resisted by: Will, DC 18; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Insidious, Progressive, Selective, Subtle: subtle; Distracting, Limited: to Blanking Out Recent Memories)
. . Telepathic Disguise: Burst Area Morph 3 (telepathy, +20 Deception checks to disguise; Broad group, DC 13; Affects Others, Burst Area: 30 feet radius sphere, DC 13, Selective; Resistible: Will, Notes: Any Humanoid)
. . Telepathic Paralysis: Cumulative Affliction 8 (telepathy, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle)
. . Telepathic Projection: Illusion 6 (telepathy, Affects: Three Sense Types - Visual & Auditory, Area: 500 cft., DC 16; Illusion Area 3, Selective, Subtle: subtle; Concentration, Resistible: Will)
. . Telepathic Sedation: Cumulative Affliction 8 (telepathy, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle)

Equipment
Commlink

Offense
Initiative +3
Cosmic Transmutation: Transform 5, +6 (DC Dog 15)
Energy Absorption: Nullify 12, +6 (DC Will 22)
Grab, +4 (DC Spec 11)
Kinetic Bolts: Damage 10, +10 (DC 25)
Kinetic Lifting: Burst Area Move Object 7 (DC 17)
Kinetic Ram: Line Area Move Object 10 (DC 25)
Kinetic Wave: Cone Area Move Object 10 (DC 25)
Mind Thrust: Damage 8 (DC Will 23)
Puppetry: Concentration Cumulative Affliction 8 (DC Will 18)
Telekinesis: Move Object 10 (DC 20)
Telepathic Amnesia: Progressive Burst Area Affliction 8 (DC Will 18)
Telepathic Paralysis: Cumulative Affliction 8 (DC Will 18)
Telepathic Sedation: Cumulative Affliction 8 (DC Will 18)
Throw, +6 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Girl From Out of Time: Rachel is from an alternate future where the original Phoenix survived the incident on the moon at the cost of Senator Kelly's life. In that reality, she was the daughter of the Phoenix and Scott Summers. When the Sentinels took over her reality, Rachel was sent into the past in hopes that she could repair the damaged timeline. The world she found however, bore several distinct differences from the one she was familiar with... such as the existence of an entire hidden society of magic users.
- Honor: Rachel will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Responsibility: Rachel was sent back in time in order to prevent an Anti-Mutant Holocaust, and is now actively trying to help Charles Xavier create a world where mutants and mundane humans can coexist in peace and harmony.
- Obvious Powers: Rachel's left eye will glow with vibrant flame-like energy whenever she uses one of her telepathic or telekinetic powers at an effect rank of 9 or more.
- Power Loss: Rachel will occasionally burn out her powers, which means she'll become Powerless until the end of the Scene in which this complication is triggered.
- Relationships: While she's not from this reality, the local Scott Summers does recognize her as his daughter, and that recognition will be shared by the local Jean Grey when she eventually returns to life. She also considers Scott's son with Madelyn Pryor to be her brother due to the fact that Maddie is Jean's clone.
- Weakness: Rachel regularly finds herself being baffled by magic and magical phenomena. This is something which extends to her powers, which are considered to be Disabled against magical individuals and relics. Furthermore, she has a Will Resistance of 5 when defending herself from magical mind control.

Languages
English [Native], Japanese, Russian

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 10 (Imp. 10), Will 12 (Imp. 12/0)

Power Points
Abilities 52 + Powers 148 + Advantages 24 + Skills 40 (80 ranks) + Defenses 23 = 287
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Magma / The MCs / Non Sum Qualis Eram

Post by DalkonCledwin »

Image
Art by X-Men-Fangirl on Reddit

Magma (Amara Aquilla) - Arc 1 - PL 10
Age: 15 / Height: 5' 4" / Weight: 123 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The X-Men / Base of Operations: The Xavier Institute for Gifted Youngsters

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

Advantages
Assessment, Attractive, Beginner's Luck, Benefit, Dowry 2 (Moderately Wealthy), Connected, Daze (Intimidation), Diehard, Fascinate (Intimidation), Favored Environment: (Jungles), Great Endurance, Improved Aim, Improved Critical: Lava Blast, Improved Smash, Interpose, Languages 2, Leadership, Power Attack, Teamwork

Skills
Acrobatics 6 (+9), Athletics 4 (+5), Close Combat: Swords 2 (+6), Deception 4 (+6), Expertise (AWE): Survival 8 (+10), Expertise: Computers 4 (+9), Expertise: History 8 (+13), Expertise: Politics 6 (+11), Insight 6 (+8), Intimidation 8 (+10), Perception 6 (+8), Persuasion 4 (+6), Ranged Combat: Geokinesis 5 (+8), Technology 4 (+9)

Powers
Geokinetic Potential: Array
. . Earthquake: Burst Area Affliction 10 (geokinesis, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, Resisted by: Dodge, Overcome by Fortitude, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Extra Condition, Increased Range: ranged, Secondary Effect; Limited: Affects targets that are on the ground only, Limited Degree)
. . Lava Blast: Damage 12 (geo-thermokinesis, DC 27; Increased Range: ranged, Penetrating 12)
. . Micro-Volcanism: Line Area Damage 8 (geo-thermokinesis, DC 23; Line Area 3: 5 feet wide by 120 feet long, DC 18, Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Stone Shape: Transform 5 (geokinesis, Affects: 1 Thing > 1 Thing - earth and stone From one shape to another, Transforms: 25 lbs., DC 15; Permanent)
. . Tunneling Blast: Burrowing 9 (geo-thermokinesis, Speed: 30 miles/hour, 500 feet/round)
Magma Form (Activation: Move Action)
. . Flame Aura: Damage 4 (morphic, DC 19; Reaction 3: reaction)
. . Magmatic Resilience: Immunity 9 (morphic, Damage Effect: Fire Damage, Environmental Condition: Heat, Environmental Condition: Pressure, Suffocation (All))
. . Radiant Body: Environment 1 (morphic, Heat, Light, Radius: 30 feet)
. . Stone Skin: Protection 4 (morphic, +4 Toughness; Impervious)
Superior Human Physiology
. . Earth Healing: Regeneration 2 (racial trait, Every 5 rounds; Source: Direct Contact with the Earth's Surface)
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Feature: Longevity (Up to 148 years); Quirk: Amara is only immune to muggle diseases)

Offense
Initiative +3
Earthquake: Burst Area Affliction 10 (DC Fort/Will 20)
Flame Aura: Damage 4, +4 (DC 19)
Grab, +4 (DC Spec 11)
Lava Blast: Damage 12, +8 (DC 27)
Micro-Volcanism: Line Area Damage 8 (DC 23)
Stone Shape: Transform 5, +4 (DC Dog 15)
Throw, +3 (DC 16)
Unarmed, +4 (DC 16)

Complications
- Accident: Amara's powers are loosely tied to her emotions, so when she is scared or upset it is possible that she could accidentally trigger an earthquake or volcanic eruption, even in places where such events shouldn't be possible.
- Honor: Amara will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Amara is prone to emotional outbursts that invoke large amounts of ham.
- Motivation: Dreamer: Amara believes in Charles Xavier's dream for peaceful cohabitation between humans and mutants, and is doing everything she can in order to help make that dream a reality.
- Power Loss: Amara must shift into her Magma form in order to activate her Thermokinetic powers. She can however use her standard Geokinesis in either of her forms. Furthermore, she must be touching the ground (or something affixed to the ground) or she'll begin to lose her powers. After 1 minute of being removed from the ground, Amara’s powers are Impaired. After two minute, her powers are Disabled. Amara regains full use of her powers after spending 1 minute touching the ground.
- Troubled Past: Amara comes from an incredibly anachronistic Roman community that is located in Brazil and which was apparently created for the sole purpose of providing Selene Gallio with worshipers. This came to be a problem for Amara when her so-called Goddess decided to sacrifice the girl by throwing her into a pit of lava. Fortunately, Amara's mutation chose that moment to activate for the first time, which ultimately saved the girl's life.
- Villain Magnet: Both Empath and Mephisto harbor romantic feelings for Amara. It remains to be seen whether she will reciprocate those feelings or not.

Languages
English, Latin [Native], Portuguese

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

Power Points
Abilities 56 + Powers 90 + Advantages 20 + Skills 38 (75 ranks) + Defenses 19 = 223
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Mirabile Visu Brainstorm & Notes

Post by DalkonCledwin »

Mirabile Visu
Premise: Kal-El and Kara Zor-El weren’t the only extraterrestrial children who were sent to Earth at an incredibly young age. Another child was born whose destiny lay far away from his home on the fertile green and blue planet in question. This child would come to be known as both Harry Potter and Power Boy.
Required Inclusions:
- Harry must prefer to incapacitate his enemies, but also be willing to use lethal force when he comes up against those enemies who are truly irredeemable.
- Harry must originally be from the extradimensional world known as Apokolips, which means that he was likely sent to Earth with the intent of having him conquer that world as an adult.
- As such, Harry must be on equal footing with the likes of Miss Martian & Superboy in terms of how strong he actually is so that he can live up to his self-chosen heroic moniker of Power Boy.
- Obviously, Harry will be found and adopted by James and Lily Potter shortly after his arrival on Earth, which will in turn allow him to inherit their estate after their untimely demise.
- Harry must be capable of utilizing both his Apokoliptian superpowers and the magic which is inherent to the magical humans who inhabit the Earth.
- At least one trusted friend of the senior Potters must be aware of Harry’s otherworldly origins and be on hand when he discovers this fact in order to explain what they know to the boy.
- Harry must discover his otherworldly origins at some point between his 3rd and 5th years of attendance at Hogwarts School of Witchcraft and Wizardry.
- Harry’s Father Box must be contained within the Potter family’s Ancestral Vault; furthermore, Harry must use one of the more unusual features of the Box to establish his own Fortress.
- Harry must eventually return to Apokolips, although he need not do so as an ally to the tyrannical ruler of Apokolips, as it is quite likely that Harry will side with the people of Earth.
Preferred Inclusions:
- Harry should have at least one physical feature which gives away his otherworldly heritage, with there being a distinct preference for two-toned hair as the feature in question.
- Harry should be vulnerable to the supernatural element known as Radion, much like every other New God who has made an appearance in DC Comics.
- Harry’s primary romantic pairing in this scenario should be Kara Zor-El, with Harry being the one who ultimately saves her from one of Darkseid’s attempts to brainwash the girl.
- If this story is set in the Smallville universe, then Jor-El (the Artificial Intelligence) should contact Harry in an attempt to get the boy to break off ties with Kara and Clark.
Optional Inclusions:
- Harry could ultimately end up with multiple girls vying for his affection, with the British Ministry for Magic even endorsing a plural relationship for one reason or another.
- Harry could end up with a mentor who is portrayed by none other than the late, great, Christopher Reeve, since he will always be a legend in the Superman fandom.
Forbidden Things:
- Harry ignoring his otherworldly heritage.
- Harry the Malevolent Emo Doormat.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Power Boy / The MCs / Mirabile Visu

Post by DalkonCledwin »

Image
Art by Adamantis on DeviantArt

Power Boy (Harry Potter) - Arc 1 - PL 12
Age: 15 / Height: 5' 9" / Weight: 177 lbs / Hair Color: Black w/Blond Bangs / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: The Fortress of Might

Strength 15, Stamina 11, Agility 3, Dexterity 3, Fighting 6, Intellect 2, Awareness 4, Presence 4

General Advantages
All-out Attack, Artificer, Attractive, Benefit, Social Class 2 (Land Owning), Benefit, Wealth 4 (Multimillionaire), Connected, Defensive Attack, Defensive Roll 3, Diehard, Equipment 5, Fascinate (Persuasion), Great Endurance, Improved Grab, Inspire 2, Languages 1, Leadership, Power Attack, Ranged Attack 3, Second Chance: (Resisting Mental Control)

Enhanced Advantages
Eidetic Memory, Improved Initiative 3, Interpose, Move-by Action, Redirect, Takedown 2, Well-read

Skills
Deception 4 (+8), Expertise (AWE): Cooking 6 (+10), Expertise (AWE): Research 4 (+12/+8), Expertise: Magic 10 (+12), Insight 6 (+10), Investigation 6 (+8), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Powers 5 (+8), Stealth 6 (+9), Technology 4 (+6), Vehicles 6 (+9)

Powers
Apokoliptian Physiology
. . Body Resistance: Impervious Toughness 11 (racial trait; Limited: Not vs. Radion)
. . Divine Perception: Senses 12 (racial trait, Acute (Type): Mental Senses, Awareness: Divinity [Mental], Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Detect: Emotions [Mental] 2: ranged, Extended: Detect Emotions 2: x100, Radius (Type): Mental Senses)
. . Fast Action: Quickness 6 (racial talent, Perform routine tasks in -6 time ranks; Limited to One Type: Physical Tasks)
. . Fast Healing: Regeneration 3 (racial trait, Every 3.33 rounds)
. . Invulnerabilities: Immunity 10 (racial trait, Aging, Disease, Environmental Conditions (All), Poison, Suffocation (All); Custom: Immunity to Aging won't kick in until Harry is 23 years old)
. . Lightning Reflexes: Enhanced Trait 8 (racial talent, Advantages: Improved Initiative 3, Interpose, Move-by Action, Redirect, Takedown 2)
Father Box (Removable)
. . Boom Tube Generation: Movement 3 (cosmic relic, Space Travel 3: other galaxies; Portal; Activation 2: standard action)
. . Cosmic Library: Enhanced Trait 4 (cosmic relic, Expertise (AWE) +4 (+12), Advantages: Eidetic Memory, Well-read)
. . Intelligent Device: Feature 1 (cosmic relic, Notes: Father Boxes possess an Intellect of 7, and an Awareness & Presence of 2 each. )
. . Revitalization: Healing 10 (cosmic relic; Triggered: 1 use - when suffering two or more degrees of damage; Limited: Affects Self Only, Tiring)
. . Sensor Suite: Senses 5 (cosmic relic, Acute: Detect Life, Danger Sense: Detect Life, Detect: Life [Mental] 2: ranged, Radius: Detect Life)
Superhuman Powers: Dynamic Array
. . Eldritch Blast: Damage 13 ([0 active, 0/36 PP, 2/r+10], eldritch magic, DC 28; Increased Range: ranged, Penetrating 8, Variable Descriptor 2: broad group - Any Magical)
. . Eldritch Bolts: Damage 10 ([0 active, 0/36 PP, 3/r+2], eldritch magic, DC 25; Increased Range: ranged, Multiattack, Variable Descriptor 2: broad group - Any Magical)
. . Eldritch Constructs: Create 10 ([0 active, 0/36 PP, 3/r], eldritch magic, Volume: 1000 cft., DC 20; Impervious, Movable; Proportional)
. . Eldritch Energy Shaping: Shapeable Area Damage 7 ([0 active, 0/36 PP, 5/r], eldritch magic, DC 22; Shapeable Area 2: 60 cft., DC 17, Increased Duration: concentration, Increased Range: ranged, Selective; Distracting)
. . Emotion Control: Cumulative Affliction 8 ([0 active, 0/36 PP, 4/r+2], empathy, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle, Variable Descriptor: close group - Emotions)
. . Empathic Probe: Cumulative Mind Reading 10 ([0 active, 0/36 PP, 2/r], empathy, DC 20; Cumulative; Limited to Emotions)
. . Hyper-Breath: Cone Area Move Object 12 ([0 active, 0/36 PP, 2/r], wind, 100 tons; Cone Area 2: 120 feet cone, DC 22; Limited Direction: Attraction or Repulsion, Reduced Range: close)
. . Hyper-Running: Speed 10 ([0 active, 0/36 PP, 1/r], racial talent, Speed: 2000 miles/hour, 4 miles/round)
. . Might of the Gods: Enhanced Strength 10 ([0 active, 0/36 PP, 1/r], racial trait, +10 STR; Limited to Lifting, Notes: Max Lifting Strength 25: Up to 800,000 tons)
. . Soar the Spaceways: Movement 2 ([0 active, 0/36 PP, 2/r], racial talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . True Flight: Flight 13 ([0 active, 0/36 PP, 2/r+1], racial talent, Speed: 16000 miles/hour, 30 miles/round; Precise)
The Helm of Hades (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 7 (divine relic, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Mental Senses; Affects Others, Feature: This effect is not nullified by Thief's Downfall, Feature: Maleable Form; Distracting, Limited: Can only conceal a single adult or up to three children at any given time, Passive)

Equipment
Commlink, The Fortress of Might

Offense
Initiative +15
Eldritch Blast: Damage 13, +11 (DC 28)
Eldritch Bolts: Damage 10, +11 (DC 25)
Eldritch Energy Shaping: Shapeable Area Damage 7 (DC 22)
Emotion Control: Cumulative Affliction 8 (DC Will 18)
Empathic Probe: Cumulative Mind Reading 10 (DC Will 20)
Grab, +6 (DC Spec 25)
Hyper-Breath: Cone Area Move Object 12 (DC 22)
Throw, +6 (DC 30)
Unarmed, +6 (DC 30)

Complications
- Destiny: It is Harry's destiny to be the one that ultimately vanquishes the dark wizard who styles himself as "Lord Voldemort."
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous young man, who will often act without considering the consequences, even when he is being advised of those consequences by people who might have some idea what they are talking about.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- My Box Doth Protest Too Much: Harry's Father Box definitely does not approve of his heroic personality and is attempting to subtly influence Harry into being a far more malevolent individual. It remains to be seen whether or not Harry will be able to resist these manipulations.
- Nemesis: Albus Dumbledore wishes to sculpt Harry into a sacrificial lamb that he can throw at Voldemort in hopes that the lad's death will act as catalyst which will allow the old goat to swoop in and defeat the so-called Dark Lord once and for all. Defeat, but certainly not vanquish.
- Weakness: Harry suffers an automatic degree of effect when defending himself from weapons that have been constructed using the element known as Radion.

Languages
English [Native], Parseltongue (Secret)

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

Power Points
Abilities 96 + Powers 126 + Advantages 32 + Skills 36 (71 ranks) + Defenses 20 = 310

--------------------
Home Sweet Home
The Fortress of Might - PL 12

Toughness 12, Size Huge

Features:
Artificer's Lab, Communications, Computer, Concealed 3 (DC 30), Defensive Enchantments (Blast 12), Hangar, Infirmary, Isolated, Library, Living Space, Mystic Locale, Power System, Ritual Chamber, Wards 2 (DC 25)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 23
Last edited by DalkonCledwin on Wed Oct 06, 2021 4:08 am, edited 1 time in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Supergirl / The MCs / Mirabile Visu

Post by DalkonCledwin »

Image
Art by Artgerm on DeviantArt

Supergirl (Kara In-Ze) - Arc 1 - PL 12
Age: 16 / Height: 5' 5" / Weight: 135 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Justice League / Base of Operations: The Kent Farm

Strength 15, Stamina 10, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 4, Presence 4

General Advantages
All-out Attack, Attractive, Benefit, Wealth 2 (independently wealthy), Connected, Defensive Attack, Diehard, Eidetic Memory, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Inspire 2, Languages 3, Leadership, Power Attack, Ranged Attack 4

Enhanced Advantages
Improved Initiative 4, Interpose, Move-by Action, Redirect, Takedown 2

Skills
Close Combat: Unarmed 2 (+7), Expertise (AWE): Popular Culture 6 (+10), Expertise: Argoan Lore 8 (+10), Insight 6 (+10), Intimidation 4 (+8), Investigation 4 (+6), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Heat Vision 4 (+7), Technology 6 (+8), Treatment 4 (+6), Vehicles 4 (+7)

Powers
Argoan Physiology
. . Body Resistance: Impervious Toughness 14 (racial trait; Limited: Not vs. Magical Attacks)
. . Fast Action: Quickness 8 (racial talent, Perform routine tasks in -8 time ranks)
. . Invulnerabilities: Immunity 10 (racial trait, Aging, Disease, Environmental Conditions (All), Poison, Suffocation (All); Custom: Immunity to Aging won't kick in until Kara is 24 years old)
. . Lightning Reflexes: Enhanced Trait 9 (racial talent, Advantages: Improved Initiative 4, Interpose, Move-by Action, Redirect, Takedown 2)
. . Solar Healing: Regeneration 2 (racial trait, Every 5 rounds; Source: Direct Exposure to Yellow Sunlight)
. . Superhuman Perception: Senses 20 (racial trait, Analytical (Type): Auditory Senses, Extended: Auditory Senses 5: x100k, Extended: Visual Senses 3: x1k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Ultra-hearing; Limited: Vision doesn't penetrate lead-based concealment [4 ranks only])
. . Surprisingly Tough: Protection 4 (racial trait, +4 Toughness)
Superhuman Powers: Dynamic Array
. . Catch Missiles: Deflect 10 ([0 active, 0/36 PP, 1/3r+1], training; Recoverable; Limited: Not vs. Magical Attacks, Reduced Range: close)
. . Freezing Breath: Cumulative Cone Area Affliction 9 ([0 active, 0/36 PP, 4/r], ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 19; Cone Area 2: 120 feet cone, DC 19, Cumulative, Extra Condition; Limited Degree)
. . Heat Vision: Damage 13 ([0 active, 0/36 PP, 2/r+1], heat, DC 28; Increased Range: ranged, Precise)
. . Hyper-Breath: Cone Area Move Object 9 ([0 active, 0/36 PP, 2/r], wind, 12 tons; Cone Area 2: 120 feet cone, DC 19; Limited Direction: Attraction or Repulsion, Reduced Range: close)
. . Hyper-Running: Speed 14 ([0 active, 0/36 PP, 1/r], racial talent, Speed: 32000 miles/hour, 60 miles/round)
. . Power-Lifting: Enhanced Strength 10 ([0 active, 0/36 PP, 1/r], racial talent, +10 STR; Limited to Lifting, Notes: Max Lifting Strength 25: Up to 800,000 tons)
. . Soar the Spaceways: Movement 2 ([0 active, 0/36 PP, 2/r], racial talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . True Flight: Flight 17 ([0 active, 0/36 PP, 2/r+1], racial talent, Speed: 250000 miles/hour, 500 miles/round; Precise)

Offense
Initiative +19
Freezing Breath: Cumulative Cone Area Affliction 9 (DC Fort/Will 19)
Grab, +5 (DC Spec 25)
Heat Vision: Damage 13, +11 (DC 28)
Hyper-Breath: Cone Area Move Object 9 (DC 19)
Throw, +7 (DC 30)
Unarmed, +7 (DC 30)

Complications
- Fame: Kara, as Supergirl, is so incredibly famous in Japan, that people have gotten kicked in the shin for badmouthing her!
- Honor: Kara will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Impulsive: Kara is known for charging into battle without taking the time to assess whether or not she's biting off more than she can chew.
- Motivation: Protector: Kara feels it is incredibly important to use her powers to defend the citizens of the world she has come to see as her new home.
- Power Loss: Kara loses her powers and her Strength and Stamina scores are reduced to 1 while under the light of a red sun, like the one which Krypton once orbited.
- Quirk: Kara has a tendency to avoid wearing shoes whenever and wherever possible! Then again, it's not like she really needs them...
- Relationships: Kara is Superman (Clark Kent)'s adoptive cousin, and through him, the adoptive niece of Ma and Pa Kent. She is also Batgirl (Barbara Gordon)'s best friend.
- Shop Smart, Shop Doppelmart: Between the effects of Black Kryptonite, her clone, and the existence of countless parallel Earth's, Kara tends to run into alternate versions of herself more frequently than just about any other hero, save the Big Three.
- Weakness: Green-K leaves Kara Impaired, Disabled and eventually Debilitated in terms of her Strength and powers. She may even die after a few minutes of exposure to these otherworldly gemstones. Other types of Kryptonite exist, and each will have a different effect upon Kara's physiology and/or mental well-being.

Languages
English, German, Kryptonian [Native], Russian, Spanish

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

Power Points
Abilities 92 + Powers 108 + Advantages 22 + Skills 30 (60 ranks) + Defenses 22 = 274
Last edited by DalkonCledwin on Wed Oct 06, 2021 4:07 am, edited 1 time in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Lady Bekka / The MCs / Mirabile Visu

Post by DalkonCledwin »

Image
Art by TOKITOS on DeviantArt

Lady Bekka - Arc 1 - PL 12
Age: 22 (11,570) / Height: 5' 7" / Weight: 132 lbs / Hair Color: Red / Eye Color: Blue
Group Affiliations: The Gods of New Genesis / Base of Operations: New Genesis

Strength 4, Stamina 4, Agility 2, Dexterity 2, Fighting 6, Intellect 7, Awareness 5, Presence 8

General Advantages
Accurate Attack, Attractive 2, Benefit, Wealth (Well-Off), Connected, Conviction, Defensive Attack, Defensive Roll 3, Diehard, Fascinate (Persuasion), Great Endurance, Improved Treatment, Inspire 2, Inventor, Languages 1, Leadership, Power Attack, Quick Draw, Ritualist, Set-up, Takedown

Enhanced Advantages[/b]
Eidetic Memory, Well-read

Skills
Acrobatics 6 (+8), Close Combat: Grab 4 (+10), Close Combat: Swords 2 (+8), Deception 6 (+14), Expertise (AWE): Research 4 (+13/+9), Expertise: Magic 10 (+17), Expertise: New God Lore 8 (+15), Insight 4 (+9), Intimidation 4 (+12), Perception 4 (+9), Persuasion 8 (+16), Stealth 4 (+6), Technology 10 (+17), Treatment 6 (+13)

Powers
Divine Magic: Array
. . Anything to Please: Cumulative Affliction 12 (hypnosis magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 22; Cumulative, Increased Range 2: perception, Insidious; Instant Recovery, Limited Degree, Sense-dependent: Auditory)
. . Charm: Cumulative Affliction 11 (hypnosis magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Cumulative, Increased Range 2: perception, Subtle: subtle; Limited: Bekka doesn't control the target, they merely act friendly towards her)
. . Dazing Touch: Cumulative Affliction 14 (hypnosis magic, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 24; Cumulative; Limited Degree)
. . Insanity: Cumulative Affliction 9 (hypnosis magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception, Notes: Mentally Impaired/Disabled; Transformed: [Insane])
. . Lesser Geas: Progressive Affliction 11 (hypnosis magic, 1st degree: Dazed, Impaired, 2nd degree: Compelled, Disabled, 3rd degree: Controlled, Resisted by: Will, DC 21; Extra Condition, Increased Range 2: perception, Progressive, Subtle: subtle; Limited: Targets can choose one condition track over the other instead of suffering both, Sense-dependent: Auditory, Slow: Daily)
. . Mass Suggestion: Concentration Perception Area Affliction 10 (hypnosis magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 20; Perception Area: DC 20 - Auditory, Concentration, Insidious, Selective; Limited Degree)
. . Touch of Idiocy: Cumulative Affliction 14 (hypnosis magic, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 24; Cumulative; Limited Degree, Notes: Mentally Impaired/Disabled)
Genesisian Battle Armor (Removable)
. . Armor Plating: Protection 6 (cosmic relic, +6 Toughness; Impervious)
. . Helmet: Immunity 2 (cosmic relic, Uncommon Descriptor: Stun Effects; Limited - Half Effect)
Genesisian Physiology
. . Body Resistance: Impervious Toughness 4 (racial trait; Limited: Not vs. Radion)
. . Divine Perception: Senses 8 (racial trait, Acute (Type): Mental Senses, Awareness: Divinity [Mental], Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Radius (Type): Mental Senses)
. . Inulnerabilities: Immunity 7 (racial trait, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All))
Genesisian War Sword (Easily Removable)
. . Cosmic Library: Enhanced Trait 4 (cosmic relic, Expertise (AWE) +4 (+13), Advantages: Eidetic Memory, Well-read)
. . Intelligent Device: Feature 1 (cosmic relic, Notes: Mother Boxes possess an Intellect of 7, and an Awareness & Presence of 2 each.)
. . Life Sense: Senses 5 (cosmic relic, Acute: Detect Life, Danger Sense: Detect Life, Detect: Life [Mental] 2: ranged, Radius: Detect Life)
. . Mother Box Sword: Array
. . . . Space Warp: Movement 3 (cosmic relic, Space Travel 3: other galaxies; Portal; Activation 2: standard action)
. . . . Sword Strike: Strength-based Damage 3 (slashing, DC 22; Dangerous, Penetrating 7)
. . Revitalization: Healing 10 (cosmic relic; Triggered: 1 use - when suffering two or more degrees of damage; Limited: Affects Self Only, Tiring)
. . Worthiness: Feature 1 (cosmic relic, Notes: Only characters who are deemed to be spiritually pure can wield a Mother Box.)
Incredible Moves: Array
. . Levitation: Flight 5 (magical travel, Speed: 60 miles/hour, 900 feet/round)
. . Running Speed: Speed 5 (racial talent, Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +2
Anything to Please: Cumulative Affliction 12 (DC Will 22)
Charm: Cumulative Affliction 11 (DC Will 21)
Dazing Touch: Cumulative Affliction 14, +10 (DC Will 24)
Grab, +10 (DC Spec 14)
Insanity: Cumulative Affliction 9 (DC Will 19)
Lesser Geas: Progressive Affliction 11 (DC Will 21)
Mass Suggestion: Concentration Perception Area Affliction 10 (DC Will 20)
Sword Strike: Strength-based Damage 3, +8 (DC 22)
Throw, +2 (DC 19)
Touch of Idiocy: Cumulative Affliction 14, +10 (DC Will 24)
Unarmed, +6 (DC 19)

Complications
- Accidental Seductions: Bekka has little to no control over her hypnotic powers, and if that isn't bad enough, she has a tendency to affect herself with her own Charm power when influencing the minds of other individuals.
- Demeaning Perception: Bekka has a tendency to dress in remarkably provocative clothing, which regularly causes people to assume the worst about her sense of morality.
- Motivation: Patriotism: Bekka is very devoted to the cause of her Lord Liege, Highfather, and will do whatever it takes in order to assist him in seeing his goals become a reality.
- Relationship: Bekka's father is the man who is responsible for creating the technological devices known as the Father and Mother Boxes.
- Weakness: Bekka suffers an automatic degree of effect when defending herself from weapons that have been constructed using the element known as Radion.

Languages
English, Genesisian [Native]

Defense
Dodge 11, Parry 11, Fortitude 8, Toughness 13/10 (Imp. 10/4), Will 11

Power Points
Abilities 76 + Powers 97 + Advantages 24 + Skills 40 (80 ranks) + Defenses 24 = 261
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Putty in His Hands Brainstorm & Notes

Post by DalkonCledwin »

Putty in His Hands
Premise: One intense night of passion: that was Lily Potter's greatest memory. She honestly didn't know what got into her husband, especially since he's never been the same since. If only she knew…
Required Inclusions:
- Harry must generally prefer to incapacitate his enemies, but also be willing to use more permanent methods when dealing with enemies like the Joker.
- Harry must be quite powerful, but he will still struggle when faced with opponents who operate on the same level as Supergirl or her much older cousin.
- The truth of the situation is that on the night in question, Lily slept with a man who merely looked like James. That man’s identity was none other than Clayface (aka Matthew Hagen).
- This event must occur during James and Lily’s honeymoon, while they are visiting his family’s holdings in Gotham City, which will actually include Arkham Asylum in this scenario.
- James must recognize Harry as his Heir, in spite of the fact that he isn’t the boy’s father, simply to avoid the scandal Harry’s existence would have caused without such recognition.
- Due to his magic, Harry will be able to retain his humanoid appearance and superhuman powers without needing to bathe in a pool of radioactive goo once every 48 hours.
- When and how Harry discovers the truth of his heritage is up to the author, but it is suggested that this discovery take place after the events surrounding the Battle of Hogwarts.
- Even if he denies his true father, Harry must still be willing to use his newly discovered powers as a means to achieve his goals in life, whatever those may happen to be.
- Harry must become distant from those who refuse to accept that he is part of the darker side of the world, even if he refuses to acknowledge his true father as a part of his life.
Preferred Inclusions:
- This fic should use either the DC Animated Universe, Arkhamverse, or Snyderverse as a basis for how the criminal underworld of Gotham City operates.
- In addition to his Shapeshifting and Body-Sculpting powers, Harry should possess advanced Geokinetic abilities, allowing him to manipulate the rocks and earth in his surroundings.
- Harry should travel to America and claim his rights as the new owner/manager of Arkham Asylum, which may very well lead to a romantic relationship with the Gotham Sirens.
- Using Harry’s “blood” in his resurrection ritual should have a rather undesirable effect on Voldemort that actually makes it far easier for Harry to defeat the man.
Optional Inclusions:
- One of the more advanced geokinetic abilities Harry could have access to is the ability to create Clay Golems that act as guardians or warriors.
- Amanda Waller could attempt to recruit Harry for Task Force X, due to his ownership of Arkham Asylum, his incredibly useful powers and his connection to the Gotham Sirens.
Forbidden Things:
- Everyone accepting the reality of Harry’s existence.
- Harry failing to claim the Potter family heritage.
- Harry the Pathetic Emo Doormat.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Mason / The MCs / Putty in His Hands

Post by DalkonCledwin »

Image
Art by LAS-T on DeviantArt

Mason (Harry Potter) - PL 11
Age: 24 / Height: 6' 0" / Weight: 184 lbs / Weight: Black / Eye Color: Green
Group Affiliations: Arkham Asylum Staff / Base of Operations: Arkham Asylum, Gotham City, New Jersey

Strength 8, Stamina 10, Agility 4, Dexterity 4, Fighting 8, Intellect 3, Awareness 5, Presence 5

Advantages
Accurate Attack, Artificer, Attractive, Benefit, Social Class 2 (Land Owning), Benefit, Wealth 4 (Multimillionaire), Connected, Conviction, Equipment 6, Fascinate (Persuasion), Fearless, Improved Grab, Improved Hold, Inspire 2, Interpose, Languages 1, Leadership, Quick Draw, Ranged Attack 6, Ritualist, Teamwork

Skills
Close Combat: Grab 2 (+10), Deception 4 (+9), Expertise (AWE): Cooking 6 (+11), Expertise: Business 6 (+9), Expertise: Magic 12 (+15), Expertise: Psychology 8 (+11), Insight 6 (+11), Investigation 6 (+9), Perception 8 (+13), Persuasion 6 (+11), Stealth 6 (+10), Technology 4 (+7), Vehicles 6 (+10)

Powers
Clay Body: Array
. . Absorption: Concentration Affliction 10 (morphic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Concentration; Grab-based)
. . Flow Out: Elongation 2 (morphic, Elongation: 30 feet, +2 to grab)
. . Formless Puddle: Linked Effect
. . . . Go With the Flow: Movement 1 (Linked; morphic, Slithering)
. . . . Mud Form: Insubstantial 1 (Linked; morphic, Fluid)
. . Harden: Impervious Toughness 13 (morphic; Sustained)
. . Shapeshifting: Morph 4 (morphic, +20 Deception checks to disguise; Any form; Feature: Vocal Mimicry, Increased Duration: continuous)
Holly & Phoenix Feather Wand (Easily Removable)
. . Master of Wizarding Magic: Array
. . . . Apparition: Teleport 12 (magical travel, 16 miles in a move action, carrying 400 lbs.; Change Direction, Extended: 4000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . . . Bombarda: Burst Area Damage 8 (curse, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 8 (charm, Counters: Magical Effects, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Homenum Revelio: Senses 6 (divination, Acute: Detect Humanoids, Detect: Humanoids [Mental] 2: ranged, Extended: Detect Humanoids 2: x100, Radius: Detect Humanoids; Sustained)
. . . . Immobulus: Cone Area Affliction 8 (charm, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Unaware, Resisted by: Will, DC 18; Cone Area 2: 120 feet cone, DC 18, Extra Condition; Limited: Visually Impaired/Disabled/Unaware Only)
. . . . Incendio Tria: Burst Area Damage 6 (fire magic, DC 21; Burst Area 3: 120 feet radius sphere, DC 16, Feature: Extraordinary Effort for +2 effect rank, Increased Range: ranged; Tiring)
. . . . Nullum Effugium: Burst Area Nullify 6 (jinx, Counters: Magical Travel effects, DC 16; Burst Area 2: 60 feet radius sphere, DC 16, Broad, Increased Duration: concentration, Simultaneous; Distracting, Reduced Range: close)
. . . . Reducio: Progressive Affliction 12 (charm, 3rd degree: Transformed, DC 22; Alternate Resistance (Dodge), Increased Range: ranged, Progressive; Limited Degree (third only), Tiring)
. . . . Reducto: Burst Area Weaken 8 (curse, Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Lutumkinetic Potential: Array
. . Clay Bullets: Damage 10 (projectile, DC 25; Increased Range: ranged, Multiattack; Unreliable (5 uses))
. . Clay Constructs: Create 11 (lutumkinesis, Volume: 2000 cft., DC 21; Movable; Proportional)
. . Golem Creation: Summon 10 (lutumkinesis; Active, Mental Link; Unreliable (1 use))
. . Treacherous Earth: Cumulative Cloud Area Affliction 7 (lutumkinesis, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 17; Cloud Area 2: 30 feet radius sphere, DC 17, Cumulative, Extra Condition; Limited Degree, Tiring)
. . Weaponization: Strength-based Damage 3 (morphic, DC 26; Variable Descriptor: close group - Bludgeoning, Slashing or Piercing)
Maleable Clay-like Physiology
. . Accelerated Healing: Regeneration 2 (racial trait, Every 5 rounds; Persistent)
. . Expanded Awareness: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Darkvision, Radius: Magic Awareness)
. . Invulnerabilities: Immunity 9 (racial trait, Aging, Critical Hits, Disease, Environmental Condition: Heat, Environmental Condition: Radiation, Poison, Suffocation (All))
. . Resistances: Immunity 5 (racial trait, Damage Effect: Corrosive Damage; Limited - Half Effect)
. . Tough: Protection 3 (racial trait, +3 Toughness)
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 5 (cosmic relic, All Visual Senses, Other Sense: Black Lantern Spectral Sight; Affects Others, Feature: This effect is not nullified by Thief's Downfall; Distracting, Limited: Can only conceal a single adult or up to three children at any given time, Passive)

Equipment
Arkham Asylum, Cell Phone (Smartphone)

Offense
Initiative +4
Absorption: Concentration Affliction 10, +8 (DC Fort 20)
Bombarda: Burst Area Damage 8 (DC 23)
Clay Bullets: Damage 10, +10 (DC 25)
Expelliarmus: Damage 12, +10 (DC 27)
Finite Incantatem: Burst Area Nullify 8 (DC Will 18)
Grab, +12 (DC Spec 20)
Immobulus: Cone Area Affliction 8 (DC Will 18)
Incendio Tria: Burst Area Damage 6 (DC 21)
Nullum Effugium: Burst Area Nullify 6 (DC Will 16)
Reducio: Progressive Affliction 12, +10 (DC Dog/Fort/Will 22)
Reducto: Burst Area Weaken 8 (DC Fort 18)
Stupefy: Cumulative Affliction 8, +10 (DC Fort 18)
Throw, +10 (DC 23)
Treacherous Earth: Cumulative Cloud Area Affliction 7 (DC Fort/Will 17)
Unarmed, +8 (DC 23)
Weaponization: Strength-based Damage 3, +8 (DC 26)

Complications
- Fame: Harry is famous within magical society for the part he played in vanquishing the dark wizard who styled himself as "Lord Voldemort."
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous young man, who will often act without considering the consequences, even when he is being advised of those consequences by people who might have some idea what they are talking about.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harry retains a strong loyalty to past friends, such as Neville Longbottom and Luna Lovegood. He is also the godfather of Theodore 'Teddy' Lupin and as such, is on call in case Teddy's grandmother needs him for any reason.
- Responsibility: Harry is the new owner of Arkham Asylum, and thus responsible for ensuring that his patients remain in their cells, and also for ensuring that their treatment is up to the standards of the New Jersey Department of Health.
- Weakness: Harry will suffer damage when he is targeted by an Earth Control effect with the amount of damage he sustains being equal to one-half the ranks of the triggering effect.

Languages
English [Native], Parseltongue (Secret)

Defense
Dodge 9, Parry 9, Fortitude 10, Toughness 13 (Imp. 13/0), Will 12

Power Points
Abilities 94 + Powers 106 + Advantages 35 + Skills 40 (80 ranks) + Defenses 13 = 288

--------------------
The Asylum
Arkham Asylum - PL 11

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 1 (DC 20), Defensive Enchantments (Magical Snares 7), Fire Prevention System, Holding Cells (Nullify 11), Infirmary, Isolated, Laboratory, Library, Living Space, Mystic Locale, Personnel (Doctors, Nurses & Guards), Power System, Ritual Chamber, Sealed, Security System 2 (DC 25), Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 20 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
--------------------
The Golem
Image
Art by Kikicianjur on DeviantArt

Clay Golem - PL 10

Strength 5, Stamina -, Agility 0, Dexterity 0, Fighting 7, Intellect -, Awareness 2, Presence -5

Skills
Close Combat: Weaponization 5 (+12), Perception 2 (+4)

Powers
Clay Construct Physiology
. . Acidic Recovery: Regeneration 10 (racial trait, Every 1 round; Source: Acid)
. . Construct Perception: Senses 3 (racial trait, Darkvision, Low-light Vision)
. . Invulnerabilities: Immunity 40 (racial trait, Common Descriptor: Magical Damage, Fortitude Effects)
. . Large Construct: Growth 2 (racial trait, +2 STR, +2 Tough, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Innate; Permanent)
. . Protective Goo: Protection 10 (racial trait, +10 Toughness; Impervious [7 ranks only])
. . Weaponization: Strength-based Damage 3 (racial talent, DC 23; Incurable, Variable Descriptor: close group - Bludgeoning, Piercing or Slashing)

Offense
Initiative +0
Grab, +7 (DC Spec 15)
Throw, +0 (DC 20)
Unarmed, +7 (DC 20)
Weaponization: Strength-based Damage 3, +12 (DC 23)

Complications
- Disability: Golems are incapable of communicating in a verbal manner.
- Power Loss: A Golem's toughness is not Impervious when the creature is struck with a weapon forged from Goblin-wrought Iron. They also have to bathe in acid before their weapons will gain the Incurable extra.
- Weakness: A clay golem is Dazed for 3 rounds when struck by a Disintegration effect. Furthermore, clay golems are damaged when targeted by Earth Control effects, with the amount of damage they sustain being equal to one-half the ranks of the triggering effect.

Languages
Not Applicable

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 12 (Imp. 7), Will None

Power Points
Abilities -6 + Powers 75 + Advantages 0 + Skills 4 (7 ranks) + Defenses 11 = 84
Last edited by DalkonCledwin on Tue Oct 12, 2021 8:11 am, edited 1 time in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Harley Quinn / The MCs / Putty in His Hands

Post by DalkonCledwin »

Image
Art by Shaobing on ArtStation

Harley Quinn - PL 10
Age: 31 / Height: 5' 7" / Weight: 128 lbs / Hair Color: Blonde (w/Pink & Blue Tips) / Eye Color: Blue
Group Affiliations: The Gotham City Sirens / Base of Operations: Arkham Asylum, Gotham City, New Jersey

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

Advantages
Agile Feint, All-out Attack, Animal Empathy, Assessment, Attractive, Benefit, Alternate Identity: (Harleen Francis Quinzel), Benefit, Athletics Based on Agility, Benefit, Wealth (Well-Off), Close Attack 2, Connected, Contacts, Daze (Deception), Defensive Roll 3, Equipment 2, Evasion, Grabbing Finesse, Improved Disarm, Improved Initiative, Improvised Weapon, Luck 4, Second Chance: (Acrobatics Checks for Tumbling), Startle, Teamwork, Ultimate Effort: (Will Resistance Checks), Well-informed

Skills
Acrobatics 10 (+16), Athletics 6 (+12), Close Combat: Blunt Weapons 4 (+12), Close Combat: Unarmed 6 (+14), Deception 6 (+10), Expertise: Organized Crime 8 (+15), Expertise: Psychology 10 (+17), Handle Animal 6 (+10), Insight 10 (+12), Intimidation 6 (+10), Investigation 8 (+15), Perception 4 (+6), Ranged Combat: Guns 10 (+16), Sleight of Hand 10 (+16), Treatment 10 (+17)

Powers
Altered Human Physiology
. . Accelerated Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Poison, Rare Descriptor: Johnny Sorrow's Face, Uncommon Descriptor: Pheromones; Feature: Longevity (Up to 581 years))

Expanded Equipment
Boxing Glove Gun
. . Kapow!: Affliction 4 (projectile, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, DC 14; Alternate Resistance (Dodge), Increased Range: ranged)
Overlarge Baseball Bat
. . Thwak!: Strength-based Damage 4 (bludgeoning, DC 21; Reach (melee): 5 ft.)

Equipment
Harley's Arsenal (Boxing Glove Gun Light Pistol, Overlarge Bat)

Offense
Initiative +10
Grab, +10 (DC Spec 16)
Kapow!: Affliction 4, +16 (DC Dog/Fort/Will 14)
Light Pistol, +16 (DC 18)
Throw, +6 (DC 17)
Thwak!: Strength-based Damage 4, +14 (DC 21)
Unarmed, +16 (DC 17)

Complications
- Anti-Hero: Harley enforces justice in her own way, like freeing neglected dogs and punishing their owners, or rescuing old women who've just been robbed and giving them some money despite her own day going wrong in just about every way possible.
- Disability: Harley is known to exhibit several of the symptoms of Histrionic Personality Disorder, but has never officially been diagnosed with said condition. It is known however, that Harley is detatched from reality, seeing the world as one big cartoon and regarding her actions as those of a video game character.
- Enemies: Being the Joker's right hand lady has caused Harley to develop a laundry list of enemies, and right at the top is a man known as Roman Sionis and his personal assassin, a woman known as the Huntress. On the other hand, most of the usual inmates at Arkham Asylum genuinely like Harley.
- Motivation: Recognition: Harleen has cast herself in the roll of a Harlequin, which is to say, the servant of a Noble Lord; who for her used to be the Joker. However, she recently broke up with the Joker (or more accurately, he broke up with her), and is now in search of a new master (purpose for living) who she can devote herself to.
- Prejudice: Part of the reason Harley became a criminal is because her life prior to meeting the Joker was incredibly stressful due to all the expectations people kept placing upon her due to just how gifted she actually is, both physically and mentally. She's also the first, and so far only, person to properly analyze the Joker's psychosis, but no one wants to believe her when she says that "Mistah J" is completely rational even while executing some of his worst crimes.
- Significant Other: Harley is romantically involved with Poison Ivy (aka Pamela Isley) and was also romantically involved with the Joker until rather recently. Her breakup with the Joker actually caused her to suffer a nervous breakdown which is what landed her in Arkham Asylum.

Languages
English [Native]

[u\Defense[/u]
Dodge 14, Parry 14, Fortitude 7, Toughness 6/3, Will 8

Power Points
Abilities 76 + Powers 8 + Advantages 32 + Skills 57 (114 ranks) + Defenses 24 = 197
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Arcane Tempest Brainstorm & Notes

Post by DalkonCledwin »

Arcane Tempest
Premise: While in New York on business, the Dursley family gets the bright idea to abandon their orphaned nephew, which in turn leads young Harry Potter on an adventure which results in him discovering the world of magic far earlier than he otherwise would have, and becoming the apprentice to Doctor Stephen Strange, the newly recognized Sorcerer Supreme.
Required Inclusions:
- Harry must prefer to incapacitate his opponents using nonlethal methods, but also be aware that he’ll occasionally encounter enemies who will require more permanent solutions.
- Harry must eventually become quite powerful in his own right, although whether he succeeds Stephen as the Sorcerer Supreme or not is entirely up to the author.
- Harry must eventually return to Great Britain and encounter the witches and wizards who call that country their home, although it is up to the author when this will actually occur.
- Harry must have a destiny which is entirely separate from the one which was outlined in Sibyl Trelawney’s first prophecy, although the nature of that destiny is entirely negotiable.
- Harry must quickly be found and then adopted by Dr. Stephen Strange after the Dursley’s abandon him, and the good doctor must raise the boy as his own son from that point forward.
- Harry’s skill with magic must frighten and/or amaze the denizens of Wizarding Britain, since they will quickly realize that his magic is far more powerful than anything they have access to.
- Harry’s primary romantic pairing must be either Wanda Maximoff or Jean Grey, although other girls are permissible so long as they gain the primary girlfriend’s acceptance.
Preferred Inclusions:
- Harry should eventually achieve the rank of Master Sorcerer, even if he doesn’t actually become the Sorcerer Supreme, since that will allow him to take on his own apprentice.
- Harry should have a propensity for weather-based magic, and also a tendency to call upon the powers of either Balthakk or Watoomb once he gains knowledge of Entreaty spells.
- Stephen should create a Staff of Polar Power which he will then give to Harry as a gift, although the exact list of spells found within the Staff is entirely up to the author.
- Harry should create a team of teenage superheroes that act as younger counterparts to Doctor Strange’s heroic team known as the Defenders.
Optional Inclusions:
- Harry could actually be a distant descendant of the Ancient One, since the woman was originally from the British Isles.
- In his duties as Strange’s apprentice, Harry could be sent to another dimension so that he can help the denizens therein restore balance to their home.
Forbidden Things:
- Harry being convinced to give up on his sorcery.
- Harry accepting the ways of Magical Britain.
- Harry the Malevolent Emo Doormat.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Arcane / The Young Defenders / Arcane Tempest

Post by DalkonCledwin »

Image
Art by Jyundee on DeviantArt

Arcane (Harry Potter) - PL 8
Age: 16 / Height: 5' 8" / Weight: 168 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The Young Defenders / Protectorate: Manhattan, New York

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

Advantages
Artificer, Attractive, Beginner's Luck, Benefit, Alternate Identity: (Henry Strange), Benefit, Sorcerer Rank 3 (Adept of the Mystic Arts), Benefit, Wealth (Well-Off), Connected, Conviction, Eidetic Memory, Equipment 5, Fascinate (Persuasion), Improved Grab, Improved Hold, Inspire 2, Languages 2, Leadership, Lionheart 2, Power Attack, Ritualist, Teamwork, Trance

Skills
Close Combat: Staves 2 (+7), Deception 4 (+8), Expertise (AWE): Cooking 4 (+10), Expertise: Antiquities 6 (+8), Expertise: Magic 8 (+10), Insight 4 (+10), Investigation 4 (+6), Perception 8 (+14), Persuasion 6 (+10), Ranged Combat: Magic 3 (+6), Stealth 4 (+7), Treatment 4 (+6), Vehicles 6 (+9)

Powers
External Sorcery: Array
. . Animal Trance: Concentration Burst Area Affliction 8 (parsel magic, 1st degree: Entranced, Impaired, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Extra Condition; Limited: Affects Animals Only, Limited Degree 2, Sense-dependent: Auditory)
. . Call Lightning: Damage 10 (lightning magic, DC 25; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . Control Weather: Environment 12 (weather magic, Other: 3 points worth of effect 3, Radius: 8 miles; Feature 9: Liberated (1 hour); Build Up, Tiring)
. . Gust of Wind: Line Area Move Object 8 (wind magic, 6 tons; Line Area 2: 5 feet wide by 60 feet long, DC 18; Limited Direction: Repulsion, Reduced Range: close)
. . Winds of Watoomb I: Movement 3 (entreaty, Dimensional 3: any dimension, 400 lbs.; Increased Mass 3; Activation 2: standard action, Check Required 2: DC 11 - Persuasion)
. . Winds of Watoomb II: Teleport 14 (entreaty, Carry 100 lbs.; Accurate, Extended: 16000 miles in 2 move actions, Increased Mass; Activation 2: standard action, Check Required 2: DC 11 - Persuasion, Limited to Extended, Tiring)
Internal Sorcery: Dynamic Array
. . Personal Shield: Linked Effect
. . . . Armor of Light: Impervious Toughness 8 (Linked; [8 active, 14/14 PP, 1/r], defensive magic; Sustained)
. . . . Mandala of Light: Protection 6 (Linked; [6 active, 14/14 PP, 1/r], defensive magic, +6 Toughness; Sustained)
. . Thought-Casting: Mental Communication 4 ([0 active, 14/14 PP, 3/r+1], psychic magic; Subtle: encrypted; Concentration, Notes: Range: Worldwide)
. . Wind-Riding: Flight 6 ([0 active, 14/14 PP, 2/r], wind magic, Speed: 120 miles/hour, 1800 feet/round)
Magical Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Feature: Longevity (Up to 142 years); Quirk: Harry is only immune to Muggle Diseases)
. . Magical Awareness: Senses 5 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Astral Bodies [Vision], Radius: Magic Awareness)
Staff of Polar Power (Easily Removable)
. . Strange Polarization: Array
. . . . Astral Shift: Insubstantial 4 (dimensional magic, Incorporeal, Notes: This is named as such because I feel that Marvel's version of Astral Projection is best built using the Insubstantial rules in M&M)
. . . . Eldritch Bolts: Damage 8 (eldritch magic, DC 23; Increased Range: ranged, Multiattack)
. . . . Illusory Decoys: Concealment 6 (illusory magic, All Aural Senses, All Visual Senses; Limited: to Creating Decoy Images)
. . . . Spell Turning: Deflect 8 (defensive magic; Reflect; Limited: Affects Magical Attacks Only, Reduced Range: close)
. . . . Staff Strike: Strength-based Damage 2 (bludgeoning, DC 18; Reach (melee): 5 ft.)
. . . . Transmutation: Transform 4 (transfiguration, Affects: Anything, Transforms: 12 lbs., DC 14; Permanent)

Expanded Equipment
Sling Ring: Array
. . Dimensional Portal: Movement 2 (magical travel, Dimensional: Mystical Dimensions 2: group, 50 lbs.; Portal; Activation 2: standard action)
. . Teleportal: Teleport 6 (magical travel, Carry 50 lbs.; Accurate, Change Direction, Extended: 60 miles in 2 move actions, Portal; Activation 2: standard action, Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Transmat Trap: Teleport Attack 8 (magical travel, Carry 800 lbs., DC 18; Attack: Dodge, Extended: 250 miles in 2 move actions, Increased Mass 4, Increased Range 2: perception; Limited to Extended, Tiring, Transit Time 11: 1 hour)

Equipment
Cell Phone, Sling Ring

Offense
Initiative +3
Animal Trance: Concentration Burst Area Affliction 8 (DC Will 18)
Call Lightning: Damage 10, +6 (DC 25)
Eldritch Bolts: Damage 8, +6 (DC 23)
Grab, +5 (DC Spec 11)
Gust of Wind: Line Area Move Object 8 (DC 18)
Staff Strike: Strength-based Damage 2, +7 (DC 18)
Throw, +3 (DC 16)
Transmat Trap: Teleport Attack 8 (DC Dog 18)
Transmutation: Transform 4, +5 (DC Dog 14)
Unarmed, +5 (DC 16)

Complications
- Enemy: Harry already has a few noteworthy enemies, but none of them is more persistent than the Dark Lord Voldemort, since the man fully believes Harry to be a threat to his incredibly flawed version of immortality. If truth were to be told, then Harry probably is such a threat.
- Honor: Harry will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harry is a tempestuous young man, who will often act without considering the consequences, even when he is being advised of those consequences by people who might have some idea what they are talking about.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Nemesis: Albus Dumbledore wishes to sculpt Harry into a sacrificial lamb that he can throw at Voldemort in hopes that the lad's death will act as catalyst which will allow the old goat to swoop in and defeat the so-called Dark Lord once and for all. Defeat, but certainly not vanquish.
- Relationships: Harry is the adoptive son of Doctor Stephen Strange and his wife, Lady Clea of the Dark Dimension. He is also the leader of a group of five superheroes known collectively as the Young Defenders.

Languages
English [Native], Parseltongue (Secret), Sanskrit

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 8/2 (Imp. 8/0), Will 12

Power Points
Abilities 52 + Powers 72 + Advantages 30 + Skills 32 (63 ranks) + Defenses 16 = 202
Last edited by DalkonCledwin on Thu Oct 14, 2021 2:47 am, edited 1 time in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Marvel Girl / The Young Defenders / Arcane Tempest

Post by DalkonCledwin »

Image
Art by NelsonBlakeII on DeviantArt

Marvel Girl (Jean Grey) - PL 8
Age: 16 / Height: 5' 6" / Weight: 114 lbs / Hair Color: Crimson / Eye Color: Green
Group Affiliations: The X-Men & Young Defenders / Protectorate: Westchester & The Bronx

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

Advantages
Attractive 2, Beginner's Luck, Connected, Conviction, Daze (Deception), Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Improved Initiative, Inspire 2, Languages 2, Leadership, Set-up, Teamwork

Skills
Close Combat: Grab 2 (+4), Deception 4 (+8), Expertise (AWE): Mutant Studies 6 (+10), Expertise: Sewing & Tailoring 4 (+6), Insight 6 (+10), Intimidation 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 8 (+12), Ranged Combat: Telekinesis 5 (+6), Stealth 4 (+5), Technology 4 (+6), Vehicles 4 (+5)

Powers
Superior Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Feature: Longevity (Up to 153 years); Quirk: Jean is only immune to Muggle diseases)
. . Latent Powers: Feature 1 (racial talent, Notes: It is a known fact that Jean possesses vast telepathic abilities, but at the moment she is generally unable to access those powers due to having suffered severe psychological trauma prior to joining the X-Men. She can, however, use Extra Effort in order to temporarily tap into those abilities by using a Power Stunt.)
Telekinetic Aura (Activation: Move Action)
. . Kinetic Levitation: Flight 6 (psychoportation, Speed: 120 miles/hour, 1800 feet/round)
. . Kinetic Shield: Protection 5 (psychokinesis, +5 Toughness; Impervious [3 extra ranks], Sustained)
Telekinetic Potential: Array
. . Bio-Disruption: Cumulative Affliction 10 (psychometabolism, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Subtle: subtle; Grab-based)
. . Concussion Beam: Line Area Move Object 8 (psychokinesis, 6 tons, DC 23; Line Area 2: 5 feet wide by 60 feet long, DC 18, Damaging; Limited Direction: Repulsion, Reduced Range: close)
. . Force Constructs: Create 8 (metacreativity, Volume: 250 cft., DC 18; Impervious, Movable; Proportional)
. . Kinetic Bolts: Damage 10 (psychokinesis, DC 25; Increased Range: ranged, Multiattack)
. . Kinetic Lifting: Burst Area Move Object 8 (psychokinesis, 6 tons; Burst Area: 30 feet radius sphere, DC 18, Selective; Distracting)
. . Kinetic Wave: Cone Area Move Object 8 (psychokinesis, 6 tons, DC 23; Cone Area 2: 120 feet cone, DC 18, Damaging; Limited Direction: Repulsion, Reduced Range: close)
. . Telekinesis: Move Object 8 (psychokinesis, 400 tons; Increased Mass 6, Increased Range: perception)

Equipment
Cell Phone, Commlink

Offense
Initiative +5
Bio-Disruption: Cumulative Affliction 10, +4 (DC Fort 20)
Concussion Beam: Line Area Move Object 8 (DC 23)
Grab, +4 (DC Spec 10)
Kinetic Bolts: Damage 10, +6 (DC 25)
Kinetic Lifting: Burst Area Move Object 8 (DC 18)
Kinetic Wave: Cone Area Move Object 8 (DC 23)
Telekinesis: Move Object 8 (DC 18)
Throw, +1 (DC 15)
Unarmed, +2 (DC 15)

Complications
- Guy Magnet: Jean is the only female member of a five-man superhero team known as The X-Men, and while she is quite popular with the boys on her team, it is Harry Potter who has taken her fancy and run away with it.
- Honor: Jean will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Dreamer: Even though she dislikes the way in which Xavier forced her into the life of a superhero, Jean does still wish to help the man make the world a better place to live for mutants the world over, and will do everything she can in order to make his dream come true.
- Nemesis: Jean doesn't particularly like Charles Xavier because the man waltzed into her life, brainwashed her parents into sending her to his boarding school for mutants, and then began sending her on dangerous missions to save the lives of people who would be much happier if Jean simply didn't exist.
- Relationships: Jean is the daughter of Doctor John Grey and his wife Elaine, as well as the younger sister of their daughter Sarah.
- Rivalry: Jean has a minor rivalry with the boy she wants to date over the true and proper definition for the word "Teleportation", since there are at least two conflicting and very relevant definitions for the word.

Languages
English [Native], Japanese, Russian

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8/3 (Imp. 8/0), Will 10

Power Points
Abilities 34 + Powers 62 + Advantages 17 + Skills 30 (59 ranks) + Defenses 22 = 165
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Spider-Gwen / The Young Defenders / Arcane Tempest

Post by DalkonCledwin »

Image
Art by Lolliedrop on DeviantArt

Spider-Woman (Gwen Stacy) - PL 8
Age: 18 / Height: 5' 5" / Weight: 125 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Mary Janes & Young Defenders / Protectorate: Queens, New York

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

General Advantages
Attractive, Beginner's Luck, Connected, Cynical, Daze (Deception), Defensive Attack, Equipment 1, Favored Environment: (Vertical Surfaces), Improved Defense, Improved Grab, Instant Up, Lionheart 2, Power Attack, Redirect, Second Chance: (Acrobatics Checks for Tumbling), Taunt

Enhanced Advantages
Agile Feint, Evasion 2, Move-by Action, Skill Mastery: (Acrobatics), Uncanny Dodge

Skills
Close Combat: Grab 2 (+5), Deception 6 (+10), Expertise (AWE): Streetwise 4 (+6), Expertise (PRE): Drums 8 (+12), Expertise: Acoustics 4 (+6), Insight 4 (+6), Investigation 6 (+8), Perception 6 (+8), Persuasion 6 (+10), Ranged Combat: Web-Shooters 2 (+6), Stealth 6 (+13), Technology 4 (+6)

Powers
Spider Totem Physiology
. . Spidey-Balance: Enhanced Trait 11 (racial talent, Acrobatics +8 (+15), Athletics +8 (+14), Advantages: Agile Feint, Move-by Action, Skill Mastery)
. . Spidey-Locomotion: Movement 3 (racial trait, Sure-footed 1, Wall-crawling 2: full speed)
. . Spidey-Proofing: Immunity 5 (racial trait, Custom: Immune-System Effects 5; Feature: Longevity (Up to 165 years); Quirk: Doesn't protect Gwen from effects which specifically target spiders)
. . Spidey-Senses: Senses 6 (racial trait, Danger Sense: Ranged Touch, Darkvision, Extended: Ranged Touch 2: x100, Ranged: Touch, Advantages: Evasion 2, Uncanny Dodge)
. . Spidey-Speed: Speed 5 (racial talent, Speed: 60 miles/hour, 900 feet/round; Limited: The last three ranks only apply while Gwen is swinging around the city [3 ranks only])
Web-Shooters (Removable)
. . Blessings of Janet van Dyne: Array
. . . . Web Blindfold: Cumulative Affliction 10 (chemical, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Dodge, Overcome by Fortitude or Strength, DC 20; Cumulative, Increased Range: ranged; Limited: Affects Visual Senses Only)
. . . . Web Hang-Glider: Flight 3 (chemical, Speed: 16 miles/hour, 250 feet/round; Gliding)
. . . . Web Missiles: Damage 5 (projectile, DC 20; Increased Range: ranged, Multiattack; Nonlethal)
. . . . Web Parachute: Movement 1 (chemical, Safe Fall)
. . . . Web Snare: Cumulative Affliction 10 (chemical, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 20; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
. . . . Web Tether: Move Object 6 (chemical, 3200 lbs.; Concentration)
. . Swing Line: Movement 1 (chemical, Swinging)

Equipment
Cell Phone, Flashlight, Mini-tracer

Offense
Initiative +7
Grab, +5 (DC Spec 16)
Throw, +4 (DC 21)
Unarmed, +3 (DC 21)
Web Blindfold: Cumulative Affliction 10, +6 (DC Fort/Will 20)
Web Missiles: Damage 5, +6 (DC 20)
Web Snare: Cumulative Affliction 10, +6 (DC Fort/Will 20)
Web Tether: Move Object 6, +6 (DC 16)

Complications
- Bi the Way: Gwen is just as attracted to Jean Grey as she is to Harry Potter.
- Enemy Mine: Gwen's surviving childhood best friend wishes to claim vengeance upon Spider-Woman for killing their mutual best friend, since he is completely unaware of Spider-Woman's civilian identity.
- Friendly Rivalry: With Jean Grey over the topic of which one between them has the better feminine attributes, Jean and her breasts, or Gwen and her posterior.
- Motivation: Redemption: Gwen accidentally killed her childhood best friend, and is now living the life of a hero so that she can work her way back into the good graces of the One Above All. If things had worked out just a little bit differently, then it would be Peter who got the awesome spider powers and Gwen who died a premature death.
- Oblivious: Gwen is either unaware or pointedly ignoring the fact that all three of her best friends are (were) romantically interested in her. This is possibly due to the fact that she is herself romantically interested in Harry Potter.
- Relationship: Gwen is one of the founders of the Mary Janes band, which is named after her co-founder and best female friend, Mary Jane Watson. She was also part of the social outcasts at her high school alongside of Peter Parker and Harry Osborne. Her father, George Stacy, is also a captain with the New York City Police Department.
- Temper: Gwen's not all that picky about whether people refer to her as Spider-Girl or Spider-Woman, but she does have a tendency to lose her temper when other superheroes refer to her as "Spider-Gwen", especially when it's uttered during a television broadcast.
- Wanted: Gwen’s heroic identity is being hounded by the New York City Police Department because they blame her for the brutal murder of her childhood friend, Peter Parker. Unfortunately, they’re not entirely wrong, but in her defense, he looked like a humanoid alligator and he was unintentionally terrorizing the students at their high school prom.

Languages
English [Native]

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

Power Points
Abilities 68 + Powers 65 + Advantages 17 + Skills 29 (58 ranks) + Defenses 14 = 193
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Power Man / The Young Defenders / Arcane Tempest

Post by DalkonCledwin »

Image
Official Art

Power Man (Victor Alvarez) - PL 8
Age: 16 / Height: 5' 9" / Weight: 160 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: The Young Defenders / Protectorate: Brooklyn, New York

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

Advantages
Beginner's Luck, Benefit, Sorcerer Rank (Novice of the Mystic Arts), Benefit, Wealth (well-off), Defensive Attack, Equipment 1, Fascinate (Intimidation), Favored Environment: (When Fighting Favored Foes), Favored Foe: (Mythological or Legendary Entities), Improved Critical: (Unarmed), Improved Defense, Improved Smash, Improved Trip, Instant Up, Jack-of-all-trades, Languages 1, Power Attack, Set-up, Startle, Teamwork, Untapped Potential

Skills
Acrobatics 4 (+7), Athletics 6 (+16), Expertise: Engineering 4 (+8), Insight 4 (+6), Intimidation 6 (+8), Investigation 8 (+12), Perception 4 (+6), Ranged Combat: Thrown Objects 2 (+5), Technology 4 (+8), Treatment 4 (+8), Vehicles 4 (+7)

Powers
Affected Human Physiology
. . Chi Reading: Senses 3 (racial trait, Analytical: Detect Chi, Detect: Chi [Visual] 2: ranged)
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Feature: Longevity (Up to 163 years); Quirk: Victor is only immune to Muggle diseases)
Chi Manipulation: Array
. . Chi Absorption: Nullify 8 (chi, Counters: Chi-based Effects, DC 18; Broad, Simultaneous; Reduced Range: close)
. . Enlarge Person: Growth 2 (chi, +2 STR, +2 STA, +1 Intimidate, -2 Stealth, -1 active defenses, +2 mass ranks; Affects Others Only)
. . Power Augmentation: Enhanced Trait 30 (chi, Strength +8 (+10), Stamina +7 (+10))
. . Skill Mimicry: Variable 1 (chi; Action 2: free; Limited: to Physical Skills and Advantages, Limited: to Traits Possessed by the people who died in the explosion which gave Victor his powers, Unreliable (5 uses))
. . Total Recall: Senses 4 (chi, Postcognition; Sustained; Limited: Can only be used in places with a rich and vibrant cultural heritage)

Equipment
Cell Phone

Offense
Initiative +3
Chi Absorption: Nullify 8, +6 (DC Will 18)
Grab, +6 (DC Spec 20)
Throw, +5 (DC 25)
Unarmed, +6 (DC 25)

Complications
- Arrogant: Victor has a rather cocky and overconfident personality, so it's a really good thing that he can usually live up to his own hype.
- Honor: Victor will never go back on his word once he has given it to someone, and he firmly believes that a handshake is as good as a legally binding contract. This is in spite of the fact that he tried, and failed, to charge a rather hefty sum for his services as a superhero.
- Motivation: Doing Good: Victor performs heroic activities simply because he believes in using his powers to make the world a better place and so that he can stand as a role model for young children all over the world.
- Noticeable Superpowers: Victor's body releases a visible aura whenever he activates one of the powers in his Chi Manipulation array.
- Power Loss: Bioelectric Jamming Devices can temporarily inhibit Victor’s superhuman abilities He’ll also be unable to use those powers in places that are regularly scrubbed clean or which go through regular remodeling.
- Secret: Victor only joined the Young Defenders so that Harry would stop calling his cell phone number (once an hour, every hour, seven days a week, for an entire month!), which was only possible because Victor put out an add in Craigslist offering to perform heroic activities for a reasonable service charge.

Languages
English [Native], Spanish

Defense
Dodge 6, Parry 6, Fortitude 10, Toughness 10, Will 6

Power Points
Abilities 50 + Powers 38 + Advantages 20 + Skills 25 (50 ranks) + Defenses 7 = 140

--------------------
Build Comments
I didn't even know who this guy was before someone suggested him to me last night, and now that I've looked him up on TV Tropes, I've got to say that he'll be a lot of fun to write about.

In any case, the term "Affected" in this case refers to a normal everyday joe who encountered the supernatural and came away from the experience different from how they were before. As an example, the term could be used to describe Muggles who are bitten by a vampire or werewolf and somehow manage to survive the initial transformation.

Furthermore, this guy qualifies as a Novice of the Mystic Arts because Chi Manipulation is actually one of the Schools of Thought listed in the third party Realms of the Occult sourcebooks published for the Marvel Superheroes Role Playing Game by TSR.
Post Reply