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DalkonCledwin
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Squall Leonhart / Squall's Team / Familia Supra Omnia

Post by DalkonCledwin »

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Squall Leonhart - Disc 1 - PL 8
Age: 17 / Height: 5' 10" / Weight: 176 lbs / Hair Color: Brown / Eye Color: Blue
Group Affiliations: SeeD Spec Ops / Base of Operations: The Dorms, Balamb Garden, Balamb Island
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -6/-4

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

Advantages
Attractive, Beginner's Luck, Benefit, Security Clearance: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth (Well-Off), Connected, Conviction, Equipment 1, Expert Gunner, Fascinate (Expertise: Philosophy), Interpose, Languages 3, Leadership, Lionheart 2, Teamwork

Skills
Athletics 6 (+9), Expertise (AWE): Mercenary 8 (+12), Expertise (AWE): Philosophy 6 (+14/+10), Expertise (AWE): Triple Triad 4 (+8), Expertise: Magic 6 (+9), Insight 4 (+8), Investigation 6 (+9), Perception 4 (+8), Persuasion 6 (+10), Ranged Combat: Magic 4 (+6), Ranged Combat: Vehicle Wpns 2 (+6/+4), Stealth 6 (+8), Technology 4 (+7), Vehicles 4 (+6)

Powers
Gunblade Specialist: Array
. . Rough Divide: Affliction 6 (limit break, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Triggered: 1 use - When an enemy is dealt damage by Renzokuken; Limited: to Trigger Condition, Unreliable (roll))
Human Physiology
. . Focused Study: Enhanced Trait 2 (racial talent, Expertise (AWE) +4 (+14))
. . Military Tradition: Enhanced Trait 2 (racial trait, Close Combat +2 (+10), Ranged Combat +2 (+6))
Revolver (Easily Removable)
. . Diamond Dust: Cone Area Affliction 8 (ice gf, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, 3rd degree: Incapacitated, Resisted by: Dodge, Overcome by Damage, DC 18; Cone Area 2: 120 feet cone, DC 18, Extra Condition; Build Up)
. . Gun Trigger: Array
. . . . Blizzard: Cumulative Affliction 8 (ice magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Unreliable (5 uses))
. . . . Cure: Healing 8 (life magic; Stabilize; Unreliable (5 uses))
. . . . Gunblade Strike: Linked Effect
. . . . . . Blade Strike: Strength-based Damage 3 (Linked; slashing, DC 21; Dangerous)
. . . . . . Trigger Strike: Cumulative Affliction 6 (Linked; ballistic, 1st degree: Dazed, 2nd degree: Prone, DC 16; Alternate Resistance (Dodge), Cumulative; Instant Recovery, Limited Degree)
. . . . Renzokuken: Strength-based Damage 3 (limit break, DC 21; Multiattack [3 extra ranks], Penetrating 6; Tiring [3 extra ranks])

Equipment
Light Armor

Offense
Initiative +2
Blade Strike: Strength-based Damage 3, +10 (DC 21)
Blizzard: Cumulative Affliction 8, +6 (DC Fort/Will 18)
Diamond Dust: Cone Area Affliction 8 (DC Fort/Will 18)
Grab, +8 (DC Spec 13)
Renzokuken: Strength-based Damage 3, +8 (DC 21)
Rough Divide: Affliction 6, +10 (DC Fort 16)
Throw, +2 (DC 18)
Trigger Strike: Cumulative Affliction 6, +10 (DC Dog/Fort/Will 16)
Unarmed, +8 (DC 18)

Complications
- Above Good & Evil: As Squall himself says that, "Right and wrong are not what separate us and our enemies. It's our different standpoints, our perspectives that separate us."
- Destiny: Squall is the SeeD who is ultimately destined to defeat the Sorceress from the End of Time due to the fact that her reign of terror is the result of one massive multi-generational time loop.
- Motivation: Protector: Squall is the lucky young man who will one day become Rinoa Heartilly's Guardian Knight, much like how Quistis serves as Harry's Lady Knight. Adding to this is his intense desire to protect his friends, most of whom are also his foster siblings.
- Power Loss (Draw): Squall is unable to regain the “Charges” on his Unreliable spells unless he either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Evaluation so that he can draw the spell into his Stock of magical energy.
- Relationships: While all of the children from Edea's Orphanage refer to Ellone as their "Big Sis", it is only Squall who has more than a tenuous claim on the kinship title, since Ellone is the adoptive daughter of his birth parents, Raine and Laguna Loire.
- Troubled Past: Squall's cold and unfriendly disposition is a façade that he developed as a child in order to help him deal with the pain of losing contact with his adoptive sister, Ellone.

Languages
Common [Native], Galbadian, Military Sign, Shumi

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

Power Points
Abilities 60 + Powers 32 + Advantages 19 + Skills 35 (70 ranks) + Defenses 18 = 164
Last edited by DalkonCledwin on Tue Apr 19, 2022 4:11 pm, edited 1 time in total.
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DalkonCledwin
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Rinoa Heartilly / Squall's Team / Familia Supra Omnia

Post by DalkonCledwin »

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Rinoa Heartilly - Disc 1 - PL 8
Age: 17 / Height: 5' 4" / Weight: 106 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: The Forest Owls / Base of Operations: The Forest Owls Train, Timber, the Galbadian Continent
Wealth Rank: +16 / Rep Rank: +8 / Knockback Mod: -6/-1

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

Advantages
Animal Empathy, Attractive 2, Befriending, Beginner's Luck, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Contacts, Conviction, Defensive Attack, Defensive Roll 3, Equipment 1, Fascinate (Persuasion), Improved Aim, Inspire 2, Languages 2, Leadership, Ranged Attack 3, Teamwork

Skills
Acrobatics 4 (+7), Deception 4 (+10), Expertise (PRE): Dancing 6 (+12), Expertise: Magic 6 (+10/+8), Handle Animal 8 (+14), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 8 (+14), Stealth 4 (+7), Treatment 4 (+6)

Powers
Animal Companion ~ Combine: Array
. . Angelo Cannon: Damage 8 (limit break, DC 23; Increased Range: ranged; Tiring)
. . Angelo Recover: Healing 8 (limit break; Increased Range: ranged; Tiring)
Human Physiology
. . Innovative: Enhanced Trait 1 (racial talent, Expertise +2 (+10); Limited: to identifying magical objects & spell effects that Rinoa's never encountered before)
. . Unstoppable Magic: Enhanced Extra 6 (racial trait; Penetrating 6, Variable Descriptor: close group - All Magical Attacks; Quirk: Limited to the lower between the Attack or Extra's effect rank)
Pinwheel (Removable)
. . Silent Voice: Linked Effect
. . . . Noise Cancelation: Cumulative Cone Area Affliction 8 (Linked; status gf, 3rd degree: Controlled, Resisted by: Will, DC 18; Cone Area: 60 feet cone, DC 18, Cumulative, Subtle: subtle; Build Up, Limited: Prevents Communication & Spell Use Only, Limited Degree (third only))
. . . . Sonic Wave: Cone Area Damage 8 (Linked; status gf, DC 23; Cone Area: 60 feet cone, DC 18, Subtle: subtle; Build Up)
. . World's Worst Chakram: Array
. . . . Blaster Edge: Damage 2 (projectile, DC 17; Increased Range: ranged)
. . . . Fire: Damage 10 (fire magic, DC 25; Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
. . . . Silence: Cumulative Affliction 8 (status magic, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle; Limited Degree (third only), Unreliable (5 uses))
. . . . Sleep: Cumulative Affliction 10 (status magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Slow: Affliction 10 (time magic, 1st degree: Hindered, Vulnerable, Resisted by: Fortitude, DC 20; Extra Condition, Increased Range: ranged; Limited Degree 2, Unreliable (5 uses))
Special Qualities
. . Angelo Reverse: Healing 2 (limit break; Increased Range 2: perception, Reaction 3: reaction; Unreliable (roll), Notes: Reaction Trigger: [when Rinoa or an ally is suffering from the Incapacitated condition])
. . Angelo Rush: Damage 2 (limit break, DC 17; Increased Range 2: perception, Reaction 3: reaction; Unreliable (roll), Notes: Reaction Trigger: [When Rinoa is struck by an attack])
. . Sorceress Candidate: Feature 1 (wild talent, Notes: Rinoa has the ability to inherit innate magical power from a Sorceress)

Equipment
Light Armor

Offense
Initiative +3
Angelo Cannon: Damage 8, +6 (DC 23)
Angelo Rush: Damage 2 (DC 17)
Blaster Edge: Damage 2, +6 (DC 17)
Fire: Damage 10, +6 (DC 25)
Grab, +2 (DC Spec 11)
Noise Cancelation: Cumulative Cone Area Affliction 8 (DC Will 18)
Silence: Cumulative Affliction 8 (DC Will 18)
Sleep: Cumulative Affliction 10, +6 (DC Fort 20)
Slow: Affliction 10, +6 (DC Fort 20)
Sonic Wave: Cone Area Damage 8 (DC 23)
Throw, +6 (DC 16)
Unarmed, +2 (DC 16)

Complications
- Honorless: Rinoa will rarely ever keep her word once she has given it, strives to create a state of total anarchy, and is totally willing to use underhanded tactics to manipulate others into doing what she wants them to do.
- Impulsive: Rinoa is a well-meaning but spoiled and naive rich girl, whose idealism and enthusiasm override her common sense, leading to the creation of countless hasty or ill-concieved plans!
- Motivation: Dreamer: Rinoa will not rest until she secures Timber's independence from Galbadia! And, she has the perfect minions to help her in reaching this goal thanks to the "Indefinite Tenure Clause" in a SeeD Deployment Contract of questionable validity.
- Power Loss (Draw): Rinoa is unable to regain the “Charges” on her Unreliable spells unless she either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Evaluation so that she can draw the spell into her Stock of magical energy.
- Relationships: Rinoa is the daughter of General Fury and Lady Julia Caraway, and through her mother, shares a tenuous bond with Squall Leonhart that indirectly connects her to the young men and women who once called Edea's Orphanage their home. She was also romantically involved with Seifer Almasy for the duration of a single summer vacation.
- Temper: One surefire way to upset Rinoa, is by acting cold and callous towards the people you are supposed to be friends with. This is why her relationship with Squall starts off on the wrong foot.

Languages
Centraian, Common, Galbadian [Native]

Defense
Dodge 10, Parry 8, Fortitude 5, Toughness 6/1, Will 10

Power Points
Abilities 44 + Powers 80 + Advantages 28 + Skills 28 (56 ranks) + Defenses 23 = 203
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DalkonCledwin
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Zell Dincht / Squall's Team / Familia Supra Omnia

Post by DalkonCledwin »

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Zell Dincht - Disc 1 - PL 8
Age: 17 / Height: 5' 6" / Weight: 161 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: SeeD Spec Ops / Base of Operations: The Dincht Residence, Balamb Town, Balamb Island
Wealth Rank: +12 / Rep Rank: +10 / Knockback Mod: -6/-5

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

General Advantages
Attractive, Beginner's Luck, Benefit, Renown, Benefit, Security Clearance: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth (Well-Off), Connected, Daze (Intimidation), Defensive Roll, Eidetic Memory, Fascinate (Intimidation), Fighting Style: Boxing, Improvised Tools, Interpose, Inventor, Jack-of-all-trades, Languages 2, Leadership, Move-by Action, Ranged Attack 5, Startle, Teamwork

Fighting Style Advantages
All-out Attack, Defensive Attack, Improved Defense, Improved Smash, Power Attack, Takedown

Skills
Acrobatics 8 (+11), Athletics 4 (+9), Expertise (AWE): Mercenary 6 (+10), Expertise: Magic 6 (+11), Expertise: Odine Goods 8 (+13), Insight 4 (+8), Intimidation 6 (+10), Investigation 4 (+9), Perception 4 (+8), Persuasion 4 (+8), Ranged Combat: Handguns 2 (+7/+5), Stealth 4 (+7), Technology 8 (+13), Vehicles 6 (+9)

Powers
Combat King: Array
. . Booya!: Linked Effect
. . . . Gut Wrencher: Affliction 3 (Linked; limit break, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Inaccurate: -2, Push Over 2, Tiring)
. . . . Knee Strike: Strength-based Damage 2 (Linked; limit break, DC 22; Dangerous; Distracting [5 extra ranks], Inaccurate: -2, Tiring [5 extra ranks])
. . Burning Rave: Line Area Damage 8 (limit break, DC 23; Line Area 2: 5 feet wide by 60 feet long, DC 18; Tiring)
. . Heel Drop: Strength-based Damage 2 (bludgeoning, DC 22; Dangerous; Push Over 2, Tiring)
. . Mach Kick: Damage 5 (bludgeoning, DC 20; Dangerous, Enhanced Knockback; Distracting, Tiring)
. . Punch Rush: Strength-based Damage 1 (limit break, DC 21; Multiattack [5 extra ranks]; Tiring)
Human Physiology
. . Military Tradition: Enhanced Trait 2 (racial trait, Close Combat +2 (+9), Ranged Combat +2 (+7))
. . Rationalize: Immunity 5 (racial trait, Damage Effect: Mental Damage; Limited - Half Effect)
Metal Knuckles (Removable)
. . Combat Gloves: Array
. . . . Drain: Linked Effect
. . . . . . Revitalization: Healing 6 (Linked; support magic; Limited: Affects Self Only, Unreliable (5 uses))
. . . . . . Vampiric Touch: Damage 6 (Linked; support magic, DC 21; Alternate Resistance: Fortitude; Unreliable (5 uses))
. . . . Fire: Damage 8 (fire magic, DC 23; Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
. . . . Knuckle Strike: Strength-based Damage 1 (bludgeoning, DC 21)
. . Hell Fire: Burst Area Damage 8 (fire gf, DC 23; Burst Area 2: 60 feet radius sphere, DC 18, Increased Range: ranged; Build Up)

Offense
Initiative +3
Burning Rave: Line Area Damage 8 (DC 23)
Fire: Damage 8, +8 (DC 23)
Grab, +7 (DC Spec 15)
Gut Wrencher: Affliction 3, +7 (DC Fort 13)
Heel Drop: Strength-based Damage 2, +9 (DC 22)
Hell Fire: Burst Area Damage 8 (DC 23)
Knee Strike: Strength-based Damage 2, +7 (DC 22)
Knuckle Strike: Strength-based Damage 1, +9 (DC 21)
Mach Kick: Damage 5, +9 (DC 20)
Punch Rush: Strength-based Damage 1, +9 (DC 21)
Throw, +8 (DC 20)
Unarmed, +9 (DC 20)
Vampiric Touch: Damage 6, +7 (DC Fort 21)

Complications
- Accidents: If something embarrassing is going to happen to one of the members of the Edea Orphanage Gang, then it is most likely going to happen to Zell. According to Quistis, one such incident had Zell crashing his hoverboard into a girl's lavatory.
- Enemy: Zell considers Seifer Almasy to be his archnemesis, which will eventually become full blown enemies once it is revealed that Seifer has become the Guardian Knight to Galbadia's Sorceress.
- Marked: Zell has a rather larger and easily noticed facial tattoo that makes it hard to conceal his identity while attempting to pass unnoticed through a crowded area.
- Motivation: Greed: Zell has an unusual addiction to Hotdogs, and can usually be found trying to secure some of the incredibly short supply at Balamb Garden's cafeteria. He'll also go above and beyond the call of duty in order to defend the cafeteria workers and any students in the area whenever someone lays siege to the Garden, just so the enemies can't gain access to his precious hotdogs!
- Obnoxious: Zell is well known for being a loud, hyperactive knucklehead, much like a rather famous blonde Shinobi. This, unfortunately, tends to rub people the wrong way.
- Power Loss (Draw): Zell is unable to regain the “Charges” on his Unreliable spells unless he either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Evaluation so that he can draw the spell into his Stock of magical energy.
- Relationships: While Zell is one of the numerous children who hails from Edea Kramer's orphanage, he is also the only one who has been happily adopted by someone other than the Kramers, and he is very fond and protective of his mother, who is known only as Ma Dincht. He's also the object of the Pigtailed Librarian's crush.

Languages
Common [Native], Galbadian, Military Sign

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 6/5, Will 8

Power Points
Abilities 72 + Powers 59 + Advantages 33 + Skills 37 (74 ranks) + Defenses 17 = 218
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DalkonCledwin
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Selphie Tilmitt / Squall's Team / Familia Supra Omnia

Post by DalkonCledwin »

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Selphie Tilmitt - Disc 1 - PL 8
Age: 17 / Height: 5' 2" / Weight: 99 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: SeeD Spec Ops / Base of Operations: The Dorms, Balamb Garden, Balamb Island
Wealth Rank: +12 / Rep Rank: +8 (Balamb) / +10 (Trabia) / Knockback Mod: -6/-2

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

Advantages
Accurate Attack, Benefit, Renown, Benefit, Security Clearance: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth (Well-Off), Charming, Combat Pilot, Connected, Contacts, Conviction, Defensive Roll 2, Disarming (DC 18), Equipment 1, Fascinate (Persuasion), Fearless, Improved Trip, Inspire 2, Klutz, Languages 2, Leadership, Ranged Attack 5, Set-up, Teamwork, Well-informed

Skills
Acrobatics 6 (+9), Athletics 4 (+5), Close Combat: Nunchaku 2 (+12/+10), Expertise (AWE): Mercenary 6 (+10), Expertise: Computers 8 (+10), Expertise: Magic 6 (+8), Insight 4 (+8), Investigation 4 (+6), Perception 4 (+8), Persuasion 6 (+12), Ranged Combat: Handguns 2 (+7/+5), Stealth 4 (+7), Technology 6 (+8), Vehicles 8 (+11)

Powers
Flail (Easily Removable)
. . Thunder Storm: Affliction 8 (lightning gf, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack; Build Up)
. . Totally Radical, Dude!: Array
. . . . Bio: Damage 8 (status magic, DC 23; Alternate Resistance: Fortitude, Increased Range: ranged; Unreliable (5 uses))
. . . . Nunchaku Strike: Strength-based Damage 2 (bludgeoning, DC 18; Disarming, Impressive, Reach (melee): 5 ft.)
. . . . Thunder: Cumulative Affliction 8 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Unreliable (5 uses))
Human Physiology
. . Heart of the Snows: Movement 3 (racial talent, Environmental Adaptation: Arctic, Sure-footed 2; Limited: Sure-footed is limited to snow & ice [2 ranks only])
. . Military Tradition: Enhanced Trait 2 (racial trait, Close Combat +2 (+12), Ranged Combat +2 (+7))
Humanoid Slot Machine: Array
. . Full-Cure: Burst Area Healing 8 (limit break; Burst Area: 30 feet radius sphere, DC 18, Persistent, Restorative, Selective, Stabilize; Tiring, Uncontrolled)
. . Rapture: Teleport Attack 8 (limit break, Carry 6 tons, DC 18; Accurate, Attack: Dodge, Extended: 250 miles in 2 move actions, Increased Mass 8; Limited to Extended, Quirk: Has no effect on Boss-tier enemies, Tiring, Uncontrolled)
. . The End: Linked Effect
. . . . Destructive Blast: Damage 8 (Linked; limit break, DC 23; Increased Range: ranged, Secondary Effect; Tiring, Uncontrolled)
. . . . Disrupting Blast: Weaken 8 (Linked; limit break, Affects: Toughness, Resisted by: Fortitude, DC 18; Increased Range: ranged, Secondary Effect; Tiring, Uncontrolled)
. . Wall: Burst Area Immunity 80 (limit break, Toughness Effects; Affects Others, Burst Area: 30 feet radius sphere, DC 90, Selective, Sustained; Distracting, Limited - Half Effect, Uncontrolled)

Equipment
Light Armor

Offense
Initiative +3
Bio: Damage 8, +8 (DC Fort 23)
Destructive Blast: Damage 8, +8 (DC 23)
Disrupting Blast: Weaken 8, +8 (DC Fort 18)
Grab, +8 (DC Spec 11)
Nunchaku Strike: Strength-based Damage 2, +12 (DC 18)
Rapture: Teleport Attack 8, +8 (DC Dog 18)
Throw, +8 (DC 16)
Thunder Storm: Affliction 8, +8 (DC Fort 18)
Thunder: Cumulative Affliction 8, +8 (DC Fort 18)
Unarmed, +8 (DC 16)

Complications
- Beware the Nice Ones: This is not a girl you want to provoke unnecessarily, because she the sort of person who will happily sneak into your hidden missile base and set off every single one of your ICBM's while they are still within the launch tubes! And even before that incident, her casual advice on how to deal with the team's enemies tends to gravitate towards the most violent extremes possible.
- Genki Girl: Selphie's incredibly energetic, always bouncing around and getting excited about things. She makes up songs about trains, jumps up and down when excited or victorious and is always organizing events and trying to get others to join in.
- Motivation: Dreamer: If asked, Selphie would suggest the exclamation "Everyone! LOVE AND PEACE!" when deciding what the first words to be spoken over a live wireless broadcast will be. This is noteworthy, since there haven't been any wireless broadcasts in over a decade.
- Obsession: Selphie simply will not stop asking Squall and Harry to join the Garden Festival Committee until they finally agree to join the darn thing! She's also taken up the hobby of collecting old issues of Timber Maniacs, all in an attempt to unravel the mysterious dreams involving Laguna Loire. Naturally, she'll be quite embarrassed once she discovers that she's crushing on Squall's dad.
- Power Loss (Draw): Selphie is unable to regain the “Charges” on her Unreliable spells unless she either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Evaluation so that she can draw the spell into her Stock of magical energy.
- Relationships: Not only is Selphie one of Edea's many foster children, but she is also one of several surrogate big sisters to the children who live within Trabia Garden.

Languages
Common [Native], Military Sign, Trabian

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

Power Points
Abilities 58 + Powers 112 + Advantages 35 + Skills 35 (70 ranks) + Defenses 17 = 257
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DalkonCledwin
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Typical Gargoyles / Disney's "The Gargoyles"

Post by DalkonCledwin »

Typical Gargoyles - PL 6
Minion Rank: 6 / Sidekick Rank: 16

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

Advantages
Improved Initiative, Languages 1, Skill Mastery: (Stealth), Startle

Skills
Athletics 4 (+7), Close Combat: Nat. Weapons 2 (+5), Deception 2 (+2), Intimidation 4 (+4), Perception 4 (+6), Stealth 6 (+7)

Powers
Gargate Physiology
. . Climbing Claws: Movement 1 (racial talent, Wall-crawling 1: -1 speed rank; Limited: to Surfaces Where the Claws Can Get Purchase)
. . Gargate Perception: Senses 10 (racial trait, Acute (Type): Olfactory Senses, Awareness: Magical Effects [Mental], Counters Concealment: Spectral Bodies [Vision], Extended: Auditory Senses 2: x100, Low-light Vision, Radius: Magic Awareness, Tracking: Olfactory Senses 1: -1 speed rank)
. . Natural Weapons: Strength-based Damage 2 (edge, DC 20; Dangerous)
. . Protective Hide: Protection 3 (racial trait, +3 Toughness; Impervious)
Incredible Moves: Array
. . All Fours: Speed 1 (racial talent, Speed: 4 miles/hour, 60 feet/round)
. . Gliding Wings: Flight 6 (racial trait, Speed: 120 miles/hour, 1800 feet/round; Gliding, Wings)

Offense
Initiative +5
Grab, +3 (DC Spec 13)
Natural Weapons: Strength-based Damage 2, +5 (DC 20)
Throw, +1 (DC 18)
Unarmed, +3 (DC 18)

Complications
- Monstrous: Gargoyles are known for their monstrous appearance, which usually causes rather negative reactions in the world's human population, even when the Gargoyle is acting in a benevolent manner.
- Power Loss: A Gargoyle's Toughness is not Impervious against magical attacks.
- Stone by Day: During the hours of sunlight, a gargoyle will undergo a change from flesh to stone. In this state they are immobile and defenseless, but gain 6 additional ranks of Impervious Toughness. They also possess 10 Ranks of Regeneration with the Source (Sunlight) flaw while in this form. However, if the Gargoyle's body is shattered while they are in this form, they are effectively killed with no hope of revival. They will also suffer an additional degree of effect from falling damage if they transform while gliding, since their stone form will immediately fall to the ground.

Languages
English, Terran [Native]

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

Power Points
Abilities 26 + Powers 24 + Advantages 4 + Skills 11 (22 ranks) + Defenses 13 = 78
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DalkonCledwin
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The Traveler and the Flower Girl Brainstorm & Notes

Post by DalkonCledwin »

The Traveler and the Flower Girl
Premise: Years after the final defeat of Voldemort, Harry Potter found a rather odd amulet during some of his spring cleaning at Grimmauld Place. While oddly coloured and rather aesthetically pleasing, he didn’t think the little trinket would be responsible for starting him on another grand adventure! Of course, it would also allow him to meet the love of his life…
Required Inclusions:
- Harry must be in his early to mid twenties when he sets off on his next great adventure, and no, we don’t mean he ends up dying at a rather young age.
- The Astral Amulet allows for its user, and up to two companions, to travel between the worlds of Terra and Gaia, which run parallel to one another.
- The exact location(s) in which these two dimensions intersect with one another is up to the author, but it must be in places that are difficult for enemies to locate.
- Harry must keep all of his powers after his first transdimensional journey, even if he will likely be out of sorts for a few days after his arrival on Gaia.
- Aerith Gainsborough must be Harry’s primary romantic interest in this story; however, other girls are allowed to join the pairing if they secure Aerith’s blessing.
- Harry must eventually be approached by members of the Turks, who intend to apprehend him at Hojo’s behest. They are of course, almost certainly going to fail in this effort.
- Harry will discover that he has no choice but to go with the Turks, or else fight his way out of the situation, which may cause him to prank the Turks after finishing the battle.
- Harry must be unnerved by the Planetary Whispers when he first arrives, thinking that he has begun to lose his mind, only for Aerith to reassure him that this is, in fact, not the case.
- The Planet must have given a specific epithet to Harry soon after his arrival on Gaia. Henceforth, he will be known in the Whispers as “The Traveler.”
- Harry must be stranded on Gaia, at least until he can figure out how he got there, and where he needs to go in order to return to his world, which could take a significant amount of time.
- The removal of the Horcrux in Harry’s scar must have corrected his poor eyesight, so he no longer needs to wear glasses.
- Harry must be the only one who can activate the Astral Amulet; it won’t work for anyone else, except perhaps for his future children.
Preferred Inclusions:
- Wizardkind should be distant descendants of the Cetra, specifically, a group that fled to Terra shortly after Jenova arrived on Gaia and began to wreak havoc upon their world.
- Minerva should possess the ability to completely overwhelm the conscious thought process of individual Cetra, effectively making them into her thralls for as long as she desires.
- Complete submersion in a pool of pure Mako Energy, lasting no less than five minutes, should give Harry the potential to reach the same plateau of power as Sephiroth, Angeal and Genesis.
- Harry should eventually ask Cloud and/or Vincent to provide him with the rudiments of Muggle combat training, since he never received an education in such things while on Terra.
- Harry should deliver Elmyra and Marlene to Terra before he leaves Midgar with AVALANCHE, provided that he’s found the portal that will take them to his world of origin by that point in time.
- Harry should catch Yuffie red-handed when she tries to steal from him and punish her with a highly humiliating and equally public spanking session. Bonus points if she actually enjoys it.
Optional Inclusions:
- Harry’s biology could be entirely immune to Jenova’s cells, due to the Basilisk Venom & Phoenix Tears in his blood, which could arouse the alien goddess’s interest in him.
- Harry could offer to take Cloud on a trip to Terra so that he can see a Mind Healer after noticing how confused the stoic young man seems to be in regards to his past.
- Harry could eventually try to teach his new companions how to apparate, though this will likely be met with varying levels of success.
Forbidden Things:
- Harry being respectful towards Minerva if she subverts his free will.
- Harry foregoing his reckless tendency to save innocent lives.
- Harry and Aerith, the Malevolent Emo Doormats.
- Aerith being slain by Sephiroth in this story.
- Harry being romantically interested in men.
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DalkonCledwin
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Harry Potter / The MCs / The Traveler and the Flower Girl

Post by DalkonCledwin »

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Harry J. Potter-Black - Arc 1 - PL 8
Age: 21 / Height: 5' 11" / Weight: 176 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: Sector 5 Slums, Midgar, Gaia
Wealth Rank: +20 (Terra) / +8 (Gaia) / Rep Rank: +10 (Terra) / +8 (Gaia) / Knockback Mod: -8/-5

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

General Advantages
Animal Empathy, Attractive, Benefit, (Renown, Wealth 3: [Millionaire]), Connected, Conviction, Defensive Attack, Defensive Roll 3, Equipment 3, Fascinate (Persuasion), Fearless, Improved Grab, Inspire 2, Languages 3, Leadership, Potion Brewing, Quick Draw, Ritualist, Second Chance: (Resisting Mental Control), Teamwork, Trance

Enhanced Advantages
Luck 2

Skills
Athletics 4 (+5), Close Combat: Grab 2 (+7), Expertise (AWE): Auror 8 (+11), Expertise (AWE): Streetwise 6 (+9), Expertise: Magic 10 (+13), Expertise: Terran Current Events 4 (+7), Insight 4 (+7), Intimidation 4 (+9), Investigation 6 (+9), Perception 8 (+11), Persuasion 6 (+11), Ranged Combat: Magic 1 (+5), Stealth 6 (+10), Treatment 4 (+7), Vehicles 6 (+10)

Powers
Awakened Cetra Physiology
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Poison, Uncommon Descriptor: Jenova's Cells; Feature: Longevity (Up to 174 years))
. . Lifestream Attuned: Senses 4 (racial trait, Awareness: Magical Effects [Mental], Counters Concealment: Spectral Bodies [Vision], Radius: Magical Awareness)
. . Planetary Whisper: Feature 3 (racial talent, Notes: Harry can gain the planet's attention, calling upon the Lifestream and Minerva for advice, counsel, or to render judgment in matters pertaining to them. This is essentially like a use of inspiration via hero points (Deluxe Hero’s Handbook, page 21) and under the Gamemaster’s control (portraying the supernatural beings in question). He can use this Feature once per rank per adventure.)
Heavy Jacket (Removable)
. . Fit for Battle: Protection 1 (armor, +1 Toughness)
. . Lingua Franca: Comprehend 2 (artifice, divination, Languages - Speak All, Languages - Understand All; Sustained)
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Apparition: Teleport 11 (magical travel, 8 miles in a move action, carrying 400 lbs.; Change Direction, Extended: 2000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . . . Confundo: Concentration Affliction 8 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Auditory)
. . . . Expecto Patronum: Concentration Burst Area Affliction 7 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 3: 120 feet radius sphere, DC 17, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Arbiters of Fate, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Expelliarmus: Damage 11 (charm, DC 26; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 7 (charm, Counters: Magical Effects, DC 17; Burst Area: 30 feet radius sphere, DC 17, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Locomotor: Move Object 6 (charm, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
. . . . Reducto: Burst Area Weaken 7 (curse, Affects: Toughness, Resisted by: Fortitude, DC 17; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . . . Reparifors: Healing 7 (healing magic; Restorative)
. . . . Stupefy: Cumulative Affliction 7 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Limit Breaks: Array
. . Elemental Sphere: Burst Area Damage 8 (elemental, limit break, DC 23; Burst Area 3: 120 feet radius sphere, DC 18, Increased Range: ranged; Unreliable (1 use), Notes: This power inflicts a combination of Energy, Fire, Force, Ice, Necromantic, Poison, Radiant, Thunder, Water & Wind Damage)
. . Flare Burst: Linked Effect
. . . . Energy Burst: Burst Area Affliction 8 (Linked; energy, limit break, 1st degree: Dazed, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 18; Instant Recovery, Limited Degree, Tiring)
. . . . Fire Burst: Burst Area Damage 8 (Linked; fire, limit break, DC 23; Burst Area: 30 feet radius sphere, DC 18; Tiring)
Special Qualities
. . Focus: Luck Control 1 (unique ability, Force a Re-roll, Advantages: Luck 2; Activation 2: standard action, Limited: to Resistance Checks vs. Harry's Spell Effects, Quirk: Next Standard Action after this power is activated must expend the acquired Luck point)
The Astral Amulet (Removable (indestructible))
. . Dimensional Transfer: Movement 2 (accessory, Dimensional: Adjacent Realities 2: group, 400 lbs.; Increased Mass 3; Limited: Must be activated within the City of the Ancients or Chamber of Secrets, Quirk: Minerva can remotely activate this power regardless of where the amulet is currently located)

Equipment
Arcanist's Pack, Cell Phone, Silver Dagger

Offense
Initiative +4
Confundo: Concentration Affliction 8 (DC Will 18)
Elemental Sphere: Burst Area Damage 8 (DC 23)
Energy Burst: Burst Area Affliction 8 (DC Dog/Fort/Will 18)
Expecto Patronum: Concentration Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Damage 11, +5 (DC 26)
Finite Incantatem: Burst Area Nullify 7 (DC Will 17)
Fire Burst: Burst Area Damage 8 (DC 23)
Grab, +7 (DC Spec 11)
Locomotor: Move Object 6 (DC 16)
Reducto: Burst Area Weaken 7 (DC Fort 17)
Silver Dagger, +5 (DC 17)
Stupefy: Cumulative Affliction 7, +5 (DC Fort 17)
Throw, +4 (DC 16)
Unarmed, +5 (DC 16)

Complications
- Fame: Harry is famous within Wizarding Britain for the part he played in vanquishing a powerful dark wizard who liked to claim that his name was "Lord Voldemort."
- Honor: Harry will always keep his word once he has given it to someone, 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.
- Power Loss: Harry needs to be able to move his wand into the correct positions and speak the relevant incantations in order to cast his spells, meaning that effects which deprive him of his wand, restrict his movement or prevent him from speaking can cost him the ability to enact magic.
- Relationship: Harry retains a strong loyalty to past friends, such as Hermione Weasley (née Granger), Neville Longbottom and Luna Scammander (née Lovegood). He is also the godfather of Theodore 'Teddy' Lupin and as such, is usually on call in case Teddy's grandmother needs him for any reason.
- The Traveler: Harry is not from the world he currently inhabits, and is having quite a lot of trouble adjusting to life in his new reality. The most vexing thing he has had to deal with, are the whispering voices that he regularly picks up on which never seem to be audible to the people in his immediate surroundings.

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

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8/5, Will 11

Power Points
Abilities 58 + Powers 66 + Advantages 30 + Skills 40 (79 ranks) + Defenses 16 = 210
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DalkonCledwin
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Aerith Gainsborough / The MCs / The Traveler and the Flower Girl

Post by DalkonCledwin »

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Aerith Gainsborough - Arc 1 - PL 8
Age: 22 / Height: 5' 4" / Weight: 113 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: The Sector 5 Slums Church, Midgar, Gaia
Wealth Rank: +12 (Gaia) / +8 (Terra) / Rep Rank: +10 (Gaia) / +8 (Terra) / Knockback Mod: -9/-3

Strength 0, Stamina 1, Agility 2, Dexterity 1, Fighting 5, Intellect 4, Awareness 5, Presence 4

General Advantages
Attractive 2, Beautiful Voice: Persuasion, Benefit 3: (Renown, Status: [Last Daughter of the Cetra], Wealth: [Well-Off]), Charming, Connected, Contacts, Conviction, Defensive Attack, Dirty Fighting, Equipment 1, Extraordinary Effort, Fascinate (Persuasion), Improved Treatment, Inspire 3, Languages 4, Leadership, Lionheart 2, Ranged Attack 2, Ritualist, Second Chance: (Resisting Mental Control), Set-up, Teamwork, Trance

Enhanced Advantages
Luck (Recover), Luck 2

Skills
Close Combat: Staves 2 (+7), Expertise (AWE): Gardening 8 (+13), Expertise (AWE): Streetwise 6 (+11), Expertise: Gaian Current Events 6 (+10), Expertise: Gaian History 6 (+10), Expertise: Magic 8 (+12), Insight 6 (+11), Investigation 4 (+8), Perception 4 (+9), Persuasion 8 (+12), Ranged Combat: Magic 2 (+3), Stealth 6 (+8), Treatment 8 (+12)

Powers
Devout Cetra Physiology
. . Act of Faith: Luck Control 1 (racial talent, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance Checks vs. the attacks of a Fatigued or Exhausted character)
. . Lifestream Attuned: Senses 2 (Awareness: Magical Effects [Vision], Radius: Magical Awareness)
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect)
. . Planetary Blood: Senses 4 (racial trait, Postcognition; Feature 3: Planetary Whisper; Limited: Postcognition can only be used in areas that are rich with Mako Energy)
. . Spectral Vision: Senses 2 (racial talent, Counters Concealment: Spectral Bodies [Vision]; Affects Others, Increased Duration: continuous)
Guard Stick (Easily Removable)
. . Arcane Ward: Variable 4 (magical talent; Action 3: reaction; Limited: to Replicating offensive spells cast by any allied character within 30 feet of Aerith's location, Unreliable (5 uses))
. . Weapon Commands: Array
. . . . Blizzard: Cumulative Affliction 8 (cold, magic materia, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . . . Pray: Burst Area Healing 3 (command materia; Burst Area: 30 feet radius sphere, DC 13, Selective)
. . . . Soul Drain: Cumulative Affliction 8 (magical talent, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . . . Staff Strike: Strength-based Damage 1 (bludgeoning, DC 16; Double, Reach (melee): 5 ft.)
. . . . Tempest: Damage 11 (unique ability, DC 26; Increased Range: ranged, Multiattack; Build Up)
Limit Breaks: Array
. . Healing Wind: Burst Area Healing 8 (limit break; Burst Area: 30 feet radius sphere, DC 18, Selective; Tiring)
. . Planet's Protection: Burst Area Immunity 80 (limit break, Toughness Effects; Affects Others, Burst Area: 30 feet radius sphere, DC 90, Selective; Concentration, Distracting, Limited 2: This power can only be activated once per every 24 hours)
Mythril Armlet (Removable (indestructible))
. . Defensive Gear: Protection 8 (armor, +8 Toughness; Limited: The last six ranks apply only to magical attacks [6 ranks only])
. . Refocus: Enhanced Trait 1 (complete materia, Advantages: Luck (Recover); Limited: to Removing Fatigue)

Equipment
Camera, Cell Phone (Smartphone), Flower Basket

Offense
Initiative +2
Blizzard: Cumulative Affliction 8, +5 (DC Fort 18)
Grab, +5 (DC Spec 10)
Soul Drain: Cumulative Affliction 8, +5 (DC Fort 18)
Staff Strike: Strength-based Damage 1, +7 (DC 16)
Tempest: Damage 11, +5 (DC 26)
Throw, +3 (DC 15)
Unarmed, +5 (DC 15)

Complications
- Honor: Aerith will always keep her word once he has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Doing Good: Aerith would die happy if the entire world was covered in flowers from one horizon to the other, and will soon be doing her part by helping AVALANCHE deal with the threats posed by both Shinra Incorporated and Sephiroth.
- Relationships: Aerith is the daughter of the late Ilfana and Gast Faremis, while also being the adoptive daughter of Elmyra Gainsborough. She is also the former girlfriend of the late Zack Fair, and still seems to be recovering from his rather abrupt disappearance.
- Secret: Aerith claims that her "White Materia" is completely useless, but in reality, it holds the single most powerful White Magic spell in the entire cosmos, Holy. Unfortunately, Aerith can only activate that spell while she is praying in the heart of the Ancient City on the northern continent.

Languages
Ancient (Cetra), Cosmoyian, Gongagan, Icicle [Native], Kupo (Moogle), Midgarian (Trade)

Defense
Dodge 7, Parry 7, Fortitude 3, Toughness 9/3, Will 11

Power Points
Abilities 44 + Powers 101 + Advantages 33 + Skills 37 (74 ranks) + Defenses 15 = 230
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DalkonCledwin
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Yuffie Kisaragi / The MCs / The Traveler and the Flower Girl

Post by DalkonCledwin »

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Yuffie Kisaragi - Arc ? - PL 8
Age: 16 / Height: 5' 2" / Weight: 111 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: Wutai Village / Base of Operations: Mobile
Wealth Rank: +12 (Gaia) / +8 (Terra) / Rep Rank: +8 / Knockback Mod: -7/-0

Strength 0, Stamina 0, Agility 5, Dexterity 5, Fighting 7, Intellect 1, Awareness 2, Presence 2

General Advantages
Agile Feint, Attractive, Benefit 2: (Athletics Based on Agility, Wealth: [Well-Off]), Connected, Daze (Deception), Durable Lie, Equipment 1, Fascinate (Deception), Hide in Plain Sight, Improved Initiative, Instant Up, Languages 1, Lionheart 2, Power Attack, Taunt, Uncanny Dodge

Enhanced Advantages
Assessment

Skills
Acrobatics 6 (+11), Athletics 6 (+11), Close Combat: Shuriken Strike 1 (+8), Deception 8 (+10), Expertise (AWE): Streetwise 6 (+8), Expertise (AWE): Survival 8 (+10), Expertise: Magic 6 (+7), Expertise: Ninja Lore 6 (+9/+7), Insight 6 (+8), Intimidation 4 (+6), Investigation 4 (+5), Perception 8 (+10), Ranged Combat: Throwing 4 (+9), Sleight of Hand 6 (+17/+11), Stealth 8 (+13), Technology 4 (+5)

Powers
4-Point Shuriken (Easily Removable)
. . Assess: Senses 3 (command materia, Analytical: Detect Weaknesses, Detect: Weaknesses [Vision] 2: ranged, Advantages: Assessment; Sustained)
. . Steal: Enhanced Trait 2 (command materia, Sleight of Hand +4 (+17); Limited: Skill bonus is limited to Stealing checks)
. . Weapon Commands: Array
. . . . Art of War: Strength-based Damage 3 (martial, DC 18; Multiattack)
. . . . Shuriken Strike: Strength-based Damage 3 (piercing, DC 18)
. . . . Shuriken Throw: Strength-based Damage 3 (slashing, DC 18; Feature: The Variable Descriptor effect is in addition to this weapon's default damage descriptor, Increased Range: ranged, Variable Descriptor: close group - Fire, Ice, Lightning or Wind)
. . . . Windstorm: Cylinder Area Move Object 6 (wind, 3200 lbs., DC 21; Cylinder Area: 30 feet cylinder, DC 16, Damaging; Limited Direction: Attraction)
Human Physiology
. . Backstabber: Damage 8 (racial talent, DC 23; Variable Descriptor: close group - Damage descriptor is based on equipped weapon; Limited: to Vulnerable or Defenseless Targets)
. . Skill Expertise: Enhanced Trait 2 (racial talent, Sleight of Hand +2 (+17), Expertise +2 (+9))
Limit Break
. . Bloodfest: Burst Area Damage 8 (limit break, DC 23; Burst Area: 30 feet radius sphere, DC 18, Selective; Tiring)
Ninja Armlet (Removable)
. . Defensive Gear: Protection 7 (armor, +7 Toughness)
. . Materia Commands: Array
. . . . Cure: Healing 6 (magic materia; Increased Range: ranged; Diminished Range 2)
. . . . Deadly Dodge & Parry: Deflect 9 (complete materia; Reflect; Reduced Range: close)

Equipment
Cell Phone (Smartphone), Hooded Cloak, Lock Picks

Offense
Initiative +9
Art of War: Strength-based Damage 3, +7 (DC 18)
Backstabber: Damage 8, +8 (DC 23)
Bloodfest: Burst Area Damage 8 (DC 23)
Grab, +7 (DC Spec 10)
Shuriken Strike: Strength-based Damage 3, +8 (DC 18)
Shuriken Throw: Strength-based Damage 3, +9 (DC 18)
Throw, +9 (DC 15)
Unarmed, +7 (DC 15)
Windstorm: Cylinder Area Move Object 6 (DC 21)

Complications
- Disability: Yuffie suffers from a killer case of motion sickness. So much so, in fact, that she gains the Hindered and Impaired conditions whenever she's on a vehicle that's moving more than 10 miles per hour!
- Honor: While Yuffie will happily steal your Materia, she is diametrically opposed to acts of criminal misconduct, like kidnapping, and actually is trying to uphold the common good, even if she is focused solely on the common good of her home village, Wutai.
- Motivation: Patriotism: Yuffie is motivated entirely by her desire to obtain as many orbs of Materia as she possibly can, all so she can have them at her disposal when the war between Wutai and Shinra begins a new chapter, as she is completely certain that conflict is merely stalled!
- Relationship: Yuffie is the daughter to the leader of Wutai, and also the heir to the legacy of ninja that her nation prides itself on.
- Secret: Yuffie doesn't want anyone to know that she's a total glutton for punishment (which is meant literally), because as soon as someone figures it out, she'll never be willing to leave their side.

Languages
Midgarian (Trade), Wutaian [Native]

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 7, Will 6

Power Points
Abilities 44 + Powers 58 + Advantages 18 + Skills 46 (91 ranks) + Defenses 14 = 180
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DalkonCledwin
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Jenova / The MCs / The Traveler and the Flower Girl

Post by DalkonCledwin »

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Jenova Starborne - Arc ? - PL 12
Age: 2,000+ / Height: 5' 5" / Weight: 134 lbs / Hair Color: Silver / Eye Color: Red
Group Affiliations: Sephiroth's Reunion / Base of Operations: Mobile
Wealth Rank: +8 / Rep Rank: +8 / Knockback Mod: -12/-10

Strength 11, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 3, Awareness 3, Presence 4

Advantages
All-out Attack, Attractive 2, Benefit 3: (Cipher 2, Status: [Calamity from the Sky]), Bishoujo 3 (120 Ft; Up to 4 Targets), Chokehold, Connected, Daze (Intimidation), Defensive Attack, Diehard, Eidetic Memory, Equipment 1, Evasion, Fascinate (Persuasion), Fearless, Great Endurance, Improved Defense, Improved Grab, Improved Hold, Improved Initiative, Languages 3, Power Attack, Ranged Attack 3, Skill Mastery: Expertise: Magic, Startle

Skills
Athletics 4 (+15), Close Combat: Grab 4 (+12), Deception 2 (+6), Expertise: Cosmic Lore 6 (+9), Expertise: Magic 12 (+15), Insight 8 (+11), Intimidation 8 (+12), Investigation 6 (+9), Perception 6 (+9), Persuasion 6 (+10), Ranged Combat: Magic 8 (+10), Stealth 6 (+8)

Powers
Dark Harbinger Physiology
. . Biofusion: Regeneration 5 (racial trait, Every 2 rounds; Persistent; Fades, Source: An external supply of her previously discarded cells)
. . Fast Action: Quickness 10 (racial talent, Perform routine tasks in -10 time ranks)
. . Invulnerabilities: Immunity 11 (racial trait, Aging, Life Support)
. . Monstrous Perception: Senses 16 (racial trait, Accurate: Detect Jenova Cells, Awareness: Magical Effects [Mental], Counters Concealment: Spectral Bodies [Vision], Counters Illusion: Vision, Detect: Jenova Cells [Mental] 2: ranged, Extended: Detect Jenova Cells 3: x1k, Radius (Type): Mental Senses, Tracking: Detect Jenova Cells 2: full speed)
. . One-Winged Angel: Flight 10 (racial trait, Speed: 2000 miles/hour, 4 miles/round; Feature: Concealable; Wings)
. . Powerful Build: Enhanced Strength 8 (racial trait, +8 STR; Limited to Lifting, Notes: Max Lifting Strength 19: Up to 12,000 tons)
. . Superior Toughness: Impervious Toughness 10 (racial trait)
. . Universal Translation: Comprehend 2 (racial talent, Languages - Understand All, Languages - You're Understood; Sustained)
Phenomenal Cosmic Power: Array
. . Aero: Line Area Move Object 10 (wind magic, 25 tons, DC 25; Line Area 2: 5 feet wide by 60 feet long, DC 20, Damaging; Limited Direction: Repulsion, Reduced Range: close)
. . Bio: Affliction 10 (toxic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 20; Increased Range: ranged, Secondary Effect)
. . Black Rain: Linked Effect
. . . . Mana Drain: Cumulative Cloud Area Affliction 8 (Linked; curse, 1st degree: Fatigued, 2nd degree: Exhausted, Resisted by: Fortitude, DC 18; Cloud Area 3: 60 feet radius sphere, DC 18, Cumulative, Feature: Jenova is Immune to this Effect; Limited Degree, Tiring)
. . . . Revitalization: Healing 8 (Linked; healing magic; Restorative; Limited: Affects Self Only, Tiring)
. . Cast Aside: Burst Area Move Object 12 (kinetic magic, 100 tons; Burst Area: 30 feet radius sphere, DC 22; Limited Direction: Repulsion, Reduced Range: close)
. . Fira: Burst Area Damage 12 (fire magic, DC 27; Burst Area: 30 feet radius sphere, DC 22, Increased Range: ranged)
. . Homing Missile: Damage 11 (ballistic, DC 26; Homing 5: 5 extra attempts, Increased Range: ranged)
. . Quietude: Progressive Affliction 11 (curse, 3rd degree: Controlled, Resisted by: Will, DC 21; Affects Insubstantial 2: full rank, Homing 5: 5 extra attempts, Increased Range: ranged, Progressive, Reversible; Limited Degree (third only), Quirk: Limited to Preventing the target from verbally communicating and casting spells)
. . Space-Time Vortex: Concentration Affliction 11 (time magic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 21; Affects Insubstantial 2: full rank, Concentration, Homing 5: 5 extra attempts, Increased Range: ranged; Instant Recovery)
. . Subvert Will: Concentration Affliction 12 (biological, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 22; Concentration, Increased Range 2: perception; Distracting, Limited: to characters that have been infected by Jenova's cells)
. . Tentacle Sword: Linked Effect
. . . . Inject Cells: Progressive Weaken 10 (Linked; biological, Affects: Stamina, Resisted by: Fortitude, DC 20; Feature: The J-Cells remain in the victim's body, even after recovery, unless Jenova reverses the effect, Progressive, Reach (melee): 5 ft., Reversible)
. . . . Nodachi Strike: Strength-based Damage 4 (Linked; slashing, DC 30; Dangerous 2, Reach (melee): 5 ft.)
. . Vengeance: Concentration Affliction 11 (curse, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 21; Affects Insubstantial 2: full rank, Concentration, Homing 5: 5 extra attempts, Increased Range: ranged, Reversible; Limited Degree)
Special Qualities
. . Disguise Self: Morph 1 (illusory magic, +20 Deception checks to disguise; Single form; Increased Duration: continuous; Resistible: Will, Notes: Allows Jenova to assume Sephiroth's identity)

Equipment
Light Armor

Offense
Initiative +6
Aero: Line Area Move Object 10 (DC 25)
Bio: Affliction 10, +13 (DC Fort 20)
Cast Aside: Burst Area Move Object 12 (DC 22)
Fira: Burst Area Damage 12 (DC 27)
Grab, +12 (DC Spec 21)
Homing Missile: Damage 11, +13 (DC 26)
Inject Cells: Progressive Weaken 10, +8 (DC Fort 20)
Mana Drain: Cumulative Cloud Area Affliction 8 (DC Fort 18)
Nodachi Strike: Strength-based Damage 4, +8 (DC 30)
Quietude: Progressive Affliction 11, +13 (DC Will 21)
Space-Time Vortex: Concentration Affliction 11, +13 (DC Will 21)
Subvert Will: Concentration Affliction 12 (DC Will 22)
Throw, +5 (DC 26)
Unarmed, +8 (DC 26)
Vengeance: Concentration Affliction 11, +13 (DC Fort 21)

Complications
- Arrogant: Jenova is confident in her superiority over lesser lifeforms, and she considers everyone else on Gaia to be her evolutionary inferiors because they all carry the Stigma of her cells... Of course, she has yet to meet Harry, so her arrogance is somewhat understandable.
- Enslaved: Jenova's will is not her own. She is a slave to the delusional madman known as Sephiroth, who took control of a significant number of her cells that he is now using, in combination with a massive chunk of Support Materia, to control her actions without ever needing to leave the Northern Crater.
- Motivation: Revenge: Jenova wishes to severely punish Sephiroth for corrupting her mission, tearing her original head off, and forcing her to carry out his nefarious schemes.
- Weakness: Jenova gains the Hindered and Vulnerable conditions while on ground that has been blessed by Minerva or one of the Espers.

Languages
Aklo [Native], Ancient (Cetra), Midgarian (Trade), Nibel

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

Power Points
Abilities 86 + Powers 128 + Advantages 33 + Skills 38 (76 ranks) + Defenses 25 = 310
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