Dalkon's Revised & Expanded Potterverse Thread Mk II

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DalkonCledwin
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Nightwing / The MCs / Post Tenebras Spero Lucet

Post by DalkonCledwin »

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Nightwing (Harry Potter) - Arc 1 - PL 12
Age: 15 / Height: 5' 7" / Weight: 160 lbs / Hair Color: Black / Eye Color: Green (Red w/Power)
Group Affiliations: The Gods of Krypton / Base of Operations: The Fortress of Shadows, Exmoor, England
Wealth Rank: +16 / Rep Rank: +12 / Knockback Mod: -14

Strength 14, Stamina 10, Agility 5, Dexterity 5, Fighting 4, Intellect 2, Awareness 4, Presence 4

General Advantages
Attractive, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Equipment 6, Fascinate (Persuasion), Languages 2, Leadership, People Person, Potion Brewing, Power Attack, Ranged Attack 5, Ritualist, Second Chance: (Resisting Mental Control), Teamwork

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

Skills
Close Combat: Grab 4 (+8), Deception 4 (+8), Expertise (AWE): Cooking 6 (+10), Expertise (DEX): Broom Flight 6 (+11), Expertise: Magic 10 (+12), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+10), Stealth 6 (+11)

Powers
Divine Avatar Physiology
. . Divine Durability: Impervious Toughness 12 (racial trait)
. . Expanded Awareness: Senses 27 (racial trait, Accurate (Type): Auditory Senses, Acute: Divine Awareness, Awareness: Divinity [Mental], Extended: Auditory Senses 6: x1m, Extended: Visual Senses 4: x10k, Infravision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Radius: Divine Awareness, Ultra-hearing; Limited: Vision doesn't penetrate lead-based concealment [4 ranks only])
. . Fast Action: Quickness 5 (racial talent, Perform routine tasks in -5 time ranks)
. . Invulnerabilities: Immunity 10 (racial trait, Aging, Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Lightning Reflexes: Enhanced Trait 6 (racial talent, Advantages: Improved Initiative 2, Interpose, Move-by Action, Redirect, Takedown)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Corrosive Damage; Limited - Half Effect)
. . Tough: Protection 2 (racial trait, +2 Toughness)
Hyper-Punching: Strength Effect 14 (bludgeoning; Multiattack)
. . Freeze Breath: Cone Area Affliction 9 (Alternate; 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, Extra Condition; Limited Degree)
. . Hurricane Breath: Cone Area Move Object 9 (Alternate; wind, 12 tons; Cone Area 2: 120 feet cone, DC 19; Limited Direction: Repulsion, Reduced Range: close)
. . Shadowfyre Vision: Damage 12 (Alternate; shadowflare, DC 27; Increased Range: ranged, Incurable, Precise)
. . Wingbeat of the Nightwing: Burst Area Move Object 9 (Alternate; phantom energy, 12 tons, DC 24; Burst Area 2: 60 feet radius sphere, DC 19, Damaging, Feature: Harry is immune to this effect; Limited Direction: Pushing Downwards, Reduced Range: close)
Incredible Moves: Array
. . Hyper-Running: Speed 10 (divine talent, Speed: 2000 miles/hour, 4 miles/round)
. . Soar the Spaceways: Movement 2 (divine talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . True Flight: Flight 12 (divine talent, Speed: 8000 miles/hour, 16 miles/round; Precise)
Kryptonian Biotech Armor (Removable)
. . Bio-Armor: Protection 2 (exotech, +2 Toughness; Variable Descriptor 2: broad group - Any extra worth up to 2 points based on armor form and type)
Kryptonian Biotech Sword (Easily Removable)
. . Kryptonian Magical Focus: Array
. . . . Apparition: Teleport 10 (magical travel, 4 miles in a move action, carrying 400 lbs.; Change Direction, Extended: 1000 miles in 2 move actions, Feature: Teleport Memory (The Fortress of Shadows), Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . . . Confundo: Concentration Affliction 6 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Auditory)
. . . . Conjurations of the Nightwing: Create 10 (phantom energy, Volume: 1000 cft., DC 20; Increased Duration: continuous, Precise, Subtle: look natural; Resistible: Will)
. . . . Episkey: Healing 10 (healing magic; Increased Range: ranged; Diminished Range 2, Tiring)
. . . . Expecto Patronum: Concentration Burst Area Affliction 6 (light of creation, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Shadow Dragon)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 6 (charm, Counters: Magical Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Stupefy: Cumulative Affliction 6 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged)
. . . . Sword Strike: Strength-based Damage 3 (slashing, DC 32; Aura: Shadowflare, Dangerous, Incurable)

Equipment
The Fortress of Shadows

Offense
Initiative +13
Confundo: Concentration Affliction 6 (DC Will 16)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +10 (DC 25)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Freeze Breath: Cone Area Affliction 9 (DC Fort/Will 19)
Grab, +8 (DC Spec 24)
Hurricane Breath: Cone Area Move Object 9 (DC 19)
Shadowfyre Vision: Damage 12, +10 (DC 27)
Stupefy: Cumulative Affliction 6, +10 (DC Fort 16)
Sword Strike: Strength-based Damage 3, +4 (DC 32)
Throw, +10 (DC 29)
Unarmed, +4 (DC 29)
Wingbeat of the Nightwing: Burst Area Move Object 9 (DC 24)

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.
- Motivation: Responsibility: It is the Nightwing's divine mandate, and thus Harry's responsibility, to prowl in the shadows and root out the forces of darkness so that they are not a threat to the rest of the cosmos.
- Nemesis: Albus Dumbledore wishes to use Harry as a sacrificial lamb that he can throw at Voldemort in hopes that the boy's death will act the catalyst which will allow the old man to swoop in and defeat the Dark Lord once and for all. Defeat, but certainly not vanquish!
- Power Loss: Harry's Toughness is not Impervious against attacks with the "Magical" descriptor, such as the spells cast by the witches and wizards who inhabit Magical Britain.
- Weakness: Harry suffers all the same effects as a Kryptonian would whenever he is exposed to the radiation coming from the meteor rocks that accompanied Kal-El to Earth. However, thanks to his bond with the Nightwing, he doesn't lose his powers when deprived of yellow solar energy for extended periods of time, or when exposed to red solar energy.

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

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

Power Points
Abilities 96 + Powers 129 + Advantages 27 + Skills 27 (54 ranks) + Defenses 21 = 300

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

Toughness 10, Size Huge

Features:
Artificer's Lab, Communications, Computer, Concealed 4 (DC 35), Defensive Enchantments (Blast 12), Dimensional Portal (The Phantom Zone), Hangar, Holding Cells (Null Powers 12), Infirmary, Isolated (Exmoor), Library, Living Space, Power System, Ritual Chamber, Sealed, Secret 3 (DC 30), Self-repairing 1, Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 25 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30
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DalkonCledwin
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Vohc / The MCs / Post Tenebras Spero Lucet

Post by DalkonCledwin »

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Vohc (Fleur Delacour) - Arc 1 - PL 12
Age: 18 / Height: 5' 4" / Weight: 129 lbs / Hair Color: Silver / Eye Color: Blue
Group Affiliations: The Gods of Krypton / Base of Operations: The Fortress of Creation, Morvan Mountains, France
Wealth Rank: +12 / Rep Rank: +12 / Knockback Mod: -13

Strength 12, Stamina 8, Agility 5, Dexterity 5, Fighting 3, Intellect 4, Awareness 4, Presence 7

General Advantages
Assessment, Attractive 2, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth (Well-Off), Charming, Connected, Defensive Attack, Enchantment, Equipment 6, Fascinate (Persuasion), Flirtation, Improved Grab, Languages 3, Leadership, People Person, Potion Brewing, Ranged Attack 7, Ritualist

Enhanced Advantages
Improved Initiative 3, Interpose, Luck 6, Move-by Action, Redirect, Takedown

Skills
Acrobatics 8 (+13), Close Combat: Grab 4 (+7), Deception 6 (+13), Expertise (PRE): Dancing 8 (+15), Expertise: Magic 10 (+14), Expertise: Nature 6 (+10), Investigation 4 (+8), Perception 4 (+8), Persuasion 8 (+15), Stealth 4 (+9), Treatment 6 (+10)

Powers
Divine Avatar Physiology
. . Adoration: Luck Control 1 (racial talent, Force a Re-roll, Advantages: Luck 6; Limited: to Attack Checks, Quirk: Affects Male Characters Only)
. . Divine Durability: Impervious Toughness 13 (racial trait)
. . Expanded Awareness: Senses 28 (racial trait, Accurate (Type): Auditory Senses, Acute: Divine Awareness, Awareness: Divinity [Mental], Extended: Auditory Senses 6: x1m, Extended: Visual Senses 4: x10k, Infravision, Low-light Vision, Microscopic Vision 4: atom-size, Penetrates Concealment: Vision, Radius: Divine Awareness, Ultra-hearing)
. . Fast Action: Quickness 6 (racial talent, Perform routine tasks in -6 time ranks)
. . Invulnerabilities: Immunity 10 (racial trait, Aging, Disease, Environmental Conditions (All), Poison, Suffocation (All))
. . Lightning Reflexes: Enhanced Trait 7 (racial talent, Advantages: Improved Initiative 3, Interpose, Move-by Action, Redirect, Takedown)
. . Resistances: Immunity 10 (racial trait, Custom: Mental Control 5, Damage Effect: Corrosive Damage; Limited - Half Effect)
. . Superior Toughness: Protection 5 (racial trait, +5 Toughness)
. . Woods Walk: Movement 3 (racial talent, Permeate 3: full speed; Limited: Affects Vegetation Only)
Hyper-Punching (bludgeoning; Multiattack)
. . Freeze Breath: Cone Area Affliction 8 (Alternate; ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Cone Area 2: 120 feet cone, DC 18, Extra Condition; Limited Degree)
. . Hurricane Breath: Cone Area Move Object 8 (Alternate; wind, 6 tons; Cone Area 2: 120 feet cone, DC 18; Limited Direction: Repulsion, Reduced Range: close)
. . PassionFyre Vision: Damage 8 (Alternate; passionfyre, DC 23; Increased Range: ranged, Secondary Effect)
. . Touch of the Wilds: Cumulative Affliction 12 (Alternate; allure, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Cumulative)
Incredible Moves: Array
. . Hyper-Running: Speed 11 (divine talent, Speed: 4000 miles/hour, 8 miles/round)
. . Soar the Spaceways: Movement 2 (divine talent, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . True Flight: Flight 14 (divine talent, Speed: 32000 miles/hour, 60 miles/round; Precise)
Scepter of the Vohc (Easily Removable)
. . Magic of the Vohc: Array
. . . . Apparition: Teleport 10 (magical travel, 4 miles in a move action, carrying 400 lbs.; Change Direction, Extended: 1000 miles in 2 move actions, Feature: Teleport Memory (The Fortress of Creation), Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . . . Confundo: Concentration Affliction 9 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 19; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Auditory)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 6 (charm, Counters: Magical Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Genesis of the Vohc: Create 10 (conjuration, Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Precise; Tiring)
. . . . Reparifors: Healing 10 (healing magic; Restorative; Tiring)
. . . . Reparo: Healing 10 (charm; Increased Range: ranged; Diminished Range 2, Limited: Affects Objects Only)
. . . . Scepter Strike: Strength-based Damage 2 (bludgeoning, DC 29)
. . . . Somnus: Concentration Cumulative Affliction 6 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Asleep, Resisted by: Will, DC 16; Concentration, Cumulative, Increased Range: ranged; Distracting)
. . . . Tergeo: Move Object 10 (water magic, 25 tons; Increased Range: perception; Limited Material: Water)

Equipment
The Fortress of Creation

Offense
Initiative +17
Confundo: Concentration Affliction 9 (DC Will 19)
Expelliarmus: Damage 10, +12 (DC 25)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Freeze Breath: Cone Area Affliction 8 (DC Fort/Will 18)
Grab, +7 (DC Spec 22)
Hurricane Breath: Cone Area Move Object 8 (DC 18)
PassionFyre Vision: Damage 8, +12 (DC 23)
Scepter Strike: Strength-based Damage 2, +3 (DC 29)
Somnus: Concentration Cumulative Affliction 6, +12 (DC Will 16)
Tergeo: Move Object 10 (DC 20)
Throw, +12 (DC 27)
Touch of the Wilds: Cumulative Affliction 12, +7 (DC Will 22)
Unarmed, +3 (DC 27)

Complications
- Aerophobia: Fleur experiences intense, and highly irrational, fear whenever she thinks about getting on a magical broomstick and flying about in the air. However, this fear doesn't seem to bother her if she is using her own innate ability to fly.
- Impulsive: Fleur has a bad tendency to start speaking before she's had a chance to think through what she intends to say, which can lead to awkward and embarrassing situations for the girl.
- Motivation: Responsibility: It is the Vohc's divine mandate, and thus Fleur's responsibility, to create as many glorious works of art as she possibly can, even while knowing that her divine sister, the Flamebird, will almost always find these works of art and destroy them.
- Power Loss: Fleur's Toughness is not Impervious against attacks with the "Magical" descriptor, such as the spells cast by the witches and wizards who inhabit Magical Britain; nor is it Impervious against attacks made with silver weaponry.
- Relationships: Fleur is the eldest child of Apolline and Jacques Delacour, and therefore the older sister of Gabrielle Delacour. She has also admitted to having a wand with one of her grandmother's hairs as it's core, indicating that they have a remarkably close relationship.
- Weakness: Fleur suffers all the same effects as a Kryptonian would whenever she is exposed to the radiation coming from the meteor rocks that accompanied Kal-El to Earth. However, thanks to her bond with the Vohc, she doesn't lose her powers when deprived of yellow solar energy for extended periods of time, or when exposed to red solar energy.

Languages
English, French [Native], Gobbledegook, Kryptonian, Latin

Defense
Dodge 11, Parry 11, Fortitude 12, Toughness 13 (Imp. 13), Will 10

Power Points
Abilities 96 + Powers 150 + Advantages 33 + Skills 34 (68 ranks) + Defenses 24 = 337

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

Toughness 10, Size Huge

Features:
Artificer's Lab, Communications, Computer, Concealed 4 (DC 35), Defensive Enchantments (Blast 12), Hangar, Holding Cells (Null Powers 12), Infirmary, Isolated (The Morvan Mountains), Library, Living Space, Power System, Sealed, Secret 3 (DC 30), Self-repairing 1, Wards 5 (DC 40)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 25 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 30
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DalkonCledwin
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Re: Dalkon's Revised & Expanded Potterverse Thread Mk II

Post by DalkonCledwin »

Well, that idea isn't gonna work, mainly cause I still can't wrap my head around the Kryptonian power suite.
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DalkonCledwin
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Lord of Tides Brainstorm & Notes

Post by DalkonCledwin »

Lord of Tides
Premise: Camelot wasn’t the only kingdom which was thought lost to time. Long before Arthur’s demise the Kingdom of Atlantis had fallen beneath the waves. Now, centuries later, a prophecy has arisen which speaks of a child born of land, water and magic who shall rise up to unite the world; or else drown it in the tides of chaos. His name? Harry Potter, of course!
Required Inclusions:
- Lily Evans must have been a member of either the Atlantean or Xebellian Royal Families that was sent to the surface world in response to an attack on her family’s kingdom.
- Shortly after arriving on the surface, Lily must be found and adopted by the Evans family, who will raise her as one of their own. Whether she remembers her heritage or not is optional.
- Lily and her son, Harry Potter, must both attend Hogwarts, since they will be capable of using the magic which is taught to the students of said institution, as well as the magic of Atlantis.
- Harry must be an Atlantean Hybrid, with the other half of his heritage being that of a Magical Human, giving him a number of abilities that other Atlanteans would normally lack.
- Harry must learn about his heritage during the Triwizard Tournament where he will be regarded as something akin to royalty by the merfolk of the Black Lake.
- In addition to the typical powers of an Atlantean Highborn, Harry must possess an affinity for Hydrokinesis and Electrokinesis. Anything else he has access to is secondary.
Preferred Inclusions:
- Harry should begin looking for a Queen to rule alongside him in his undersea kingdom shortly after the conclusion of his fourth year at Hogwarts and the events of the Triwizard Tournament.
- Harry could rescue Gabrielle Delacour and Ron Weasley from the lake during the Second Task by using a Lugia-esque water spout, much to Fleur’s complete and total bemusement.
- Veela and Atlanteans should have a historical rivalry, if not an outright feud, that causes them to regularly butt heads with one another, though some do occasionally get married.
Optional Inclusions:
- This story could be set in a continuity that features an Aquawoman, instead of an Aquaman.
- Harry could find, or devise, a magical phenomena that allows his surface-dwelling romantic partners to survive underwater as easily as they do on land.
Forbidden Things:
- Following the plot of the DCEU, although Wonder Woman could be viable.
- Harry becoming romantically involved with a male character.
- Harry & his Girls, the Malevolent Emo Doormats.
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DalkonCledwin
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Freediver / The MCs / Lord of Tides

Post by DalkonCledwin »

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Freediver (Harry Potter) - PL 10
Age: 15 / Height: 5' 9" / Weight: 178 lbs / Hair Color: Blue / Eye Color: Aqua
Group Affiliations: The Royal Family of Xebel / Base of Operations: The Lily Pad, Polzeath, Cornwall

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

Advantages
Animal Empathy, Attractive, Benefit, Alternate Identity 3: (Prince Harric of Xebel), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Diehard, Equipment 4, Fascinate (Persuasion), Favored Environment: (Aquatic), Great Endurance, Improved Grab, Languages 2, Leadership, Move-by Action, Potion Brewing, Power Attack, Ranged Attack 3, Teamwork, Trance

Skills
Athletics 4 (+14), Close Combat: Grab 2 (+8), Deception 4 (+8), Expertise (AWE): British Cookery 4 (+8), Expertise: Magic 10 (+12), Insight 4 (+8), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 4 (+7), Stealth 6 (+9), Technology 4 (+6), Vehicles 6 (+9)

Powers
Highborn Xebellian Hybrid Physiology
. . Accelerated Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Aquatic Telepathy: Mental Communication 1 (racial talent; Concentration, Limited: Only while underwater)
. . Built for the Depths: Impervious Toughness 5 (racial trait)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Pressure, Poison, Suffocation: Drowning; Feature: Longevity (Up to 567 years))
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
. . Xebellian Perception: Senses 10 (racial trait, Accurate (Type): Auditory Senses, Darkvision, Extended: Auditory Senses 2: x100, Extended: Visual Senses 1: x10, Ultra-hearing)
Holly & Phoenix Feather Wand (Easily Removable)
. . Disciple of Wizarding Magic: Array
. . . . Blitsify: Cumulative Affliction 6 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Cumulative, Increased Range: ranged)
. . . . Bombarda: Burst Area Damage 6 (curse, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . . . Expecto Patronum: Concentration Burst Area Affliction 6 (light of creation, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite: Nullify 10 (charm, Counters: Magical Effects, DC 20; Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Triania: Strength-based Damage 3 (piercing, DC 28; Dangerous, Disarming, Feature: Wand can remain in Trident form while still casting other spells, Reach (melee): 5 ft.)
Incredible Moves: Array
. . Hyper-Running: Speed 3 (racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Speed-Swimming: Swimming 9 (racial talent, Speed: 250 miles/hour, 0.5 miles/round)
. . Super-Leaping: Leaping 3 (racial talent, Leap 60 feet at 16 miles/hour)
Novice of Xebellian Sorcery: Array
. . Hydrokinesis: Move Object 8 (water magic, 1600 tons; Increased Mass 8, Increased Range: perception; Limited Material: Water)
. . Shocking Grasp: Cumulative Affliction 10 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative)
. . Water Missiles: Damage 8 (water magic, DC 23; Increased Range: ranged, Multiattack; Source: Water)
. . Water Shaping: Create 8 (water magic, Volume: 250 cft., DC 18; Movable, Selective; Proportional)

Equipment
The Lily Pad

Offense
Initiative +3
Blitsify: Cumulative Affliction 6, +10 (DC Will 16)
Bombarda: Burst Area Damage 6 (DC 21)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +10 (DC 25)
Finite: Nullify 10, +10 (DC Will 20)
Grab, +8 (DC Spec 20)
Hydrokinesis: Move Object 8 (DC 18)
Shocking Grasp: Cumulative Affliction 10, +8 (DC Fort 20)
Throw, +6 (DC 25)
Triania: Strength-based Damage 3, +6 (DC 28)
Unarmed, +6 (DC 25)
Water Missiles: Damage 8, +10 (DC 23)

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.
- 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 use Harry as a sacrificial lamb that he can throw at Voldemort in hopes that the boy's death will act the catalyst which will allow the old man to swoop in and defeat the Dark Lord once and for all. Defeat, but certainly not vanquish!
- Weakness: Spending extended time away from water (about 24 hours) causes Harry to dehydrate and weaken, leading to a situation where he begins gaining levels of Fatigue as per the rules regarding Starvation & Thirst in the Deluxe Hero's Handbook on page 238.

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

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

Power Points
Abilities 84 + Powers 80 + Advantages 30 + Skills 33 (66 ranks) + Defenses 17 = 244

--------------------
Home Sweet Home
The Lily Pad - PL 10

Toughness 10, Size Large

Features:
Artificer's Lab, Concealed 2 (DC 25), Defensive Enchantments (Blast 10), Dock, Floo Aperture, Kitchen & Mess Hall, Library, Living Space, Mystic Locale, Personnel (Dobby & Hedwig), Ritual Chamber, Wards 2 (DC 25)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18
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DalkonCledwin
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Aquagirl / The MCs / Lord of Tides

Post by DalkonCledwin »

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Aquagirl (Marella Marius) - PL 10
Age: 18 / Height: 5' 4" / Weight: 124 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: The Atlantean Imperial Family / Base of Operations: The Imperial Palace, Poseidonis, Atlantis

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

General Advantages
Attractive, Benefit, Dowry (Well-Established), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status 4: (Princess Royal of the Atlantean Empire), Connected, Defensive Attack, Diehard, Equipment 1, Fascinate (Persuasion), Favored Environment: (Aquatic), Great Endurance, Improved Grab, Improved Hold, Languages 1, Leadership, Move-by Action, Ritualist, Second Chance: (Resisting Mental Control)

Enhanced Advantages
Animal Empathy

Skills
Acrobatics 4 (+8), Athletics 4 (+14), Close Combat: Tridents 2 (+7), Expertise: Magic 4 (+7), Expertise: Marine Biology 6 (+9), Expertise: Oceanography 6 (+9), Insight 4 (+6), Intimidation 4 (+9), Perception 4 (+6), Persuasion 6 (+11), Ranged Combat: Magic 6 (+10), Stealth 4 (+8), Technology 6 (+9), Vehicles 4 (+8)

Powers
Atlantean Highborn Physiology
. . Aquatic Telepathy: Mental Communication 1 (racial talent; Concentration, Limited: Only while underwater)
. . Atlantean Perception: Senses 10 (racial trait, Accurate (Type): Auditory Senses, Darkvision, Extended: Auditory Senses 2: x100, Extended: Visual Senses 1: x10, Ultra-hearing)
. . Built for the Depths: Impervious Toughness 5 (racial trait)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning; Feature: Longevity (Up to 570 years); Quirk: Marella is only immune to Muggle diseases)
. . Marine Empathy: Comprehend 2 (racial talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Sustained; Broad Type: Marine Creatures)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Atlantean Scale Armor (Removable)
. . Battle Armor: Impervious Toughness 4 (armor)
Incredible Moves: Array
. . Hyper-Running: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round)
. . Speed-Swimming: Swimming 11 (racial talent, Speed: 1000 miles/hour, 2 miles/round)
. . Super-Leaping: Leaping 4 (racial talent, Leap 120 feet at 30 miles/hour)
Trident of Marella (Easily Removable)
. . Magical Trident: Array
. . . . Hydrokinesis: Move Object 8 (water magic, 25 ktons; Increased Mass 12, Increased Range: perception; Limited Material: Water)
. . . . Hydrokinetic Shield: Burst Area Deflect 10 (water magic; Burst Area: 30 feet radius sphere, DC 20, Reflect, Selective; Reduced Range: close, Source: Water)
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 28; Dangerous, Disarming, Penetrating 6, Reach (melee): 5 ft.)
. . . . Water Missiles: Damage 10 (water magic, DC 25; Increased Range: ranged, Multiattack; Source: Water)

Equipment
Commlink

Offense
Initiative +4
Grab, +5 (DC Spec 20)
Hydrokinesis: Move Object 8 (DC 18)
Throw, +4 (DC 25)
Trident Strike: Strength-based Damage 3, +7 (DC 28)
Unarmed, +5 (DC 25)
Water Missiles: Damage 10, +10 (DC 25)

Complications
- Arrogant: Marella has demonstrated a notable tendency towards arrogance when dealing with the inhabitants of the surface world, which could lead to situations where she underestimates them quite badly.
- Motivation: Doing Good: Marella wishes to use her powers in order to help make the world a better place for all of it's inhabitants, even if she has a bit of trouble interacting with over half of the people she is trying to help.
- Temper: Marella tends to get really, really upset when people refer to her as "Aquagirl" and is quick to point out that she does not endorse that title.
- Weakness: Spending extended time away from water (about 24 hours) causes Marella to dehydrate and weaken, leading to a situation where she begins gaining levels of Fatigue as per the rules regarding Starvation & Thirst in the Deluxe Hero's Handbook on page 238.

Languages
Atlantean [Native], English

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 10 (Imp. 9/5), Will 8

Power Points
Abilities 86 + Powers 64 + Advantages 22 + Skills 32 (64 ranks) + Defenses 19 = 223
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DalkonCledwin
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Ira Furor Brevis Est v2 Brainstorm & Notes

Post by DalkonCledwin »

Ira Furor Brevis Est
Premise: The problem with Emoticlones, is that they will sometimes escape from your head, travel to the past and live entire lives of their own that are largely independent from yours, only for you to track them down and drag them back to the future, at which point you’ll discover that the clone had a son named Harry Potter!
Required Inclusions:
- Rage must manage to escape from the confines of Rachel ‘Raven’ Roth’s mindscape and manifest within the real world at some point prior to the start of the story proper.
- Rage’s absence must cause unsettling changes within Raven that will cause the girl to seek out her missing Emoticlone so that she can return it to her mindscape.
- Before being pulled back into Raven’s mindscape, Rage must somehow become involved in the birth of young Harry Potter, causing her to effectively become one of his parents.
- Rage must know about Harry’s existence, but somehow manage to keep said knowledge a secret from Raven and the other Emoticlones until her true self meets Harry for the first time.
- Harry must meet Raven at some point after his second year, but also before his fifth year at Hogwarts School of Witchcraft and Wizardry.
- Raven must come to regard Harry as her own son, even though Rage was the only one who was involved in his birth, which could be awkward if they are around the same age.
Preferred Inclusions:
- Rage should have had the time necessary to pose as Lily Evans, living a full life as the redhead who ultimately became Harry’s mother.
- Despite her tendency towards rage (heh) and over-aggression, the Emoticlone in question should actually be quite caring towards Harry and concerned for his well-being.
- Harry’s powers should be a reflection of those which Raven would normally employ, but focused more on the emotion of Rage, rather than the seemingly passive emotion of Pride.
Optional Inclusions:
- Trigon could attempt to use Harry as a door into the Earth Realm, just as he did with Raven.
- Raven could develop a Jocasta Complex that Harry may actually reciprocate. This could even be something that is inherent to the type of demon that they are descended from.
Forbidden Things:
- Harry being romantically interested in men.
- Harry the Pathetic Emo Doormat.
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Redpoll / The MCs / Ira Furor Brevis Est v2

Post by DalkonCledwin »

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Redpoll (Harry Potter) - PL 10
Age: 14 / Height: 5' 4" / Weight: 164 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: Titans North (aka Titans UK) / Base of Operations: Titans North Tower, London, England

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

General Advantages
Animal Empathy, Attractive, Beginner's Luck, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status: (Government Sanction), Benefit, Wealth 2 (Independently Wealthy), Connected, Defensive Attack, Equipment 2, Fascinate (Persuasion), Improved Grab, Improved Hold, Improved Team Attack 2, Languages 2, Leadership, Potion Brewing, Second Chance: (Resisting Mental Control), Team Code: (The Teen Titans), Teamwork, Well-equipped

Enhanced Advantages
Luck 2

Skills
Close Combat: Grab 2 (+6), Expertise (AWE): British Cookery 4 (+10), Expertise: Magic 8 (+13), Expertise: Tactics 4 (+9), Insight 4 (+10), Investigation 4 (+9), Perception 8 (+14), Persuasion 6 (+10), Ranged Combat: Magic 5 (+8), Stealth 6 (+9), Vehicles 4 (+7)

Powers
Adept of Abyssal Magic: Array
. . Dimensional Aperture: Movement 2 (magical travel, Dimensional: Mystical Realms 2: group, 50 lbs.; Portal; Activation 2: standard action)
. . Empathic Intrusion: Cumulative Effortless Mind Reading 10 (empathic magic, DC 20; Cumulative, Effortless, Subtle: subtle; Limited to Emotions, Quirk: This power is painful for the target unleess Harry imposes the Distracting flaw on the effect)
. . Empathic Rage: Burst Area Luck Control 1 (empathic magic, Bestow Luck, Advantages: Luck 2; Burst Area 3: 120 feet radius sphere, DC 11, Selective; Increased Action 2: move, Limited: to Attack Checks, Toughness Checks & Strength Checks, Reduced Range 2: close)
. . Empathic Revitalization: Burst Area Healing 8 (empathic magic; Burst Area: 30 feet radius sphere, DC 18, Restorative, Selective, Subtle: subtle; Temporary)
. . Greater Teleport: Teleport 9 (magical travel, Carry 1600 lbs.; Accurate, Change Direction, Extended: 500 miles in 2 move actions, Increased Mass 5; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Levitation: Flight 8 (magical travel, Speed: 500 miles/hour, 1 mile/round)
. . Might of the Abyss: Enhanced Strength 6 (strengthening magic, +6 STR; Limited to Lifting, Notes: Max Lifting Strength 14: Up to 400 tons)
. . Vicious Lightning: Damage 12 (lightning magic, DC 27; Increased Duration: concentration, Increased Range: ranged, Multiattack; Diminished Range 2, Distracting, Inaccurate: -2)
Demifiend Physiology
. . Abyssal Claws: Strength-based Damage 1 (slashing, DC 24)
. . Abyssal Durability: Impervious Toughness 6 (racial trait)
. . Abyssal Perception: Senses 6 (racial trait, Acute: Detect Emotions, Darkvision, Detect: Emotions [Mental] 2: ranged, Radius: Detect Emotions)
. . Fast Healing: Regeneration 3 (racial trait, Every 3.33 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison; Feature: Longevity (Up to 570 years))
. . Resistances: Immunity 5 (racial trait, Damage Effect: Fire Damage; Limited - Half Effect)
. . Tough: Protection 3 (racial trait, +3 Toughness)
Holly & Phoenix Feather Wand (Easily Removable)
. . Disciple of Wizarding Magic: Array
. . . . Bombarda: Burst Area Damage 8 (curse, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Expecto Patronum: Concentration Burst Area Affliction 8 (light of creation, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite: Nullify 12 (charm, Counters: Magical Effects, DC 22; Broad, Simultaneous; Limited: Not vs. Alteration effects)
. . . . Protego: Burst Area Deflect 8 (charm; Burst Area: 30 feet radius sphere, DC 18, Selective; Reduced Range: close)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 6 (legendary object, All Visual Senses, Other Sense Type: Empathic Senses; Affects Others, Feature: 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)

Equipment
Advanced Commlink, Titans North Tower

Offense
Initiative +3
Abyssal Claws: Strength-based Damage 1, +4 (DC 24)
Bombarda: Burst Area Damage 8 (DC 23)
Empathic Intrusion: Cumulative Effortless Mind Reading 10 (DC Will 20)
Expecto Patronum: Concentration Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 12, +8 (DC 27)
Finite: Nullify 12, +8 (DC Will 22)
Grab, +6 (DC Spec 18)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +3 (DC 23)
Unarmed, +4 (DC 23)
Vicious Lightning: Damage 12, +6 (DC 27)

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.
- Nemesis: Albus Dumbledore wishes to use Harry as a sacrificial lamb that he can throw at Voldemort in hopes that the boy's death will act the catalyst which will allow the old man to swoop in and defeat the Dark Lord once and for all. Defeat, but certainly not vanquish!
- Power Loss: Harry loses the benefits of his Abyssal Durability against Holy or Cold Iron weaponry.
- Weakness: Harry is Dazed and Impaired while on Consecrated Ground or when presented with a Holy Symbol by a person of strong spiritual conviction

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

Defense
Dodge 9, Parry 9, Fortitude 8, Toughness 11 (Imp. 6), Will 12

Power Points
Abilities 82 + Powers 88 + Advantages 25 + Skills 28 (55 ranks) + Defenses 17 = 240

--------------------
Home Sweet Home
Titans North Tower - PL 10

Toughness 10, Size Huge

Features:
Artificer's Lab, Combat Simulator, Communications, Computer, Fire Prevention System, Floo Aperture, Gym, Library, Living Space, Ritual Chamber, Secret 2 (DC 25), Security System 1 (DC 20), Wards 2 (DC 25)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 4 (20)
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Raven / The MCs / Ira Furor Brevis Est v2

Post by DalkonCledwin »

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Raven (Rachel Roth) - PL 10
Age: 16 / Height: 5' 4" / Weight: 117 lbs / Hair Color: Purple / Eye Color: Violet
Group Affiliations: The Teen Titans / Base of Operations: Teen Titans Tower, Jump City, California

Strength 6, Stamina 6, Agility 2, Dexterity 2, Fighting 3, Intellect 5, Awareness 7, Presence 4

Advantages
Accurate Attack, Attractive, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status: (Government Sanction), Connected, Daze (Intimidation), Defensive Attack, Defensive Roll, Enchantment, Equipment 2, Fascinate (Intimidation), Favored Foe: (Anyone Who Insults Raven), Improved Disarm, Improved Initiative, Improved Team Attack 2, Improved Treatment, Improved Trip, Languages 4, Leadership, Move-by Action, Precise Attack (Ranged, Concealment), Ritualist, Second Chance: (Resisting Mental Control), Startle, Team Code: (The Teen Titans), Teamwork, Trance, Uncanny Dodge, Well-equipped

Skills
Acrobatics 6 (+8), Athletics 6 (+12), Close Combat: Martial Arts 2 (+5), Deception 4 (+8), Expertise (AWE): Psychology 6 (+13), Expertise: Magic 10 (+15), Expertise: Tactics 4 (+9), Insight 6 (+13), Intimidation 8 (+12), Perception 4 (+11), Persuasion 6 (+10), Ranged Combat: Magic 8 (+10), Stealth 4 (+6), Treatment 8 (+13), Vehicles 4 (+6)

Powers
Abyssal Empathy: Array
. . Empathic Control: Cumulative Affliction 6 (empathic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception, Subtle: subtle, Variable Descriptor: close group - Emotions)
. . Empathic Healing: Healing 8 (empathic magic; Energizing, Restorative; Empathic)
. . Empathic Probe: Cumulative Effortless Mind Reading 8 (empathic magic, DC 18; Cumulative, Effortless, Subtle: subtle; Limited to Emotions)
. . Nightmare Dreamscape: Progressive Affliction 6 (illusory magic, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Extra Condition, Increased Range 2: perception, Progressive, Subtle: subtle; Unreliable (1 use))
. . Soothe Emotions: Nullify 8 (empathic magic, Counters: Mental Effects, DC 18; Broad, Increased Range: perception, Simultaneous, Subtle: subtle; Limited: to Effects which manipulate emotions)
. . Stunning Beauty: Cumulative Affliction 10 (empathic magic, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception; Limited Degree, Sense-dependent: Visual)
Adept of Azaranian Magic: Array
. . Dimensional Aperture: Movement 2 (magical travel, Dimensional: Mystical Realms 2: group, 50 lbs.; Portal; Activation 2: standard action)
. . Levitation: Flight 8 (magical travel, Speed: 500 miles/hour, 1 mile/round)
. . Powerful Bond: Mental Communication Perception (Visual) Perception (One Sense) 3 (mind magic; Perception (One Sense): Auditory, Perception (Visual): Visual, Subtle: encrypted; Concentration, Feedback, Notes: Range: Statewide or Across a Small Nation)
. . Shadow Bolts: Damage 10 (shadow magic, DC 25; Increased Range: ranged, Multiattack)
. . Shadow Shaping: Create 10 (shadow magic, Volume: 1000 cft., DC 20; Movable, Selective; Proportional)
. . Soul Jump: Burst Area Teleport 8 (magical travel, 1 mile in a move action, carrying 1600 lbs.; Burst Area: 30 feet radius sphere, DC 18, Change Direction, Change Velocity, Increased Mass 5, Selective, Turnabout; Distracting)
. . Telekinesis: Move Object 8 (kinetic magic, 25 ktons; Increased Mass 12, Increased Range: perception)
. . Titan's Portal: Teleport 15 (magical travel, Carry 50 lbs.; Change Direction, Extended: 32000 miles in 2 move actions, Portal; Limited Location: set of loctions - The various Titan Towers, Limited to Extended, Tiring)
Half-Fiend Physiology
. . Abyssal Claws: Strength-based Damage 1 (slashing, DC 22)
. . Abyssal Durability: Impervious Toughness 6 (racial trait)
. . Abyssal Perception: Senses 6 (racial trait, Acute: Detect Emotions, Darkvision, Detect: Emotions [Mental] 2: ranged, Radius: Detect Emotions)
. . Air Walking: Flight 1 (racial talent, Speed: 4 miles/hour, 60 feet/round; Subtle: subtle; Quirk: prone condition causes you to fall)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat; Custom: Immunity to Aging won't kick in until Raven is 25 years old)
. . Resistances: Immunity 7 (racial trait, Damage Effect: Fire Damage, Sleep, Starvation & Thirst; Limited - Half Effect)
. . Tough: Protection 3 (racial trait, +3 Toughness)
Special Qualities
. . Staggering Ego: Damage 3 (empathic magic, DC 18; Alternate Resistance: Will, Increased Range 2: perception, Reaction 3: reaction, Subtle: subtle; Limited: to the Source of the Triggering Mental Power)

Equipment
Advanced Commlink, Teen Titans Tower

Offense
Initiative +6
Abyssal Claws: Strength-based Damage 1, +3 (DC 22)
Empathic Control: Cumulative Affliction 6 (DC Will 16)
Empathic Probe: Cumulative Effortless Mind Reading 8 (DC Will 18)
Grab, +5 (DC Spec 16)
Nightmare Dreamscape: Progressive Affliction 6 (DC Will 16)
Shadow Bolts: Damage 10, +10 (DC 25)
Soothe Emotions: Nullify 8 (DC Will 18)
Staggering Ego: Damage 3 (DC Will 18)
Stunning Beauty: Cumulative Affliction 10 (DC Will 20)
Telekinesis: Move Object 8 (DC 18)
Throw, +2 (DC 21)
Unarmed, +5 (DC 21)

Complications
- Enemies: Because of her heritage and the knowledge she has gained over the years, Rachel is the target of many supernatural forces who wish to use her for their own dark purposes.
- Motivation: Responsibility: Raven knows that her powers are exceedingly unstable and that they could cause great turmoil if left unchecked, and as such feels an immense burden to ensure that this never occurs.
- Power Loss: Raven loses the benefits of her Abyssal Durability against Holy or Cold Iron weaponry.
- Relationships: Raven is, through her Red Emoticlone, the mother of Harry Potter. This is possible only because of her Emoticlone's decision to employ some wibbly-wobbly timey-wimey shenanigans.
- Weakness: Raven is Dazed and Impaired while on Consecrated Ground or when presented with a Holy Symbol by a person of strong spiritual conviction.

Languages
Azaranian [Native], English, German, Latin, Romanian, Sanskrit, Sumerian

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/9 (Imp. 6), Will 12

Power Points
Abilities 70 + Powers 121 + Advantages 35 + Skills 43 (86 ranks) + Defenses 22 = 291

--------------------
Home Sweet Home
Teen Titans Tower - PL 10

Toughness 10, Size Gargantuan

Features:
Artificer's Lab, Combat Simulator, Communications, Computer, Defense System (Blast 10), Dock, Fire Prevention System, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Ritual Chamber, Security System 2 (DC 25), Workshop

Power Points
Abilities 4 + Powers 0 + Advantages 0 + Features 19 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5 (25)
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Argent / The MCs / Ira Furor Brevis Est v2

Post by DalkonCledwin »

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Argent (Antonia Monetti) - PL 10
Age: 15 / Height: 5' 5" / Weight: 113 lbs / Hair Color: Black w/Red Bangs / Eye Color: Red
Group Affiliations: Titans North (aka Titans UK) / Base of Operations: Titans North Tower, London, England

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

Advantages
Accurate Attack, Assessment, Attractive, Benefit, Status: (Government Sanction), Benefit, Wealth (Well-Off), Connected, Equipment 2, Improved Disarm, Improved Grab, Improved Team Attack 2, Jack-of-all-trades, Languages 1, Lionheart, Ranged Attack 3, Second Chance: (Resisting Mental Control), Taunt, Team Code: (The Teen Titans), Teamwork, Well-equipped

Skills
Deception 8 (+12), Expertise (AWE): Popular Culture 6 (+10), Insight 4 (+8), Investigation 4 (+7), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Energy Generation 4 (+7), Stealth 4 (+7)

Powers
Energy Generation: Array
. . Energy Blast: Damage 10 (force, DC 25; Increased Range: ranged)
. . Energy Bolts: Damage 6 (force, DC 21; Increased Range: ranged, Multiattack)
. . Energy Burst: Burst Area Damage 6 (force, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Energy Constructs: Create 9 (energy conversion, Volume: 500 cft., DC 19; Increased Duration: continuous, Innate, Precise; Tiring)
H'San Natall Hybrid Physiology
. . Energy Sheath: Protection 10 (racial talent, +10 Toughness; Impervious, Sustained)
. . Invulnerabilities: Immunity 5 (racial trait, Environmental Condition: Cold, Environmental Condition: Radiation, Environmental Condition: Vacuum, Suffocation (All); Feature: Longevity (Up to 560 years))
. . Otherworldly Perception: Senses 6 (racial trait, Accurate: Detect H'San Natall Hybrids, Communication Link: Other H'San Natall Hybrids, Detect: H'San Natall Hybrids [Mental] 2: ranged, Radius: Detect H'San Natall Hybrids)
Incredible Moves: Array
. . Soar the Spaceways: Movement 2 (racial trait, Environmental Adaptation: Space, Space Travel 1: within solar system)
. . True Flight: Flight 10 (racial talent, Speed: 2000 miles/hour, 4 miles/round; Precise)

Equipment
Advanced Commlink, Shared EP (Titans North Tower) 4

Offense
Initiative +3
Energy Blast: Damage 10, +10 (DC 25)
Energy Bolts: Damage 6, +10 (DC 21)
Energy Burst: Burst Area Damage 6 (DC 21)
Grab, +3 (DC Spec 11)
Throw, +6 (DC 16)
Unarmed, +3 (DC 16)

Complications
- Honor: Argent will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Marked: Argent has a red "A" tattooed just below her neck, with the design looking remarkably similar to the Anarchy symbol, even if it is actually a reference to her self-chosen identity as a superheroine.
- Motivation: Doing Good: Argent wishes to use her powers in order to help make the world as a whole a better place to live.
- Quirk: While Argent is herself a British girl, she does spend considerable time visiting New Zealand and dresses in that country's national colors while performing her job as a superheroine. It is also possible that her mother was a member of the Maori people, which would explain her interest in that society.
- Secret: Argent's father, Anthony Monetti, is the leader of a drug-smuggling ring, which is something she is currently completely unaware of. She is also completely unaware of the fact that she's a H'San Natall Sleeper Agent.

Languages
Arabic, English [Native]

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

Power Points
Abilities 46 + Powers 77 + Advantages 23 + Skills 22 (44 ranks) + Defenses 20 = 188
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A Trickster's Second Chance Brainstorm & Notes

Post by DalkonCledwin »

A Trickster’s Second Chance
Premise: After falling off the Bifrost, Loki Laufeyson wound up being sent through the cycle of reincarnation, resulting in his merger with the infant soul of one Harry Potter. Now, they are no longer just Harry or Loki, but an amalgam of both. What will the Norns have in store for the new God of Marauders?
Required Inclusions:
- After falling off the Bifrost, Loki must be sent through the cycle of reincarnation and end up being merged with the soul of young Harry Potter.
- Thanos must send another agent to Earth in an effort to open a portal for the Chitauri, since it is no longer possible for him to use Loki for that purpose.
- Heimdall must inform the Asgardian royal family once he discovers the existence of a young wizard who shares remarkable similarities to the fallen Prince of Asgard.
- At Freyja’s insistence, an expedition must be mounted in hopes to retrieve the missing Prince, and even if it turns out that Harry isn’t her son, then she could always use a new apprentice.
- Since “Harkol” is an amalgamation of both the young wizard and Asgardian prince, he must answer to either of his names as though they were his own.
- While he will likely be overwhelmed at first with the warm reception he will receive, Harkol must adapt to, and even thrive in, his new familial environment.
- Wanting to make amends for his past mistakes, Thor must make a concerted effort to get to know his new brother without forcing him to do only the things that Thor likes to do.
- Freyja must insist that her youngest son, Harkol, stop holding back his intellect and true capabilities. If his friends are true, then they won’t abandon him for outshining them.
- Either Eir, Freyja or Amora must detect the darkness in Harkol’s scar and cleanse it in a way that doesn’t require Harkol to walk to his death.
- Regardless, Harkol must be the one who ultimately puts down the Dark Lord Voldemort; but that doesn’t mean he can’t ask for help with getting rid of the Horcruxes and training for battle.
Preferred Inclusions:
- Harry’s more benevolent nature must temper Loki’s destructive and egocentric tendencies, leading to a situation where Harkol is something of an anti-hero.
- Freyja (aka Frigga) should survive her fateful encounter with the Dark Elves in Thor: the Dark World, with Harkol himself possibly being the one who rescues her from said fate.
- After learning about Harry’s battle with Slytherin’s basilisk, his new family should be very proud of his valor, while also being rather concerned for his safety while he is at Hogwarts.
- Harkol should be far more acrobatic in terms of his fighting style than Thor, which should allow him to get the upper-hand during one of his sparring matches with his elder brother.
- Freyja should come down to Midgard and wring concessions out of Albus Dumbledore for the possibility of having her son return to Hogwarts in the year following his discovery by Heimdall.
Optional Inclusions:
- Harkol could prove himself to be Worthy of Mjolnir at some point after his return to Asgard, which could lead to any number of humorous situations or epic quests.
- Harkol could employ a variety of Talismans, including Wands, as foci when performing his magic; which is similar to Loki’s use of Talismans to enhance his magical effects in the comics.
- Harkol could mistake the Hulk for a subspecies of Troll until he witnesses the transformation.
Forbidden Things:
- Harkol forgetting the sacrifice of his mortal parents.
- Harkol being romantically interested in men.
- Harry and Loki being separate beings.
- Harkol the Malevolent Emo Doormat.
- Harkol being cast out of Asgard.
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Harkol / The MCs / A Trickster's Second Chance

Post by DalkonCledwin »

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Harkol (Harry J. Potter) - Arc 1 - PL 10
Age: 13 / Height: 5' 7" / Weight: 471 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Asgardian Royal Family / Base of Operations: Valaskjalf, Asgard, Nine Realms

Strength 8, Stamina 8, Agility 3, Dexterity 3, Fighting 4, Intellect 5, Awareness 4, Presence 7

Advantages
Attractive, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Charming, Connected, Daze (Deception), Enchantment, Equipment 1, Evasion, Fascinate (Persuasion), Improved Grab, Improved Ranged Disarm, Languages 3, Potion Brewing, Ritualist, Skill Mastery: (Deception), Tactical Training, Taunt

Skills
Acrobatics 4 (+7), Close Combat: Swords 2 (+6), Deception 8 (+15), Expertise (AWE): Cooking 6 (+10), Expertise: Magic 10 (+15), Expertise: Tactics 8 (+13), Insight 6 (+10), Investigation 4 (+9), Perception 8 (+12), Persuasion 6 (+13), Ranged Combat: Magic 5 (+8), Stealth 6 (+9), Vehicles 6 (+9)

Powers
Adept of Asgardian Sorcery: Array
. . Asgardian Portal: Teleport 10 (magical travel, Carry 50 lbs.; Accurate, Change Direction, Extended: 1000 miles in 2 move actions, Portal; Activation 2: standard action, Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Creation: Create 10 (conjuration, Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate, Precise)
. . Deflection Field: Burst Area Deflect 10 (defensive magic; Burst Area: 30 feet radius sphere, DC 20, Selective; Reduced Range: close)
. . Eldritch Blast: Damage 12 (eldritch magic, DC 27; Increased Range: ranged)
. . Major Image: Illusion 9 (illusory magic, Affects: All Sense Types, Area: 500 cft., DC 19; Selective; Concentration, Resistible: Will)
. . 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)
. . Screen: Concealment 10 (obfuscation, All Senses; Selective; Limited: Affects Remote Sensing Only)
. . Thought-Casting: Mental Cosmic Communication 5 (mind magic; Dimensional 2: group - The Nine Realms; Concentration)
Frost Giant Physiology
. . Dense Tissue: Density Growth 2 (racial trait, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Radiation, Poison; Feature: Longevity (Up to 6,175 years))
. . Jotunn Durability: Impervious Toughness 4 (racial trait)
. . Jotunn Perception: Senses 3 (racial trait, Extended: Auditory Senses 1: x10, Extended: Visual Senses 1: x10, Infravision)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
Harkol's Scepter (Easily Removable)
. . Arcane Focus: Feature 2 (unique object, Notes: This staff grants a +5 Circumstance Bonus on any Expertise: Magic checks made in order to prevent a spell from failing due to loss of concentration in the midst of battle (see Mister B's "Playing Wizards" supplement for the associated rules))
. . Harkol's Magical Scepter: Array
. . . . Expecto Patronum: Concentration Burst Area Affliction 6 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Levitation: Flight 8 (magical travel, Speed: 500 miles/hour, 1 mile/round)
. . . . Scepter Strike: Strength-based Damage 2 (bludgeoning, DC 25; Reach (melee): 5 ft.)
. . . . Vera Verto: Transform 5 (transfiguration, Affects: Broad > Broad - Any nonmagical object into any other nonmagical object, Transforms: 25 lbs., DC 15; Permanent, Unreliable (5 uses))
. . Laevateinn (Alternate; Easily Removable (indestructible))
. . . . Flame Tongue: Array
. . . . . . Fire Bolt: Damage 10 (fire magic, DC 25; Increased Range: ranged, Secondary Effect; Unreliable (1 use))
. . . . . . Sword Strike: Strength-based Damage 3 (slashing, DC 26; Aura: Divine Fire, Dangerous, Secondary Effect [8 extra ranks], Summonable; Limited: Secondary Effect only on a Critical Hit)
Special Qualities
. . Incarnation Awareness: Senses 2 (divine talent, Postcognition (Limited): Loki Laufeyson; Uncontrolled)
. . Shapeshifting: Morph 3 (divine talent, +20 Deception checks to disguise; Broad group, Notes: Forms which reflect his true nature)
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 4 (legendary object, All Visual Senses; Affects Others, Feature: 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)

Equipment
Light Armor

Offense
Initiative +3
Eldritch Blast: Damage 12, +8 (DC 27)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Fire Bolt: Damage 10, +8 (DC 25)
Grab, +4 (DC Spec 18)
Mass Suggestion: Concentration Perception Area Affliction 10 (DC Will 20)
Scepter Strike: Strength-based Damage 2, +4 (DC 25)
Sword Strike: Strength-based Damage 3, +6 (DC 26)
Throw, +3 (DC 23)
Unarmed, +4 (DC 23)
Vera Verto: Transform 5, +4 (DC Dog 15)

Complications
- Arrogance: Harry has a tendency to think himself smarter, craftier and generally above anyone else who hails from the world of Midgard, no matter how old or wise they may happen to be.
- Destiny: The Norns have decided that it is Harry's destiny to be the one who ultimately vanquishes the dark wizard who styles himself as "Voldemort."
- Honor: Harry will always keep his word of honor once he has given it ,and strives to uphold the common good.
- 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 use Harry as a sacrificial lamb that he can throw at Voldemort in hopes that the boy's death will act the catalyst which will allow the old man to swoop in and defeat the Dark Lord once and for all. Defeat, but certainly not vanquish!
- Reputation: Harry has inherited Loki's reputation as the God of Lies and Mischief, even if he is far more honorable than his predecessor ever was.

Languages
English, Jotunise (Frost), Latin, Old Norse [Native], Parseltongue (Secret)

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

Power Points
Abilities 76 + Powers 98 + Advantages 22 + Skills 40 (79 ranks) + Defenses 19 = 255
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DalkonCledwin
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Defender of Magic Brainstorm & Notes

Post by DalkonCledwin »

Defender of Magic
Premise: James Potter was a rogue scoundrel with a penchant for pranks and mischief. And yet, his potential for greatness earned him the blessings of a divine being; one that now passes to his son, who seeks to master this gift, though not without the help of his family. «Inspired by DZ2’s challenge of the same name»
Required Inclusions:
- Harry must prefer to incapacitate his enemies, while still being capable of using lethal measures against those foes who are completely irredeemable.
- Harry must be at least as powerful as a minor deity, if not more powerful than that, though this level of power could be limited to his raw physical strength.
- Unlike in canon, James Potter will have an elder brother, sister or cousin who becomes the Lord or Lady of the House when Charlus Potter passes onto the hereafter.
- James, on the other hand, received a blessing from the Celtic deity known as Cernunnos, the Horned God, which manifested as his Animagus form.
- The exact nature of the blessing is up to the author, but it must include the innate ability to transform into a Stag (or a Doe for girls) and access to some manner of Nature Magic.
- After James and Lily die, the Blessing of Cernunnos will transfer to Harry, who will then be raised by his paternal aunt or uncle, who will teach him about his new powers.
- Harry’s paternal aunt and uncle must be kind, loving and supportive of him, which stands in contrast to what he would have experienced if he was forced to live with the Dursley family.
- Because of the rules of the Blessing, Harry will not be the Heir to House Potter, but that doesn’t mean he won’t have full access to his familial resources.
- To go along with that last requirement, Harry’s paternal aunt and uncle must have at least one child of their own who will be the Heir to the family, and who treats Harry like a sibling.
Preferred Inclusions:
- This story should be a crossover with Marvel Comics, with Harry actually being Cernunnos’ divine avatar, much like how Theresa Cassidy is the Morrigan’s divine avatar.
- Harry should have the ability to communicate with, and even control, the creatures of nature, since Cernunnos is known to be a god who focuses on the more bestial aspects of nature.
- As the Defender of Magic, it should be Harry’s responsibility to remind people that all magic, even the most innocuous, has a price to be paid.
- Harry’s cousin should attend Beauxbatons instead of Hogwarts, and could even be a few years older than Harry, meaning that he or she could first appear at Hogwarts during the Triwiz.
Optional Inclusions:
- In addition to his control over the creatures of nature, Harry could also have incredible florakinetic abilities, though the full extent of this power, if he even has it, is up to the author.
- Instead of being the Divine Avatar of Cernunnos, Harry could actually be the newest incarnation of the Summer King, Leader of the Wild Hunt.
Forbidden Things:
- Harry being convinced to give up on his blessing.
- The blessing doing something that harms Harry.
- Harry the Malevolent Emo Doormat.
- Harry being raised by the Dursleys.
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DalkonCledwin
Posts: 6996
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Oak King / The Summer Court / Defender of Magic

Post by DalkonCledwin »

Image
Teenage Harry, Art by -JL- on ArtStation

Oak King (Harry Potter) - Arc 1 - PL 10
Age: 11 / Height: 5' 0" / Weight: 106 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: Hufflepuff House / Base of Operations: Potter Manor, Stinchombe, England

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

Advantages
Animal Empathy, Beginner's Luck, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Diehard, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Improved Aim, Improved Grab, Improved Hold, Languages 2, Move-by Action, Potion Brewing, Power Attack, Ritualist, Second Chance: (Resisting Mental Control), Teamwork, Tracking

Skills
Close Combat: Grab 2 (+8), Expertise (AWE): Survival 4 (+9), Expertise (DEX): Broom Flight 6 (+9), Expertise: Anatomy 4 (+7), Expertise: Magic 6 (+9), Handle Animal 6 (+11), Insight 4 (+9), Investigation 4 (+7), Perception 8 (+13), Persuasion 6 (+11), Ranged Combat: Magic 5 (+8), Stealth 4 (+7)

Powers
Disciple of Wizarding Magic: Array
. . Bumastus: Burst Area Affliction 8 (verdant magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Flipendo: Cumulative Affliction 12 (jinx, 1st degree: Vulnerable, 2nd degree: Prone, DC 22; Alternate Resistance (Dodge), Cumulative, Increased Range: ranged; Instant Recovery, Limited Degree)
. . Herbivicus Duo: Environment 7 (verdant magic, Impede Movement (2 ranks), Visibility (-2), Radius: 1800 feet; Feature 7: Liberated (15 minutes), Selective; Build Up)
. . Incendio: Damage 8 (fire magic, DC 23; Increased Range: ranged, Secondary Effect)
. . Reparifors: Healing 8 (healing magic; Restorative; Tiring)
Divine Vessel Physiology
. . Allspeak: Comprehend 5 (racial talent, Animals - Speak To, Animals - Understand, Languages - Read All, Languages - Understand All, Languages - You're Understood; Sustained; Broad Type: Forest Creatures [2 ranks only])
. . Divine Perception: Senses 3 (racial trait, Acute (Type): Olfactory Senses, Low-light Vision)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation; Feature: Longevity (Up to 1,066 years); Quirk: Harry is only immune to Muggle diseases)
. . Sorcerous Resilience: Impervious Toughness 6 (racial talent; Sustained)
English Oak & Phoenix Feather Wand (Easily Removable)
. . Canesortia: Summon 4 (summoning magic; Controlled, Horde, Mental Link, Multiple Minions 4: 16 minions; Unreliable (1 use))
. . Spell Focus: Feature 1 (unique object, Notes: This wand grants a +2 Circumstance Bonus on any Expertise: Magic checks made in order to prevent a spell from failing due to loss of concentration in the midst of battle (see Mister B's "Playing Wizards" supplement for the associated rules))
Special Qualities
. . Shapeshifting: Morph 1 (divine talent, +20 Deception checks to disguise; Single form; Metamorph)

Equipment
Light Armor

Offense
Initiative +3
Bumastus: Burst Area Affliction 8 (DC Fort/Will 18)
Flipendo: Cumulative Affliction 12, +8 (DC Dog/Fort/Will 22)
Grab, +8 (DC Spec 18)
Incendio: Damage 8, +8 (DC 23)
Throw, +3 (DC 23)
Unarmed, +6 (DC 23)

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.
- Motivation: Nature: Harry believes that nature is more precious than the entirety of the world's so-called "civilization", and that it is his duty to help preserve the natural world.
- Quirk: Harry has a noted tendency towards speaking tactlessly, without really thinking his words through.
- Relationships: Harry feels that he owes his life to his Aunt Amabel and Uncle Ryleigh Potter, who took him in when his parents, James and Lily Potter, were killed by the Dark Lord known as Voldemort. He also considers their daughter Veronica to be as good as his own sister.

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

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/8 (Imp. 6/0), Will 12

Power Points
Abilities 82 + Powers 87 + Advantages 23 + Skills 30 (59 ranks) + Defenses 18 = 240

--------------------
Who Let the Dogs Out?
Hunting Dog #1 - PL 4

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

Advantages
Fast Grab, Improved Hold, Improved Trip, Teamwork

Skills
Athletics 2 (+3), Expertise (AWE): Survival 8 (+10), Insight 2 (+4), Intimidation 4 (+4), Perception 4 (+6), Stealth 2 (+4)

Powers
Canine Physiology
. . Animalistic Perception: Senses 7 (racial trait, Acute (Type): Olfactory Senses, Extended: Auditory Senses 1: x10, Extended: Olfactory Senses 1: x10, Low-light Vision, Tracking: Olfactory Senses 1: -1 speed rank, Ultra-hearing)
. . Bite: Strength-based Damage 2 (piercing, DC 18; Dangerous)
. . Fast: Speed 2 (racial talent, Speed: 8 miles/hour, 120 feet/round)

Offense
Initiative +2
Bite: Strength-based Damage 2, +2 (DC 18)
Grab, +2 (DC Spec 11)
Throw, +0 (DC 16)
Unarmed, +2 (DC 16)

Complications
- Disability: Hunting Dogs cannot speak and have no hands.
- Relationship: Hunting Dogs are loyal to their masters.

Languages
Understands English

Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 2, Will 2

Power Points
Abilities 10 + Powers 12 + Advantages 4 + Skills 11 (22 ranks) + Defenses 9 = 46
--------------------
Pseudo-Animagus Form
Prongslet - PL 10

Strength 2, Stamina 8, Agility 2, Dexterity 0, Fighting 6, Intellect 3, Awareness 5, Presence -2

Advantages
Animal Empathy, Beginner's Luck, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Diehard, Extraordinary Effort, Improved Hold, Languages 2, Move-by Action, Power Attack, Second Chance: (Resisting Mental Control), Teamwork, Tracking

Skills
Close Combat: Antlers 2 (+8), Expertise (AWE): Survival 4 (+9), Expertise: Anatomy 4 (+7), Expertise: Magic 6 (+9), Handle Animal 6 (+4), Insight 4 (+9), Investigation 4 (+7), Perception 8 (+13), Stealth 4 (+6)

Powers
Divine Cervid Physiology
. . Animalistic Perception: Senses 5 (racial trait, Acute (Type): Olfactory Senses, Low-light Vision, Radius (Type): Visual Senses)
. . Antlers: Strength-based Damage 1 (piercing, DC 18; Dangerous, Reach (melee): 5 ft.)
. . Canter: Speed 3 (racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation; Feature: Longevity (Up to 1,066 years); Quirk: Prongslet is only immune to Muggle diseases)
. . Sorcerous Resilience: Impervious Toughness 6 (racial talent; Sustained)
. . Tough: Protection 2 (racial trait, +2 Toughness)
. . Vaulting: Leaping 1 (racial talent, Leap 15 feet at 4 miles/hour)
Special Qualities
. . Shapeshifting: Morph 1 (morphic, +20 Deception checks to disguise; Single form; Metamorph)

Offense
Initiative +2
Antlers: Strength-based Damage 1, +8 (DC 18)
Grab, +6 (DC Spec 12)
Throw, +0 (DC 17)
Unarmed, +6 (DC 17)

Complications
- Disability: Prongslet cannot speak and has no hands.
- Enemies: Wolves are a deer's natural enemies, while man-made vehicles are known to run them over at an astounding rate.

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

Defense
Dodge 10, Parry 8, Fortitude 8, Toughness 10 (Imp. 6/0), Will 12

Power Points
Abilities 48 + Powers 32 + Advantages 14 + Skills 21 (42 ranks) + Defenses 17 = 132
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Mors Tua, Vita Mea Brainstorm & Notes

Post by DalkonCledwin »

Mors Tua, Vita Mea
Premise: What if there had been more to Lily Potter (née Evans) than anyone ever knew? What if she had actually been the Greek goddess known as Nike, who decided to take a short vacation as a mortal woman. Well, it would mean that her child is in fact a Demigod. And we know how much the Moirai love to mess with Demigods, don’t we?
Required Inclusions:
- Harry Potter must be the Demigod son of the Greek goddess known as Nike, which means he will have access to a limited version of the superhuman power known as Tychokinesis.
- Nike must genuinely care for her son, even if she is forbidden from showing her affection due to the oath that forbids the gods from interfering in the lives of their demigod children.
- Harry will also be one of Hecate’s Legacies, since that is the minimum requirement for being able to manipulate the Mist of Hecate (aka the Mist of Duat).
- Harry must be one of the many combatants who participate in the war with Kronos; although, it is up to the author to decide which side he aligns himself with.
- Both Tom and Dumbledore must show themselves to be wary of Harry once he begins manifesting his divine inheritance.
- The Horcrux in Harry’s scar must either be destroyed when he comes into his divine inheritance, or else be used as a means by which to identify Harry as one of Nike’s children.
- Harry must maintain contact with his friends from Hogwarts even after he inevitably leaves the school so that he can move into Cabin No. 17 at Camp Half-Blood.
- Sirius Black must remain loyal to Harry, even if the other members of the Order of the Phoenix decide to turn against our young hero.
Preferred Inclusions:
- Harry’s romantic pairing should be one or more of the following: Thalia Grace, Silena Beauregard, Piper McLean, Daphne Greengrass and/or Fleur Delacour. Others are acceptable.
- The Master of Death title should actually be a Divine Blessing that Thanatos will bestow upon the first person to succeed in uniting the Deathly Hallows. The specifics are up to the author.
- Voldemort could serve as a far more viable vessel for Kronos than Luke Castellan ever was due to his status as a Horcrux Lich.
- Thalia, the Di Angelos and/or Clarisse should be allied with Harry, even if they aren’t actually involved with him on a romantic level.
Optional Inclusions:
- Other characters from Potterverse could be Half-Bloods. For instance, Millicent Bulstrode could be one of the children of Ares, while Luna Lovegood could be a daughter of Athena.
- Holly and Laurel Victor could end up becoming romantically involved with Harry in spite of the fact that they are half-siblings in this scenario.
Forbidden Things:
- Harry continuing to be a Horcrux for more than a week after his arrival at CHB.
- Harry being convinced to give up on his divine heritage.
- Harry being romantically interested in men.
- Harry the Pathetic Emo Doormat.
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