Dalkon's Revised & Expanded Potterverse Thread Mk II

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DalkonCledwin
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Brainstorm / The MCs / The Viceroy of Sokovia

Post by DalkonCledwin »

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Valeria Meghan Richards - Arc 1 - PL 10
Age: 17 / Height: 5' 8" / Weight: 129 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Fantastic Four (Ally) / Base of Operations: The Baxter Building, Manhattan, NY
Wealth Rank: +12 / Rep Rank: +12 / Knockback Mod: -14/-4/-1

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 1, Intellect 8, Awareness 4, Presence 6

General Advantages
Attractive, Beginner's Luck, Benefit 2: (Renown, Wealth: [Well-Off]), Connected, Conviction, Defensive Attack, Fascinate (Persuasion), Improvised Tools, Inspire 2, Languages 4, Leadership, Skill Mastery: (Expertise: Computers), Skill Mastery: (Technology), Teamwork, Withstand Damage

Enhanced Advantages
Eidetic Memory, Favored Environment: (Crowded Areas), Inventor

Skills
Expertise: Computers 8 (+20/+16), Expertise: Engineering 8 (+20/+16), Expertise: Life Sciences 4 (+12), Expertise: Mathematics 4 (+12), Expertise: Physical Sciences 4 (+16/+12), Expertise: Social Sciences 4 (+16/+12), Insight 4 (+8), Investigation 4 (+12), Perception 4 (+8), Persuasion 6 (+12), Ranged Combat: Invisibility Belt 8 (+10), Technology 8 (+20/+16), Vehicles 4 (+6)

Powers
Cosmopolitan Physiology
. . Focused Study: Enhanced Trait 4 (racial talent, Expertise +4 (+20), Expertise +4 (+20))
. . Heart of the Streets: Movement 2 (racial talent, Sure-footed 2, Advantages: Favored Environment: (Crowded Areas); Limited: to Urban Environments)
. . Invulnerabilities: Immunity 2 (racial trait, Environmental Condition: Radiation, Rare Descriptor: Mundane Diseases; Feature: Longevity (Up to 165 years))
Invisibility Belt (Removable)
. . Invisibility Field Generator: Dynamic Array
. . . . Fall Cushion: Burst Area Movement 7 ([0 active, 1/30 PP, 4/r], force, Extra Ranks 6, Safe Fall; Affects Others, Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged; Concentration)
. . . . Flight Platform: Burst Area Flight 1 ([0 active, 1/30 PP, 3/r], force, Speed: 4 miles/hour, 60 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 11; Platform)
. . . . Greater Force Fields: Create 10 ([0 active, 1/30 PP, 2/r+1], force, Volume: 1000 cft., DC 20; Impervious, Selective, Subtle: look natural; Concentration, Proportional)
. . . . Mass Invisibility: Burst Area Concealment 4 ([0 active, 1/30 PP, 4/r], obfuscation, All Visual Senses; Affects Others, Burst Area: 30 feet radius sphere, DC 14, Selective; Passive)
. . . . Personal Force Field
. . . . . . Kinetic Shield: Protection 10 (Linked; [0 active, 1/30 PP, 1/r], force, +10 Toughness; Sustained)
. . . . . . Repulsive Force: Impervious Toughness 14 (Linked; [1 active, 1/30 PP, 1/r], force; Sustained)
. . . . Personal Invisibility: Concealment 4 ([0 active, 1/30 PP, 2/r], obfuscation, All Visual Senses)
. . . . Power Suppression: Burst Area Nullify 7 ([0 active, 1/30 PP, 4/r], force, Counters: Energy Powers, DC 17; Burst Area: 30 feet radius sphere, DC 17, Broad, Increased Duration: concentration, Simultaneous; Distracting)
. . . . Suffocation Bubble: Concentration Cumulative Affliction 10 ([0 active, 1/30 PP, 3/r], force, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Concentration, Cumulative, Increased Range: ranged; Distracting)
Special Qualities
. . Computer Mind: Quickness 12 (wild talent, Perform routine tasks in -12 time ranks, Advantages: Eidetic Memory; Limited to One Type: Mental Tasks)
. . Tech Genius: Enhanced Trait 7 (wild talent, Expertise +4 (+16), Expertise +4 (+16), Technology +4 (+20), Advantages: Inventor)
Unstable Molecule Uniform (Removable)
. . Heat Sink: Concealment 1 (armor, Other Sense: Infravision)
. . Padded Garment: Protection 3 (armor, +3 Toughness; Feature 3: Integrated Commlink (250 mile range), GPS Uplink, Morphic (Can appear as Street Clothes))
. . Transport Node: Teleport 15 (technological, Carry 50 lbs.; Extended: 32000 miles in 2 move actions, Triggered: 1 use - When Valeria would be incapacitated; Limited Location 2: one location - The Baxter Building, Limited to Extended)

Offense
Initiative +2
Grab, +1 (DC Spec 10)
Power Suppression: Burst Area Nullify 7 (DC Will 17)
Suffocation Bubble: Concentration Cumulative Affliction 10, +10 (DC Fort 20)
Throw, +2 (DC 15)
Unarmed, +1 (DC 15)

Complications
- Fame: Val is known far and wide as the "World's Smartest Girl." This is easily her greatest claim to fame, and even surpasses her status as the daughter of Mister Fantastic and the Invisible Woman, though she isn't quite as famous as her godbrother, Henrik von Doom.
- Impulsive: Valeria is the sort of girl who would have absolutely no problem with flipping off Cthulhu, as she easily demonstrates when she does exactly that to MacGargan while he was possessed by the Venom Symbiote. She's also prone to ignoring the safety of her vehicle's passengers just so she can weaponize the thing.
- Motivation: Doing Good: Valeria will always advocate a pragmatic solution to the world's problems, and tends to think her father, Reed Richards, is an idiot for his obsession with protecting his family, instead of upholding the "Greater Good." With that being said, she is beginning to mellow out, and has begun acting on her emotions with more regularity.
- Relationship: Valeria is something of a morality pet for both Henrik and Victor von Doom, as neither of them want to disappoint the girl after discovering that an alternate reality exists where she grew up as the daughter of Victor and Susan von Doom. She is also the younger sister of the reality contortionist known as Franklin Richards.
- Secret: Valeria has a hidden agenda where she plans to conquer the Kree Empire, just for lulz.

Languages
Chinese (Mandarin), English [Native], French, German, Hungarian, Japanese, Latin, Latverian, Sokovian

Defense
Dodge 6, Parry 6, Fortitude 4, Toughness 14/4/1 (Imp. 14/0), Will 11

Power Points
Abilities 48 + Powers 74 + Advantages 20 + Skills 35 (70 ranks) + Defenses 19 = 196
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DalkonCledwin
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Cure or Consume Brainstorm & Notes

Post by DalkonCledwin »

Cure or Consume
Premise: When Harry wakes up after being attacked with no memory of what transpired, he thinks things simply can’t get any worse; however, he is quickly proven wrong since he soon discovers a powerful urge to drink human blood. Now, he is faced with a choice: Use his powers for good, or become the monster vampires are alleged to be. Hmm, decisions, decisions…
Required Inclusions:
- Harry’s moral and ethical alignment are up to the author; although, that alignment will largely be contingent on whether he chooses to become a monster or not.
- Harry must be a fairly powerful Vampiric Fledgling, though he will still be vastly inferior to the older examples of his new species.
- Regardless of whether this story begins during Harry’s summer vacations, on Halloween, or during a winter holiday, it must start while he is still enrolled at Hogwarts.
- Harry must slide back and forth between being a hero and a monster before he finally commits to one path over the other, but he must eventually make a choice and stick with it.
- Harry will initially have all of the cliche weaknesses of his new species, but as he gets older and stronger, those weaknesses will diminish to the point of no longer affecting him.
- If Harry becomes a monster, then his physical features must shift to reflect his new monstrous persona, though how this affects him will be left up to the author.
- The reactions of Harry’s friends, loved ones and the wizarding world as a whole will be up to the author, though in the latter case it will likely be rather negative.
- Regardless of his alignment, Harry must exhibit the occasional moment where his bloodlust gets the better of him, driving him to consume the nearest source of blood.
- All romantic pairings are permissible, but if Harry continues his life as a hero, then at least one of the girls he is paired with must be a human and remain so for the story’s duration.
Preferred Inclusions:
- This story should be a crossover with the Marvel Cinematic Universe, with Harry taking the place of Michael Morbius, the Living Vampire, within that world setting.
- Regardless of his choice, Harry should expend a considerable amount of effort trying to figure out how he became a vampire, which may very well lead him back to his Sire.
- Harry should discover that he has a vampiric power that has long since been lost to the mists of time, which could, in turn, mark him as a Vampiric King Suo Jure.
- Harry should end up with a small harem, at least two of whom should be humans that willingly donate life-sustaining blood to him as part of their romantic activities.
- Harry’s vampiric transformation should destroy the Horcrux in Harry’s scar, since our protagonist legitimately dies in order to complete the transition.
Optional Inclusions:
- Harry could have been transformed into a Vampire by the reigning Queen of the Vampires with the intent of making him into her Prince Consort.
- If the last option is taken, then Harry and his Queen will likely be in direct opposition to Dracula, who is another individual that claims to be the rightful ruler of the vampires.
- If Harry is a hero, then he could attempt to find or invent a cure for vampirism.
Forbidden Things:
- Harry having complete control over his bloodlust.
- Harry being involved in a male-slash pairing.
- Harry, the pathetic emo doormat.

--------------------
Special Notes
- This is a Marvel crossover, which I neglected to account for when creating my Vampires & Werewolves thread XD
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DalkonCledwin
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Jade / The MCs / Cure or Consume

Post by DalkonCledwin »

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Jade (Harry Potter) - Arc 1 - PL 10
Age: 19 (0) / Height: 5' 11" / Weight: 183 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: 12 Grimmauld Place, London, England
Wealth Rank: +20 / Rep Rank: +14 (Magical) / +10 (Muggle) / Knockback Mod: -8/-6

Strength 12/8, Stamina -, Agility 5, Dexterity 5, Fighting 6, Intellect 3, Awareness 4, Presence 4

General Advantages
Animal Empathy, Attractive, Benefit 6: (Renown 2, Vampiric Age: [Fledgling], Wealth 3: [Millionaire]), Connected, Conviction, Defensive Attack, Defensive Roll 2, Equipment 6, Evasion, Fascinate (Persuasion), Improved Grab, Improved Hold, Improved Initiative, Improved Trip, Inspire 2, Languages 3, Leadership, Luck 2, Potion Brewing, Ritualist, Second Chance: (Resisting Mental Control), Uncanny Dodge

Enhanced Advantages
Fearless

Skills
Deception 8 (+12), Expertise (AWE): Cooking 4 (+8), Expertise: Law Enforcement 6 (+9), Expertise: Magic 12 (+15), Insight 8 (+12), Investigation 6 (+9), Perception 8 (+12), Persuasion 8 (+12), Ranged Combat: Magic 4 (+9), Stealth 8 (+13), Vehicles 6 (+11)

Powers
Creature of the Night: Array
. . Atmofulmus: Environment 10 (charm, Other: 2 points of effect 2, Radius: 2 miles; Selective; Build Up, Limited: to generating Intense or Extreme Cold and/or Mist (Visibility -2/-5))
. . Children of the Night: Summon 4 (summoning magic; Active, Controlled, Horde, Multiple Minions 2: 4 minions, Type (General): Bats, Rats & Wolves; Self-Powered)
. . Evanesco Lux: Burst Area Concealment Attack 7 (shadow magic, All Visual Senses, Extra Ranks 3, DC 17; Burst Area: 30 feet radius sphere, DC 17, Attack: Fortitude, Increased Range: ranged)
. . Expelliarmus: Move Object 11 (charm, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . Greater Apparition: Teleport 12 (magical travel, 16 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Extended: 4000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . Hypnotic Gaze: Cumulative Affliction 4 (mystic eyes, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 14; Cumulative, Increased Range 2: perception, Subtle: subtle; Sense-dependent: Visual)
. . Incendio: Damage 7 (fire magic, DC 22; Increased Range: ranged, Secondary Effect)
. . Locomotor: Move Object 7 (charm, 3 tons; Increased Range: perception, Precise, Subtle: subtle)
. . Stupefy: Cumulative Affliction 7 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
. . Vampire Bite: Linked Effect
. . . . Blood Consumption: Concentration Weaken 6 (Linked; vampirism, Affects: Stamina, Resisted by: Fortitude, DC 16; Concentration, Subtle: subtle; Grab-based, Slow: Minutes)
. . . . Kiss of the Vampire: Concentration Cumulative Affliction 6 (Linked; pleasure, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 16; Concentration, Cumulative, Subtle: subtle; Grab-based, Limited Degree, Slow: Minutes)
. . . . Refreshing Drink: Healing 6 (Linked; vampirism; Restorative; Limited: Affects Self Only)
Incredible Moves: Array
. . Dark Flight: Flight 2 (magical travel, Speed: 8 miles/hour, 120 feet/round; Subtle: subtle)
. . Speed of the Dead: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round)
. . Super-Leaping: Leaping 2 (racial talent, Leap 30 feet at 8 miles/hour)
Special Qualities
. . Blood Rage: Enhanced Trait 5 (talent, Strength +4 (+12), Dodge -2 (+10), Parry -2 (+10), Advantages: Fearless; Noticeable: Causes Harry's face to adopt a truly monstrous visage, Side Effect 2: always - Harry can't use Interaction skills, except for Intimidation, while this power is active)
The Cloak of Invisibility (Removable)
. . That's an Invisibility Cloak!: Concealment 4 (legendary object, All Visual Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at a time)
Vampiric Physiology
. . Accelerated Healing: Regeneration 3 (racial trait, Every 3.33 rounds)
. . Claws: Strength-based Damage 2 (slashing, DC 29; Dangerous)
. . Deathless: Immortality 6 (racial trait, Return after 16 hours; Limited: Not vs. Decapitation, Incineration, Wooden Stakes to the Heart, or the Montesi Formula)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . History of Terrors: Immunity 6 (racial trait, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Limited - Half Effect)
. . Invulnerabilities: Immunity 31 (racial trait, Aging, Fortitude Effects; Feature: Harry is still capable of sexually reproducing with mortal women)
. . Shadowless: Concealment 4 (racial trait, All Visual Senses; Innate; Limited: to Casting Shadows or Reflections, Permanent)
. . Spider-Climb: Movement 2 (racial talent, Wall-crawling 2: full speed)
. . Vampiric Durability: Protection 6 (racial trait, +6 Toughness; Impervious)
. . Vampiric Perception: Senses 11 (racial trait, Acute (Type): Olfactory Senses, Awareness: Magical Effects [Mental], Darkvision, Extended: Auditory Senses 1: x10, Extended: Olfactory Senses 1: x10, Extended: Visual Senses 1: x10, Radius: Magic Awareness, Tracking: Olfactory Senses 1: -1 speed rank, Ultra-hearing)

Equipment
12 Grimmauld Place, Communication Mirror

Offense
Initiative +9
Blood Consumption: Concentration Weaken 6, +6 (DC Fort 16)
Claws: Strength-based Damage 2, +6 (DC 29)
Evanesco Lux: Burst Area Concealment Attack 7 (DC Fort 17)
Expelliarmus: Move Object 11, +9 (DC 21)
Grab, +6 (DC Spec 22)
Hypnotic Gaze: Cumulative Affliction 4 (DC Will 14)
Incendio: Damage 7, +9 (DC 22)
Kiss of the Vampire: Concentration Cumulative Affliction 6, +6 (DC Fort 16)
Locomotor: Move Object 7 (DC 17)
Stupefy: Cumulative Affliction 7, +9 (DC Fort 17)
Throw, +5 (DC 27)
Unarmed, +6 (DC 27)

Complications
- Blood Dependency: Harry must consume the blood of living creatures in order to survive. If he doesn't drink said substance on a regular basis, then he'll become Impaired & Fatigued after one week has passed, Disabled & Exhausted after two weeks, and he'll be forced into a Blood Frenzy at the end of the third week.
- Fame: Harry is famous within Wizarding Britain for the part he played in vanquishing the 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: Acceptance: Harry is normally motivated to use his powers to protect others, and willing to puts himself at risk to defend innocents and those he cares about. However, because of his recent transformation into a vampire, he is having difficulties aligning his beliefs with his new existential status.
- Mythic Weakness: Harry is unable to tolerate the scent of garlic, and is unable to enter an area that has been laced with said substance. He is also unable to enter an area surrounded by Judeo-Christian Holy Symbols, such as a Church, and must make an opposed Presence Check with anyone who presents him with a Judeo-Christian Holy Symbol, with failure forcing him to stay at least five feet away from his opponent. He also cannot enter the private dwelling of a living Being unless invited inside by a permanent resident of that structure.
- Power Loss: Harry's Toughness is not Impervious against Silver or Magical Weaponry, and wounds from such weapons are Incurable against him. Furthermore, he must be able to speak and move his hands in order to cast his spells (this doesn't apply to his Hypnotic Gaze, Children of the Knight or Vampire Bite powers).
- Prejudice: Even though Vampires are considered to Beings by the International Confederation of Wizards, most magical governments forbid them from owning wands, and they are also regarded in the same light as an XXXX Creature by members of the British Department for Magical Law Enforcement.
- Relationship: Harry retains a strong loyalty to past friends, such as Hermione Granger and Luna Lovegood, and he is also the godfather of Theodore 'Teddy' Lupin, though in light of his current crisis, it is inadvisable for him to share company with the young metamorph.
- Temper: Harry is experiencing great difficulties with controlling his lust for blood, which means he is at risk of entering a Blood Rage whenever he is exposed to that life giving fluid that will not end until he has satisfied his thirst.
- Weakness: Driving a wooden stake through Harry's heart is an instantly fatal attack, much like the Killing Curse is for a mortal. However, his opponent would need to make an attack roll against Harry with a -5 Circumstance Penalty in order to hit his heart with this sort of an attack. Furthermore, he will become Dazed & Hindered when exposed to direct sunlight, Stunned & Defenseless on the following round, and he'll accrue the Dying condition on the third round, with his destruction occurring on the fourth round of exposure.

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

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

Power Points
Abilities 60 + Powers 142 + Advantages 37 + Skills 39 (78 ranks) + Defenses 19 = 297

--------------------
Home Sweet Home
12 Grimmauld Place - PL 10

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 3 (DC 30), Deathtraps (DC 10, Thresh 5), Dual Size: (Medium), Floo Aperture, Library, Living Space, Mystic Locale, Personnel (Kreacher & Winky), Ritual Chamber, Sealed, Secret 3 (DC 30), Trophy Room (Various Portraits), Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 20 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
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Lucette Kerwin / The MCs / Cure or Consume

Post by DalkonCledwin »

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Lucette Kerwin - Arc 1 - PL 11
Age: 18 (494) / Height: 5' 7" / Weight: 129 lbs / Hair Color: Pink / Eye Color: Red
Group Affiliations: The Kerwin Coven / Base of Operations: Lucet's Lair, London, England
Wealth Rank: +24 / Rep Rank: +11 / Knockback Mod: -10

Strength 10, Stamina -, Agility 5, Dexterity 5, Fighting 8, Intellect 6, Awareness 4, Presence 7

Advantages
Assessment, Attractive 2, Benefit 8: (Vampiric Age 4: [Ancient], Wealth 4: [Multimillionaire]), Charming, Chokehold, Connected, Contacts, Daze (Deception), Dirty Fighting, Eidetic Memory, Equipment 3, Fascinate (Persuasion), Improved Grab, Improved Hold, Improved Initiative 3, Improved Trip, Languages 4, Power Attack, Ritualist, Taunt, Ultimate Effort: (Will Resistance Checks), Well-informed

Skills
Close Combat: Daggers 3 (+11), Deception 8 (+15), Expertise (AWE): Fashion Trends 6 (+10), Expertise (AWE): Wizarding Culture 6 (+10), Expertise: Antiquities 10 (+16), Expertise: Demonology 8 (+14), Expertise: Magic 6 (+12), Insight 8 (+12), Investigation 4 (+10), Perception 8 (+12), Persuasion 8 (+15), Stealth 8 (+13)

Powers
Creature of the Night: Array
. . Blood Bond: Mental Communication 4 (telepathy; Subtle: encrypted; Limited: to subjects whose blood Lucette has consumed, Notes: Range: Worldwide)
. . Children of the Night: Summon 4 (summoning magic; Active, Controlled, Horde, Multiple Minions 2: 4 minions, Type (General): Bats, Rats & Wolves; Self-Powered)
. . Hypnotic Gaze: Cumulative Affliction 7 (mystic eyes, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Cumulative, Increased Range 2: perception, Subtle: subtle; Sense-dependent: Visual)
. . Our Minds Are One: Remote Sensing 22 (telepathy, Affects: 2 Types, inc. Visual - Visual & Auditory, Range: 16000 miles; Insidious, Subtle: DC 20+rank; Limited: Lucette is Defenseless while using this power, Medium: subjects whose blood Lucette has consumed)
. . Shadow Stalker: Concealment 6 (talent, All Aural Senses, All Visual Senses; Limited: Visual Concealment only works in dark or shadowy areas [4 ranks only], Passive)
. . Vampire Bite: Linked Effect
. . . . Blood Consumption: Concentration Weaken 8 (Linked; vampirism, Affects: Stamina, Resisted by: Fortitude, DC 18; Concentration; Grab-based, Slow: Minutes)
. . . . Kiss of the Vampire: Concentration Cumulative Affliction 8 (Linked; pleasure, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Fortitude, DC 18; Concentration, Cumulative, Subtle: subtle; Grab-based, Limited Degree, Slow: Minutes)
. . . . Refreshing Drink: Healing 8 (Linked; vampirism; Restorative; Limited: Affects Self Only)
Incredible Moves: Array
. . Speed of the Dead: Speed 7 (racial talent, Speed: 250 miles/hour, 0.5 miles/round)
. . Super-Leaping: Leaping 3 (racial talent, Leap 60 feet at 16 miles/hour)
She-Bat Form (Activation: Move Action)
. . Chiropteran Wings: Flight 7 (morphic, Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Echolocation: Senses 4 (morphic, Accurate (Type): Auditory Senses)
. . Fell Shriek: Cone Area Affliction 8 (sonic, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Will, DC 18; Cone Area: 60 feet cone, DC 18, Extra Condition; Sense-dependent: Hearing)
Vampire Princess Physiology
. . Accelerated Healing: Regeneration 4 (racial trait, Every 2.5 rounds)
. . Claws: Strength-based Damage 2 (slashing, DC 27; Dangerous)
. . Deathless: Immortality 6 (racial trait, Return after 16 hours; Limited: Not vs. Decapitation, Incineration, Wooden Stakes to the Heart, or the Montesi Formula)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 31 (racial trait, Aging, Fortitude Effects; Custom: Lucette can only have "children" by Siring vampiric Progeny)
. . Shadowless: Concealment 4 (racial trait, All Visual Senses; Innate; Limited: to Casting Shadows or Reflections, Permanent)
. . Spider-Climb: Movement 2 (racial trait, Wall-crawling 2: full speed)
. . Vampiric Durability: Protection 10 (racial trait, +10 Toughness; Impervious)
. . Vampiric Perception: Senses 11 (racial trait, Acute (Type): Olfactory Senses, Awareness: Magical Effects [Mental], Darkvision, Extended: Auditory Senses 1: x10, Extended: Olfactory Senses 1: x10, Extended: Visual Senses 1: x10, Radius: Magic Awareness, Tracking: Olfactory Senses 1: -1 speed rank, Ultra-hearing)

Equipment
Iron dagger, Lucette's Lair

Offense
Initiative +17
Blood Consumption: Concentration Weaken 8, +8 (DC Fort 18)
Claws: Strength-based Damage 2, +8 (DC 27)
Fell Shriek: Cone Area Affliction 8 (DC Will 18)
Grab, +8 (DC Spec 20)
Hypnotic Gaze: Cumulative Affliction 7 (DC Will 17)
Iron dagger, +11 (DC 26)
Kiss of the Vampire: Concentration Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +5 (DC 25)
Unarmed, +8 (DC 25)

Complications
- Arrogance: Lucette's sense of superiority leads her to believe that she's invincible, and that the people around her will never figure out what she's up to until it's too late.
- Blood Dependency: Lucette must consume the blood of living creatures in order to survive. If she doesn't drink said substance on a regular basis, then she'll become Impaired & Fatigued after one week has passed, Disabled & Exhausted after two weeks, and she'll be forced into a Blood Frenzy at the end of the third week.
- Honor: Lucette believes that the living and vampires don't have to be enemies, and she doesn't want to unnecessarily kill people, but sometimes survival requires dishonest means.
- Motivation: Dreamer: Lucette hopes to achieve a higher standing within vampiric society and legitimate titles of nobility by way of her various political machinations, one of which involved transforming Harry Potter into one of her Progeny.
- Mythic Weakness: Lucette is unable to enter the private dwelling of a living Being unless invited inside by a permanent resident of that structure.
- Power Loss: Lucette's Toughness is not Impervious against Silver or Magical Weaponry, and wounds from such weapons are Incurable against her.
- Quirk: Lucette pays particularly close attention to the fashion world so that she can maintain an appearance that conforms with the highest standards of both wizarding and mundane society.
- Temper: Once she is wronged, Lucette will never forgive the offender, and she will most definitely never forget what they have done.
- Weakness: Driving a wooden stake through Lucette's heart is an instantly fatal attack, much like the Killing Curse is for a mortal. However, her opponent would need to make an attack roll against Lucette with a -5 Circumstance Penalty in order to hit her heart with this sort of an attack

Languages
English, French, German, Gobbledegook, Irish [Native], Latin, Romanian

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

Power Points
Abilities 80 + Powers 163 + Advantages 37 + Skills 42 (83 ranks) + Defenses 18 = 340

--------------------
Home Sweet Home
Lucette's Lair - PL 11

Toughness 10, Size Large

Features:
Concealed 1 (DC 20), Deathtraps (DC 11, Thresh 5), Library, Living Space, Ritual Chamber, Wards 1 (DC 20)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 10
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DalkonCledwin
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Grand Duke of Atlantis Brainstorm & Notes

Post by DalkonCledwin »

Grand Duke of Atlantis
Premise: What if everything we knew about Harry Potter had been… Well, not a lie, but certainly not the entire truth either? What if instead of being the son of James Potter, he had been the first born son of Prince Namor MacKenzie? What if after many years of dormancy, he awakened his Atlantean heritage while rescuing a young Veela from the Black Lake? What would change?
Required Inclusions:
- Harry Potter must be the first born son of Namor MacKenzie, who at that time, was the Grand Duke of Atlantis, but ultimately became the Emperor of the Seven Seas.
- Namor must either be unaware of Harry’s existence, or else he decided to leave Harry in the care of his mother, Lily Evans, so that the child would be protected from his enemies.
- Harry must possess the same basic powers as other Atlanteans, but also have the ability to survive indefinitely on dry land, and up to one other mutant power of the author’s choosing.
- Harry must discover his Atlantean heritage during the Second Task of the Triwizard Tournament, with his other powers awakening whenever the author prefers.
- Namor must demonstrate the fact that he cares for Harry once he learns about the boy’s existence. However, it is up to the author to decide the exact way in which he does this.
- Wizarding Society must either be in the dark about the existence of mutants, or else consider them to be a “Muggle Problem” right up until the day that Harry comes out as a mutant.
- Harry must be the first, and thus far only, mutant in attendance at Hogwarts, though that doesn’t mean others won’t begin attending the school at a later point in time.
- Fleur Delacour must be Harry’s primary romantic interest, though other girls are permissible, but only if they can secure Fleur’s approval.
Preferred Inclusions:
- Harry’s magic should be considered a separate ability from his Atlantean Physiology and mutant powers, which means he will be quite powerful when compared to other Atlanteans.
- Harry could develop a romantic relationship with Hope Summers as a direct result of her pre-existing friendship with Namor, making her the fiery redhead in Harry’s love life.
- Veela and Atlanteans should have a historic rivalry with one another, even though there have been numerous occasions where a Veela has become the life partner of an Atlantean.
- This story should be set in one of the many universes where Namor ends up in a lasting romantic relationship with Susan Storm, making the Invisible Woman Harry’s step-mother.
Optional Inclusions:
- Harry could have been the result of a drunken one-night stand between Namor and Lily, which means Namor would have likely been unaware of his existence.
- Harry’s “Secondary” Mutation could involve the manipulation of water on a truly massive scale, giving him abilities that closely resemble those of Princess Mera of Xebel, from DC Comics.
Forbidden Things:
- Harry being tutored in magic by Doctor Strange or Agatha Harkness.
- Harry being able to absorb powers from other characters.
- Harry being involved in a male-slash pairing.
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DalkonCledwin
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Azure / The MCs / Grand Duke of Atlantis

Post by DalkonCledwin »

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Art by Nahuel Ruiz on ArtStation

Harry James Potter - Arc 1 - PL 9
Age: 14-15 / Height: 5' 8" / Weight: 171 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Atlantean Royal Family / Base of Operations: Shell Cottage, Tinworth, Cornwall, England
Wealth Rank: +24 (Atlantis) / +16 (Dry Land) / Rep Rank: +13 (Wizarding) / +9 (Atlantis) / Knockback Mod: -8/-7

Strength 9, Stamina 7, Agility 5, Dexterity 5, Fighting 6, Intellect 3, Awareness 4, Presence 4

General Advantages
Agile Feint, Attractive, Benefit 4: (Renown 2, Wealth 2: [Independently Wealthy]), Connected, Conviction, Defensive Attack, Defensive Roll, Equipment 3, Evasion, Fascinate (Persuasion), Favored Environment: (Aquatic), Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 3, Leadership, Potion Brewing, Second Chance: (Resisting Mental Control), Set-up, Teamwork

Enhanced Advantages
Benefit 6: (Social Class 4 [Royalty], Wealth +2 [Multimillionaire]), Uncanny Dodge

Skills
Acrobatics 4 (+9), Athletics 4 (+13), Close Combat: Grab 3 (+9), Expertise (AWE): British Cookery 6 (+10), Expertise (DEX): Broom Flight 6 (+11), Expertise: Magic 8 (+11), Insight 4 (+8), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+10), Stealth 6 (+11)

Powers
Cobalt Trident (Easily Removable)
. . Disciple of the Mystic Arts: Array
. . . . Expecto Patronum: Concentration Burst Area Affliction 7 (holy 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; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: Affects Creatures of Chaos Only, Limited: to Forcing Targets Away from Warded Area)
. . . . Expelliarmus: Move Object 11 (charm, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . . . Reducto: Burst Area Weaken 9 (curse, Affects: Toughness, Resisted by: Fortitude, DC 19; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged; Limited: o non-magical objects made out of crystal, glass, ceramic, or porcelain)
. . . . Relashio: Linked Effect
. . . . . . Let Go!: Cumulative Affliction 8 (Linked; jinx, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 18; Cumulative, Increased Range: ranged; Distracting, Limited Degree)
. . . . . . Unbind: Nullify 8 (Linked; jinx, Counters: Bindings & Restraints, DC 18; Simultaneous)
. . . . Reparifors: Healing 11 (healing magic; Reach (ranged) 2: 10 ft., Restorative; Tiring)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . . . Trident Strike: Strength-based Damage 3 (piercing, DC 27; Aura: Magical, Dangerous, Disarming, Reach (melee): 5 ft.)
Hydrokinetic Potential: Array
. . Control Water: Move Object 9 (water, 12 tons; Increased Range: perception; Limited: Water)
. . Horrid Wilting: Burst Area Damage 6 (dehydration, DC 21; Alternate Resistance: Fortitude, Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Hydraulic Torrent: Concentration Cumulative Line Area Affliction 8 (water, 1st degree: Dazed, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Line Area 2: 5 feet wide by 60 feet long, DC 18, Concentration, Cumulative; Instant Recovery, Limited Degree)
. . Obscuring Mist: Environment 6 (fog, Visibility (-5), Radius: 900 feet; Feature: Allows low-class Atlanteans to survive on the surface)
. . Water Shaping: Create 6 (water, Volume: 60 cft., DC 16; Movable, Selective)
. . Water Weapon: Strength-based Damage 3 (water, DC 27; Variable Descriptor: close group - Any 1 point modifier based on weapon form and type)
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, Notes: for comparison, the fastest watercraft in the world travels at a top speed of 285.22 mph)
. . Super-Leaping: Leaping 3 (racial talent, Leap 60 feet at 16 miles/hour)
Special Qualities
. . Grand Duke of Atlantis: Enhanced Trait 6 (family talent, Benefit, Wealth 4 (Multimillionaire) +2 (+4), Advantages: Benefit, Social Class 4 (Royalty))
Superior Atlantean Physiology
. . Aquatic Telepathy: Mental Communication 1 (racial talent; Concentration, Limited: Only while underwater)
. . Aquatic Tremorsense: Senses 3 (racial talent, Danger Sense: Ranged Touch, Extended: Ranged Touch 1: x10, Ranged: Touch, Advantages: Uncanny Dodge; Limited: Only while underwater)
. . Built for the Depths: Impervious Toughness 4 (racial trait)
. . Expanded Awareness: Senses 10 (racial trait, Accurate (Type): Auditory Senses, Awareness: Magical Effects [Mental], Extended: Auditory Senses 1: x10, Extended: Visual Senses 1: x10, Low-light Vision, Radius: Magic Awareness, Ultra-hearing)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 7 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning, Uncommon Descriptor: Diseases (All), Uncommon Descriptor: Poisons (All))
. . Longevity: Feature 1 (racial trait, Notes: Harry can expect to live for up to 170 years, reaching middle age at 62 years, old age at 93 years, and becoming venerable at 125 years)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)

Equipment
Shell Cottage

Offense
Initiative +5
Control Water: Move Object 9 (DC 19)
Expecto Patronum: Concentration Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Move Object 11, +5 (DC 21)
Grab, +9 (DC Spec 19)
Horrid Wilting: Burst Area Damage 6 (DC Fort 21)
Hydraulic Torrent: Concentration Cumulative Line Area Affliction 8 (DC Dog/Fort/Will 18)
Let Go!: Cumulative Affliction 8, +5 (DC Will 18)
Reducto: Burst Area Weaken 9 (DC Fort 19)
Stupefy: Cumulative Affliction 8, +5 (DC Fort 18)
Throw, +5 (DC 24)
Trident Strike: Strength-based Damage 3, +6 (DC 27)
Unarmed, +6 (DC 24)
Unbind: Nullify 8, +5 (DC Will 18)
Water Weapon: Strength-based Damage 3, +6 (DC 27)

Complications
- Bioluminescence: Harry’s eyes glow with a highly visible azure light when he makes use of his Hydrokinetic abilities, which is what ultimately led to the acquisition of his Mutant Name.
- Destiny: It is Harry's destiny to be the one who ultimately vanquishes the self-proclaimed "Dark 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 must have access to a pre-existing source of water in order to make use of his Hydrokinetic abilities. The exception to this is in the case of his Horrid Wilting power, which actually supplies him with water by drawing it out of his enemies' bodies.
- Relationships: Harry is the son of Namor McKenzie, Emperor of the Seven Seas, and the stepson of Namor's wife, Susan McKenzie (née Storm). This means he is the elder half-brother of Valeria Fen, Ari, Erin & Johnny McKenzie, and Grand Duke (Crown Prince) of Atlantis.
- Significant Other: Harry has recently begun a romantic relationship with a beautiful young Veela known as Fleur Isabelle Delacour. This is in spite of the longstanding rivalry that exists between the Veela Nation and Kingdom of Atlantis.

Languages
Aklo (Parseltongue), Atlantean Script, English [Native], French, Latin

Defense
Dodge 10, Parry 8, Fortitude 7, Toughness 8/7 (Imp. 4), Will 11

Power Points
Abilities 86 + Powers 100 + Advantages 29 + Skills 31 (61 ranks) + Defenses 14 = 260

--------------------
Home Sweet Home
Shell Cottage - PL 9

Toughness 10, Size Large

Features:
Artificer's Lab, Concealed 1 (DC 20), Defensive Enchantments (Blast 9), Dock, Dual Size: (Small), Floo Aperture, Grounds (Huge), Library, Living Space, Wards 2 (DC 25)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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DalkonCledwin
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Bolt Out of the Blue Brainstorm & Notes

Post by DalkonCledwin »

Bolt Out of the Blue
Premise: Harry had always known that he was a freak. He was born a freak, he will die a freak and only those like him shall mourn him. However, he never had any idea how freakish he really was… That is, until the day of the Blue Mist. That was when everything he ever thought he knew about himself changed in one fell swoop.
Required Inclusions:
- Harry must be at least as powerful as Crystalia Amaquelin, if not stronger than her, since he’ll soon discover that he is the son of Crystal’s sister, Medusa, and Blackbolt in this scenario.
- When the story starts will be up to the author, but it must begin with Harry being exposed to some Terrigen Mist, though the extent of this exposure will be up to the author.
- Like other Inhumans from Earth, Harry’s exposure should involve Terrigen Mist, rather than the crystals that are used to enable the transformation by the Inhumans of Attilan.
- James and Lily Potter should’ve magically adopted Harry, which means that he’ll be the Prince of Attilan, Lord of House Potter, Scion to House Peverell and possibly the Heir of House Black.
- Harry must have a falling out with at least one of his friends due to his status as an Inhuman, although the identity of this “friend” will be left up to the author’s discretion.
- If he is still Minister, then Fudge must try to classify Inhumans and Mutants as Class XXXXX Dark Creatures, instead of Beings, whether he is successful or not is up to the author.
- Harry must form an alliance with other Inhumans from Earth, with our young hero possibly even becoming the leader of said collective.
- Harry is allowed to be paired with anyone the author desires, up to and including a harem, but also while excluding members of his immediate family or male characters.
Preferred Inclusions:
- The powers Harry gains through the Terrigen Mist should be based on the electron and particle manipulation that Black Bolt possesses in the comics, rather than Black Bolt’s sonic scream.
- Maximus should try to make contact with Harry before the boy’s parents do, all in an attempt to get the young prince’s help in bringing about a “new age of prosperity for Attilan.”
- Harry and his Inhuman allies should also form an alliance with various witches and wizards, or other magical humanoids, who all end up becoming involved in the MCU’s plotline.
- Lockjaw could be just as fond of Harry as he is of Crystal, and there could even be a point in time when Harry forms a familiar bond with the overly large bulldog.
Optional Inclusions:
- Harry may have a latent Metamorph gene that is fully activated by the Terrigen Mist, which could easily give him access to a limited version of his mother’s Trichokinesis.
- Harry’s exposure to Terrigen Mist could occur prior to the Triwizard Tournament, which means that Voldemort could also be enhanced by the Terrigen Mist during his resurrection ritual.
Forbidden Things:
- Harry being involved in a male-slash pairing.
- Albus Dumbledore being Harry’s enemy.
- Harry the malevolent emo doormat.
- Harry siding with Voldemort.
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DalkonCledwin
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Galvanic / The MCs / Bolt Out of the Blue

Post by DalkonCledwin »

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Art by Sleeping Fox on DeviantArt; Edit by Ares

Harry James Potter - Arc 1 - PL 11
Age: 17 / Height: 5' 11" / Weight: 185 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Inhuman Royal Family / Base of Operations: The Royal Palace, Attilan, Luther Crater, Luna
Wealth Rank: +20 / Rep Rank: +15 / Knockback Mod: -12/-9

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

Advantages
Agile Feint, Animal Empathy, Attractive, Benefit 9: (Alternate Identity 4: [Prince Henras Boltagon of Attilan], Renown 2, Wealth 3: [Millionaire]), Connected, Conviction, Defensive Attack, Equipment 1, Evasion, Fascinate (Persuasion), Improved Grab, Improved Hold, Inspire 2, Languages 3, Leadership, Potion Brewing, Power Attack, Quick Draw, Ranged Attack 4, Ritualist, Second Chance: (When Resisting Mental Control), Set-up, Teamwork, Uncanny Dodge

Skills
Acrobatics 6 (+9), Athletics 4 (+11), Close Combat: Grab 2 (+6), Expertise (AWE): Cooking 6 (+10), Expertise (AWE): Governing 4 (+8), Expertise (DEX): Broom Flight 6 (+9), Expertise: Magic 10 (+13), Insight 4 (+8), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 4 (+7), Stealth 6 (+9), Technology 4 (+7)

Powers
Electrical Generation: Array
. . Chain Lightning: Damage 9 (electricity, DC 24; Increased Range: ranged, Multiattack)
. . Electro-Bolt: Damage 15 (electricity, DC 30; Increased Range: ranged)
. . Electro-Shaping: Shapeable Area Damage 5 (electricity, DC 20; Shapeable Area 2: 60 cft., DC 15, Increased Duration: concentration, Increased Range: ranged, Selective; Distracting)
. . EM Pulse: Burst Area Broad Simultaneous Weaken 7 (electromagnetism, Affects: Electonics, Resisted by: Fortitude, DC 17; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 17, Broad: Electronics, Simultaneous)
. . Lightning Flash: Cumulative Perception Area Affliction 11 (electricity, light, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 21; Alternate Resistance (Dodge), Perception Area: DC 21 - Visual, Cumulative; Limited: Affects Visual Senses Only)
. . Shocking Grasp: Cumulative Affliction 12 (electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 22; Cumulative, Custom: Linked to Strength Damage)
. . Static Electricity: Enhanced Strength 12 (electricity, +12 STR; Feature: Harry can exert his Enhanced Strength without moving; Distracting, Limited to Lifting, Notes: Max Lifting Strength 19: Up to 12,000 tons)
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Confundo: Concentration Affliction 7 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 17; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Distracting, Limited Degree)
. . . . Expecto Patronum: Concentration Burst Area Affliction 7 (holy 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; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: Affects Creatures of Chaos Only, Limited: to Forcing Targets Away from Warded Area)
. . . . Expelliarmus: Move Object 11 (charm, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . . . 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)
. . . . Greater Apparition: Teleport 11 (magical travel, Carry 400 lbs.; Accurate, Change Direction, Extended: 2000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . . . Locomotor: Move Object 6 (charm, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
. . . . Reducto: Burst Area Weaken 11 (curse, Affects: Toughness, Resisted by: Fortitude, DC 21; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 21, Increased Range: ranged; Limited: to non-magical objects made out of crystal, glass, ceramic, or porcelain)
. . . . Stupefy: Cumulative Affliction 7 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Inhuman Highborn Physiology
. . Electricity Absorption: Healing 6 (racial trait; Reaction 3: reaction; Limited: Affects Self Only, Limited: by Absorbed Electricity Rank, Source: Electricity)
. . Expanded Awareness: Senses 7 (racial trait, Acute: Detect Electrical Signals, Awareness: Magical Effects [Mental], Detect: Electrical Signals [Mental] 2: ranged, Extended: Detect Electrical Signals 1: x10, Radius (Type): Mental Senses)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 10 (racial trait, Damage Effect: Electricity Damage, Environmental Condition: Cold, Uncommon Descriptor: Diseases (All), Uncommon Descriptor: Poisons (All); Feature: Longevity (Up to 154 years))
Special Qualities
. . Electromagnetic Field: Protection 3 (electromagnetism, +3 Toughness; Impervious [9 extra ranks], Sustained)
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 7 (legendary object, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Mental Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at any given point in time)

Equipment
Commlink

Offense
Initiative +3
Chain Lightning: Damage 9, +7 (DC 24)
Confundo: Concentration Affliction 7 (DC Will 17)
Electro-Bolt: Damage 15, +7 (DC 30)
Electro-Shaping: Shapeable Area Damage 5 (DC 20)
EM Pulse: Burst Area Broad Simultaneous Weaken 7 (DC Fort 17)
Expecto Patronum: Concentration Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Move Object 11, +11 (DC 21)
Finite Incantatem: Burst Area Nullify 7 (DC Will 17)
Grab, +6 (DC Spec 17)
Lightning Flash: Cumulative Perception Area Affliction 11 (DC Dog/Fort/Will 21)
Locomotor: Move Object 6 (DC 16)
Reducto: Burst Area Weaken 11 (DC Fort 21)
Shocking Grasp: Cumulative Affliction 12, +6 (DC Fort 22)
Stupefy: Cumulative Affliction 7, +11 (DC Fort 17)
Throw, +7 (DC 22)
Unarmed, +4 (DC 22)

Complications
- Fame: Harry is famous within Wizarding Britain for the part he played in vanquishing the 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 must be able to perform the requisite wand motions and speak the necessary incantations in order to make use of his magical spells. However, the same does not hold true for his abilities as an Inhuman, making him one of the most dangerous wizards in existence.
- Relationships: Harry is, by blood, the son of Blackagar Boltagon and his wife, Medusalith, the King and Queen of the Inhumans of Attilan. He is also best friends with Hermione Granger, and close friends with both Luna Lovegood and Neville Longbottom. Lastly, he is the godfather of young Teddy Lupin, and on call in case the young Metamorph's grandmother needs him for any reason.

Languages
Aklo (Parseltongue), English [Native], French, Latin, Tilan

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 12/9 (Imp. 12/0), Will 11

Power Points
Abilities 74 + Powers 116 + Advantages 38 + Skills 38 (76 ranks) + Defenses 20 = 286
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DalkonCledwin
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Bonds of Magic Brainstorm & Notes

Post by DalkonCledwin »

Bonds of Magic
Premise: People wanted to believe that gods didn’t exist, but as Harry Potter had recently discovered, that couldn’t be any farther from the truth. For you see, he had just undergone Apotheosis and drawn the attention of arguably the most powerful goddess of death imaginable, and her personal handmaiden, Morgan Le Fay!
Required Inclusions:
- Harry must prefer to incapacitate his enemies, while also acknowledging that some of his foes will need to be sent off to meet with the Living Tribunal.
- Harry must undergo an Apotheosis event, which will draw the attention of Morrigan, the Phantom Queen, causing her to send her High Priestess, Morgan Le Fay, to investigate.
- Morgan must be taken by complete surprise when encountering Harry, due to his force of personality and charismatic nature, causing her loyalty to shift over to our young hero.
- Harry’s new powers and stronger magical control must unnerve some of the people in wizarding society, causing him to travel to another reality known as the X-Men Universe.
- All romantic pairings, except for male-slash, are permissible, but everyone that Harry is involved with must be bonded to him in some manner.
- Harry must have the ability to remain in his original body after becoming a deity, which will mark him as an atypical deity as far as the Celtic Pantheon is concerned.
Preferred Inclusions:
- Druidic & Faery Magic should be far more intuitive than the magic that is taught at Hogwarts, allowing the practitioner to perform their spells without the assistance of a wand.
- The wizarding populace should have missed several portals too and from the Feywild when trying to seal the connection their world once shared with that realm.
- Harry should form a bond with Jean Grey, as well as Morgan Le Fay, allowing the former to gain better control over her powers so she isn’t overwhelmed by the Phoenix Force.
Optional Inclusions:
- Harry could make full use of the Feywild for securing ingredients for his potion experiments.
- If Emma Frost becomes bonded with Harry, then the Stepford Cuckoos could arrive in their lives just as Emma learns that she’s carrying Harry’s child.
Forbidden Things:
- Harry being involved in Magneto's feud with Xavier.
- Harry allowing the Morrigan to guide his fate.
- Harry being involved in a male-slash pairing.
- Morgan attempting to manipulate Harry.
- Harry, the pathetic emo doormat.
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DalkonCledwin
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Harry Potter / The MCs / Bonds of Magic

Post by DalkonCledwin »

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Art by Zetsuai89 on DeviantArt

Harry J. Potter-Black - Arc 1 - PL 12
Age: 20 / Height: 5' 11" / Weight: 137 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Fair Folk & Tuatha de Danann / Base of Operations: Potter Cabin, Mountains Lake Park, North Salem, NY
Wealth Rank: +20 / Rep Rank: +12 (Earth-10010) / +16 (Earth-15752) / Knockback Mod: -14/-11

Strength 11, Stamina 11, Agility 3, Dexterity 3, Fighting 8, Intellect 2, Awareness 4, Presence 7

Advantages
Ace Pilot, All-out Attack, Attractive, Beginner's Luck, Benefit 5: (Renown 2, Wealth 3: [Millionaire]), Connected, Conviction, Defensive Attack, Defensive Roll 3, Dual-Casting 2, Equipment 1, Fascinate (Persuasion), Favored Foe: (Dark Wizards), Inspire 2, Languages 2, Leadership, Potion Brewing, Ranged Attack 3, Ritualist, Second Chance: (When Resisting Mental Control), Untapped Potential, Withstand Damage

Skills
Deception 4 (+11), Expertise (AWE): Survival 8 (+12), Expertise: Magic 10 (+12), Insight 4 (+8), Investigation 8 (+10), Perception 6 (+10), Persuasion 8 (+15), Ranged Combat: Magic 6 (+9), Sleight of Hand 8 (+11), Stealth 8 (+11), Vehicles 6 (+9)

Powers
Ascended Human Physiology
. . Deathless: Immortality 2 (racial trait, Return after 1 week; Transmigration; Limited: Not if Killed in the Feywild)
. . Divine Durability: Impervious Toughness 4 (racial trait)
. . Divine Tongue: Comprehend 4 (racial talent, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium; Sustained)
. . Expanded Awareness: Senses 10 (racial trait, Analytical: Detect Physical Conditions, Awareness: Divine Effects [Mental], Awareness: Magical Effects [Mental], Darkvision, Detect: Physical Conditions [Visual] 2: ranged, Extended: Visual Senses 1: x10, Radius (Type): Mental Senses)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 8 (racial trait, Aging, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Uncommon Descriptor: Diseases (All), Uncommon Descriptor: Poisons (All))
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Sleep; Limited - Half Effect)
Disciple of Faery Magic: Array
. . Eldritch Sword: Strength-based Damage 3 (eldritch magic, slashing, DC 29; Dangerous, Penetrating 6)
. . Faery Gate: Movement 3 (magical travel, Dimensional 3: any dimension, 50 lbs.; Portal; Medium: Faerie Circles, Megalith Sites, etc.)
. . Minor Image: Illusion 8 (illusory magic, Affects: Three Sense Types - Visual, Auditory, Area: 500 cft., DC 18; Illusion Area, Selective; Concentration, Resistible: Will)
. . Mystic Shield: Impervious Toughness 7 (defensive magic; Concentration)
. . Scorching Rays: Damage 8 (fire magic, DC 23; Increased Range: ranged, Multiattack)
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Apparition: Teleport 12 (magical travel, 16 miles in a move action, carrying 400 lbs.; Change Direction, Extended: 4000 miles in 2 move actions, Feature 2: Teleport Memory (Potter Cottage & the Xavier Institute), 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; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Distracting, Limited Degree)
. . . . Expecto Patronum: Concentration Burst Area Affliction 8 (holy magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: Affects Creatures of Chaos Only, Limited: to Forcing Targets Away from Warded Area)
. . . . Expelliarmus: Move Object 12 (charm, 100 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . . . Finite Incantatem: Burst Area Nullify 8 (charm, Counters: Magical Effects, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Simultaneous; Limited: Not vs.Alteration Effects)
. . . . Locomotor: Move Object 7 (charm, 3 tons; Increased Range: perception, Precise, Subtle: subtle)
. . . . Reparifors: Healing 12 (healing magic; Restorative; Tiring)
. . . . Serpensortia: Summon 5 (conjuration; Active, Type (General): Snakes; Attitude: indifferent)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Incredible Moves: Array
. . Jumper: Leaping 2 (racial talent, Leap 30 feet at 8 miles/hour)
. . Retractable Wings: Flight 8 (racial talent, Speed: 500 miles/hour, 1 mile/round; Feature: Concealable; Wings)
Special Qualities
. . Call My Name: Senses 9 (divine talent, Accurate: Detect His Spoken Name, Detect: His Spoken Name [Hearing] 2: ranged, Extended: Auditory Senses 5: x100k; Limited: Extended Hearing is limited to prayers directed towards Harry & the linked Detection power [5 ranks only])
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand; Narrow Type: Serpents)
. . Soul Bond: Senses 2 (soul magic, Communication Link: Morgan Le Fay, Communication Link: Astoria Greengrass; Limited: to Emotional Impulses)
The Cloak of Invisbility (Removable)
. . That's an Invisibility Cloak!: Concealment 4 (legendary object, All Visual Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at a time)

Equipment
Potter Cottage

Offense
Initiative +3
Confundo: Concentration Affliction 8 (DC Will 18)
Eldritch Sword: Strength-based Damage 3, +8 (DC 29)
Expecto Patronum: Concentration Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Move Object 12, +12 (DC 22)
Finite Incantatem: Burst Area Nullify 8 (DC Will 18)
Grab, +8 (DC Spec 21)
Locomotor: Move Object 7 (DC 17)
Scorching Rays: Damage 8, +12 (DC 23)
Stupefy: Cumulative Affliction 8, +12 (DC Fort 18)
Throw, +6 (DC 26)
Unarmed, +8 (DC 26)

Complications
- Honor: Harry's childhood was filled with nearly endless turmoil, and he has set himself on a course to ensure that no one else suffers in the same way.
- Impulsive: Once someone questions Harry's courage, there is nothing he won't do in order to prove himself up to the challenge, even if it costs him his life!
- Motivation: Aspiration: Harry is determined to prove that he is worthy of a better life than he had while living within the confines of Wizarding Britain.
- Power Loss: Not only does Harry need to be capable of performing the necessary hand/wand gestures and incantations for his spells, but he also loses the ability to perform or maintain his Faery Magic spells while in contact with Wrought Iron.
- Significant Others: Harry is romantically involved with both Morgan Le Fay and Astoria Greengrass, and has begun to attract the attention of both Jean Grey and Emma Frost.

Languages
English [Native], Latin, Sylvan

Defense
Dodge 10, Parry 10, Fortitude 12, Toughness 14/11 (Imp. 11/4), Will 12

Power Points
Abilities 98 + Powers 110 + Advantages 33 + Skills 38 (76 ranks) + Defenses 18 = 297

--------------------
Home Sweet Home
Potter Cottage - PL 12

Toughness 10, Size Large

Features:
Artificer's Lab, Concealed 1 (DC 20), Defensive Enchantments (Blast 12), Library, Living Space, Wards 1 (DC 20)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5 (10)
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DalkonCledwin
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Morgan Le Fay / The MCs / Bonds of Magic

Post by DalkonCledwin »

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Morgan Le Fay - Arc 1 - PL 11
Age: 24 (~10,000) / Height: 6' 2" / Weight: 140 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: The Fair Folk & Tuatha de Danann / Base of Operations: Castle Le Fay, Southern Avalon, Feywild
Wealth Rank: +24 / Rep Rank: +9 / Knockback Mod: -13/-2

Strength 0, Stamina 2, Agility 1, Dexterity 1, Fighting 7, Intellect 2, Awareness 4, Presence 7

Advantages
Accurate Attack, All-out Attack, Attractive 2, Benefit 5: (Cipher, Wealth 4: [Multimillionaire]), Charming, Connected, Contacts, Daze (Deception), Equipment 4, Fascinate (Persuasion), Languages 4, Luck (Recover) 2, Power Attack, Ranged Attack 3, Skill Mastery: Expertise: Magic, Taunt, Untapped Potential, Well-read

Skills
Deception 6 (+16/+13), Expertise (AWE): Local Customs 6 (+12/+10), Expertise (AWE): Research 6 (+10), Expertise (AWE): Theology 12 (+16), Expertise: Demonology 6 (+8), Expertise: Magic 12 (+14), Insight 12 (+17/+16), Perception 6 (+10), Persuasion 6 (+13), Ranged Combat: Magic 8 (+9), Stealth 6 (+7), Treatment 12 (+14)

Powers
Adept of External Sorcery: Array
. . Color Spray: Concentration Cone Area Affliction 7 (illusory magic, 1st degree: Dazed, Impaired, 2nd degree: Stunned, Disabled, 3rd degree: Incapacitated, Resisted by: Will, DC 17; Cone Area: 60 feet cone, DC 17, Concentration, Extra Condition)
. . Dominate Person: Progressive Affliction 8 (hypnosis magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive, Subtle: subtle; Tiring)
. . Eldritch Beam: Line Area Damage 8 (eldritch magic, DC 23; Line Area 2: 5 feet wide by 60 feet long, DC 18, Increased Duration: concentration, Variable Descriptor 2: broad group - Any Magical)
. . Eldritch Bolts: Damage 10 (eldritch magic, DC 25; Increased Range: ranged, Multiattack, Variable Descriptor 2: broad group - Any Magical)
. . Eldritch Sword: Damage 6 (eldritch magic, slashing, DC 21; Dangerous, Penetrating 6)
. . Faery Gate: Movement 3 (magical travel, Dimensional 3: any dimension, 50 lbs.; Portal; Medium: Faerie Circles, Megalith Sites, etc.)
. . Greater Teleport: Teleport 10 (magical travel, Carry 400 lbs.; Accurate, Change Direction, Extended: 1000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Major Image: Illusion 9 (illusory magic, Affects: All Sense Types, Area: 500 cft., DC 19; Selective; Concentration, Resistible: Will)
. . Thought-Casting: Mental Communication 3 (divination; Subtle: encrypted; Concentration, Notes: Range: Statewide or across a small nation)
Immortal Half-Fey Physiology
. . Fey Perception: Senses 3 (racial trait, Awareness: Magical Effects [Mental], Low-light Vision, Radius: Magic Awareness)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Integrated: Enhanced Trait 2 (racial talent, Deception +2 (+16), Expertise (AWE) +2 (+12))
. . Invulnerabilities: Immunity 2 (racial trait, Aging, Rare Descriptor: Mundane Diseases)
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Sleep; Limited - Half Effect)
. . Wary: Enhanced Trait 1 (racial talent, Deception +1 (+16), Insight +1 (+17))
Novice of Internal Sorcery: Array
. . Astral Shift: Insubstantial 4 (magical travel, Incorporeal)
. . Flight & Shield: Grouped Effect
. . . . Levitation: Flight 7 (magical travel, Speed: 250 miles/hour, 0.5 miles/round)
. . . . Mystic Shield: Protection 11 (defensive magic, +11 Toughness; Impervious, Sustained)
. . Metamorphosis: Morph 4 (morphic, +20 Deception checks to disguise; Any form; Increased Duration: continuous; Quirk: Limited to Female Forms)
Special Qualities
. . Soul Bond: Senses 1 (soul magic, Communication Link: Harry Potter; Limited: to Emotional Impulses)

Equipment
Castle Le Fay

Offense
Initiative +1
Color Spray: Concentration Cone Area Affliction 7 (DC Will 17)
Dominate Person: Progressive Affliction 8 (DC Will 18)
Eldritch Beam: Line Area Damage 8 (DC 23)
Eldritch Bolts: Damage 10, +12 (DC 25)
Eldritch Sword: Damage 6, +7 (DC 21)
Grab, +7 (DC Spec 10)
Throw, +4 (DC 15)
Unarmed, +7 (DC 15)

Complications
- Biased: Morgan absolutely loves to misquote the sacred texts of other religions just so she can get under the skin of any devotees to those faith that she encounters. This is because she is intolerant of any religions aside from those which trace their origins to the British Isles.
- Fey Blood: Morgan counts as both a Fairy and a Human for any effect related to her species.
- Impulsive: Morgan has a tendency to put far too much trust in those who wield power within the hierarchy of what passes as her religion.
- Motivation: Responsibility: Morgan believes that the ancient traditions of worship and sacrifice must be upheld in order to sustain the world's supply of magical energy.
- Power Loss: Morgan is unable to cast spells if she is in contact with wrought iron, or if she is unable to perform the necessary hand gestures or incantations. Furthermore, she is Magic Impaired while casting spells in any location other than Ireland or Great Britain.
- Prejudice: There was a time when Morgan was a member of the Darkholders Cult, which has caused the Masters of the Mystic Arts to classify her as a dangerous, if not evil, sorcerous.
- Weakness: Wrought iron weapons do an additional degree of damage when used against Morgan, and will injure her even while she is in her Astral Form.

Languages
Atlantean [Native], Cumbric, English, French, Latin, Sylvan

Defense
Dodge 9, Parry 9, Fortitude 6, Toughness 13/2 (Imp. 11/0), Will 15

Power Points
Abilities 48 + Powers 98 + Advantages 32 + Skills 49 (98 ranks) + Defenses 25 = 252

--------------------
Home Sweet Home
Castle Le Fay - PL 11

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 1 (DC 20), Deathtraps (DC 11, Thresh 5), Dimensional Portal, Holding Cells (Null Powers 11), Isolated (Avalon), Library, Living Space, Personnel (Minor Fairies), Ritual Chamber, Self-repairing 1, Wards 1 (DC 20)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17
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DalkonCledwin
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A Reluctant Hero Brainstorm & Notes

Post by DalkonCledwin »

A Reluctant Hero
Premise: Harry Potter had always been skilled at putting up a front. So good, in fact, that he fooled even his closest friends about his mental state after the war. He was not fine, far from it; even if his physical wounds healed in no time at all. This is why he disappeared into the night, only to put down roots in the tranquil town of Smallville, Kansas.
Required Inclusions:
- Harry was able to survive so much hell because his maternal grandmother, henceforth known as Rosalind Evans, was an Amazon who left Themyscira for Man’s World.
- Rosalind’s semi-divine constitution bypassed her daughters, but was inherited by her youngest grandson, adding to Harry’s innate Sorcerous Resilience.
- Due to his upbringing, Harry was always very gifted at putting up a believable front, since speaking about his abuse always made it worse, with no one believing his words.
- This same talent allowed him to fool everyone around him into thinking that he had come up quite fine on the other end of the blood war, after walking to his death.
- When Harry realizes that the Wizarding World won’t let him retire from being a Folk Hero, he will leave Great Britain behind for a grand tour of the world.
- After an undetermined amount of time, Harry will cease his travels and put down roots in Smallville, Kansas.
- Kara Zor-El must be Harry’s primary romantic interest, though other girls are permissible if they can acquire Kara’s blessing.
- Harry must be strong and sturdy enough that a fully empowered Kryptonian won’t be able to accidentally break him in half, even in the throes of passion.
- Much to his chagrin, Harry will soon realize that he was unsuccessful in leaving his heroic mindset behind when he left Great Britain.
- Harry must be discrete when performing heroic actions so that he doesn’t become widely acclaimed as a superhero, which could lead to a ghost-themed heroic moniker.
- Harry will eventually engage the Luthor family in conflict, since he can’t help but meddle in things that a normal person would steer clear of. Bonus points if Tess/Lena joins his harem.
Preferred Inclusions:
- Amazons should have a way to distinguish a regular woman from their sisters, even those they don’t recognize, and they should also have a way to identify the descendants of an Amazon.
- Kara should be the one who tries to build a harem, instead of having Harry pursue such activities, since some versions of Kara are known to swing for the home team.
- After he sets down roots in Smallville, Harry should offer to make a place for Andromeda Tonks and her grandson in his new home so that they aren’t spread across two continents.
- Harry should brutally put down a Meteor-Enhanced Metahuman that threatened his godson’s life; whether he kills the metahuman, or not, will be up to the author’s discretion.
- The Hellenistic Pantheon should be both hale and hearty in this scenario, and extremely interested in Harry, especially if he uses a heroic moniker that is inspired by their myths.
Optional Inclusions:
- Even after Harry accepts his true calling as a Hero, he could still call Smallville his home.
- A magical superhero or heroine could have a fangirl/fanboy moment when meeting Harry for the first time, or upon learning that someone they know is intimately involved with him.
- Rosalind could have survived the Death Eaters’ social call before her daughters became mothers, but had no choice but to abandon her current identity.
Forbidden Things:
- Harry and Kara, the malevolent emo doormats.
- Harry taking over as Smallville’s primary hero.
- Harry being involved in a male-slash pairing.
- Harry being intimidated by the Luthor family.
- Harry caring about Smallville’s rumor mill.
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DalkonCledwin
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Glykon / The MCs / A Reluctant Hero

Post by DalkonCledwin »

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Harry J. Potter-Black - Arc 1 - PL 12
Age: 19 (22) / Height: 5' 11" / Weight: 183 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: The Potter Ranch, Smallville, Kansas
Wealth Rank: +20 / Rep Rank: +16 (Magical) / +12 (Muggle) / Knockback Mod: -14/-5

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

General Advantages
All-out Attack, Animal Empathy, Attractive, Benefit 5: (Renown 2, Wealth 3: [Millionaire]), Connected, Defensive Attack, Defensive Roll, Dual-Casting 2, Equipment 4, Extraordinary Effort, Favored Environment: (Aerial), Favored Foe: (Dark Wizards), Guidance, Improved Grab, Inspire 2, Languages 3, Leadership, People Person, Potion Brewing, Power Attack, Ritualist, Teamwork

Enhanced Advantages
Agile Feint, Assessment, Diehard, Eidetic Memory, Evasion 2, Great Endurance, Improved Initiative 2, Jack-of-all-trades, Quick Draw, Seize Initiative, Skill Mastery 2: (Acrobatics & Athletics), Uncanny Dodge

Skills
Athletics 6 (+11), Expertise (AWE): Cooking 8 (+12), Expertise (AWE): Survival 6 (+10), Expertise (DEX): Broom Flight 8 (+11), Expertise (PRE): Wind Instruments 6 (+13), Expertise: Magic 10 (+16), Investigation 6 (+12), Perception 8 (+12), Persuasion 6 (+13), Ranged Combat: Magic 6 (+9), Sleight of Hand 6 (+9), Stealth 8 (+11)

Powers
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Confundo: Concentration Affliction 7 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 17; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Distracting, Limited Degree)
. . . . Expecto Patronum: Concentration Burst Area Affliction 7 (light of creation, 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; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area)
. . . . Expelliarmus: Move Object 15 (charm, 800 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . . . Greater Apparition: Teleport 11 (magical travel, Carry 1600 lbs.; Accurate, Change Direction, Extended: 2000 miles in 2 move actions, Increased Mass 5; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . . . Incendio Penta: Damage 7 (fire magic, DC 22; Increased Range: ranged, Multiattack)
. . . . Langlock: Progressive Affliction 7 (jinx, 3rd degree: Controlled, Resisted by: Will, DC 17; Feature: Also prevents spellcasters from speaking their incantations, Increased Range 2: perception, Progressive; Limited: to Preventing Communication, Limited Degree (third only))
. . . . Locomotor: Move Object 7 (charm, 3 tons; Increased Range: perception, Precise, Subtle: subtle)
. . . . Nullum Effugium: Burst Area Nullify 7 (jinx, Counters: Teleportation & Dimension Travel Effects, DC 17; Burst Area: 30 feet radius sphere, DC 17, Broad, Increased Duration: concentration, Simultaneous; Limited: to Magical Effects, Reduced Range: close)
. . . . Omnifracto: Nullify 7 (curse, Counters: Magical Effects, DC 17; Broad, Increased Range: perception, Simultaneous; Limited: to Defensive Spells)
. . . . Reparifors: Healing 11 (healing magic; Restorative; Tiring)
Novice of Parsel Magic: Array
. . Calm Animals: Cumulative Burst Area Affliction 10 (parsel magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative, Increased Range: ranged; Limited 2: Affects Serpents Only, Limited Degree)
. . Dominate Animals: Progressive Affliction 6 (parsel magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Increased Range 2: perception, Progressive; Limited 2: Affects Serpents Only, Tiring)
. . Hold Animal: Affliction 6 (parsel magic, 1st degree: Hindered, Vulnerable, 2nd degree: Defenseless, Immobile, 3rd degree: Paralyzed, Resisted by: Will, DC 16; Extra Condition, Increased Range 2: perception; Limited 2: Affects Serpents Only)
. . Summon Nature's Ally: Summon 5 (parsel magic; Active, Mental Link, Type (General): Serpents; Self-Powered)
Scion of Themyscira Physiology
. . Expanded Awareness: Senses 5 (racial trait, Awareness: Divine Effects [Mental], Awareness: Magical Effects [Mental], Low-light Vision, Radius (Type): Mental Senses)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Fleet of Foot: Speed 4 (racial trait, Speed: 30 miles/hour, 500 feet/round)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Hyper-Cognition: Quickness 4 (racial talent, Perform routine tasks in -4 time ranks, Advantages: Assessment, Eidetic Memory, Jack-of-all-trades, Seize Initiative; Limited to One Type: Mental Tasks)
. . Invulnerabilities: Immunity 8 (racial trait, Aging, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Uncommon Descriptor: Diseases (All), Uncommon Descriptor: Poisons (All), Advantages: Diehard, Great Endurance)
. . Lightning Reflexes: Enhanced Trait 9 (racial talent, Advantages: Agile Feint, Evasion 2, Improved Initiative 2, Quick Draw, Skill Mastery, Skill Mastery, Uncanny Dodge)
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Limited - Half Effect)
Special Qualities
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand; Narrow Type: Serpents)
. . Sorcerous Resilience: Protection 5 (magical talent, +5 Toughness; Impervious [5 extra ranks], Sustained)
. . True Gryffindor: Feature 1 (magical talent, Notes: The Sword of Gryffindor may present itself to Harry in times of dire need. This is equivalent to a use of Edit Scene via Hero Points as described on page 20 of the Deluxe Hero's Handbook and is usable once per rank per adventure.)
The Helm of Darkness (Removable (indestructible))
. . Cap of Hades: Protection 3 (legendary object, +3 Toughness; Impervious; Quirk: Harry's Vision is Impaired while wearing this garment)
. . Cloth of Invisibility: Array
. . . . Deeper Darkness: Obscure 14 (legendary action, Affects: Two Sense Types - Visual, Area: 30 miles radius; Selective; Build Up, Reduced Range: close)
. . . . Veil of Invisibility: Concealment 7 (legendary object, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Mental Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at a time)

Equipment
Communication Mirror, Potter Ranch

Offense
Initiative +11
Calm Animals: Cumulative Burst Area Affliction 10 (DC Will 20)
Confundo: Concentration Affliction 7 (DC Will 17)
Dominate Animals: Progressive Affliction 6 (DC Will 16)
Expecto Patronum: Concentration Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Move Object 15, +9 (DC 25)
Grab, +7 (DC Spec 15)
Hold Animal: Affliction 6 (DC Will 16)
Incendio Penta: Damage 7, +9 (DC 22)
Langlock: Progressive Affliction 7 (DC Will 17)
Locomotor: Move Object 7 (DC 17)
Nullum Effugium: Burst Area Nullify 7 (DC Will 17)
Omnifracto: Nullify 7 (DC Will 17)
Throw, +3 (DC 20)
Unarmed, +7 (DC 20)

Complications
- Fame: Harry is famous within Wizarding Britain for the part he played in vanquishing the 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 must be able to perform the requisite gestures and speak the necessary incantations in order to cast his spells.
- Relationships: 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 on call in case Teddy's grandmother needs him for any reason.

Languages
Bulgarian, English [Native], French, Latin, Spanish

Defense
Dodge 10, Parry 8, Fortitude 9, Toughness 14/5 (Imp. 13/10/0), Will 11

Power Points
Abilities 80 + Powers 116 + Advantages 33 + Skills 42 (84 ranks) + Defenses 19 = 290

--------------------
Home Sweet Home
Potter Ranch - PL 12

Toughness 10, Size Huge

Features:
Artificer's Lab, Barrier (DC 16, Thresh 6), Concealed 1 (DC 20), Floo Aperture, Grounds (Colossal), Library, Living Space, Mystic Locale, Remote Feature (Stables, Storage Space), Ritual Chamber, Wards 2 (DC 25)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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DalkonCledwin
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Supergirl / The MCs / A Reluctant Hero

Post by DalkonCledwin »

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Kara Kent - Arc 1 - PL 12
Age: 19 / Height: 5' 6" / Weight: 117 lbs / Hair Color: Blonde / Eye Color: 117 lbs
Group Affiliations: The Watchtower Network / Base of Operations: The Kent Farm, Smallville, Kansas
Wealth Rank: +12 / Rep Rank: +14 / Knockback Mod: -14

Strength 15, Stamina 11, Agility 3, Dexterity 2, Fighting 7, Intellect 2, Awareness 2, Presence 3

General Advantages
Attractive, Benefit 3: (Alternate Identity: [Kara Zor-El], Renown, Wealth: [Well-Off]), Connected, Conviction, Daze (Intimidation), Defensive Attack, Fascinate (Persuasion), Improved Critical: (Unarmed), Improved Smash, Inspire 2, Languages 3, Leadership, Luck 2, Power Attack, Set-up, Startle, Teamwork, Ultimate Effort: (Will Resistance Checks), Untapped Potential, Withstand Damage

Enhanced Advantages
Diehard, Evasion, Great Endurance, Improved Initiative 3, Instant Up, Interpose, Move-by Action, Seize Initiative

Skills
Close Combat: Unarmed 2 (+9), Expertise (PRE): Percussion Instruments 6 (+9), Expertise: Computers 4 (+6), Expertise: Galactic Lore 4 (+6), Expertise: Kryptonian Lore 10 (+12), Insight 6 (+8), Intimidation 6 (+9), Perception 8 (+10), Persuasion 4 (+7), Ranged Combat: Heat Vision 8 (+10), Ranged Combat: Throwing 2 (+4), Stealth 4 (+7), Technology 4 (+6)

Powers
Feats of Strength: Array
. . Flurry of Blows: Damage 15 (Alternate; bludgeoning, DC 30; Multiattack; Distracting)
. . Freezing Breath: Cone Area Affliction 7 (Alternate; ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 17; Cone Area: 60 feet cone, DC 17, Extra Condition; Limited Degree)
. . Heat Vision: Damage 13 (Alternate; heat, DC 28; Increased Range: ranged, Precise; Distracting)
. . Hyper Breath: Cone Area Move Object 7 (Alternate; wind, 3 tons; Cone Area 2: 120 feet cone, DC 17; Limited Direction: Attraction or Repulsion, Reduced Range: close)
Incredible Moves: Array
. . Hyper-Running: Speed 11 (racial talent, Speed: 4000 miles/hour, 8 miles/round)
. . Soar the Spaceways: Movement 3 (racial talent, Environmental Adaptation: Space, Space Travel 2: other solar systems)
. . True Flight: Flight 13 (racial talent, Speed: 16000 miles/hour, 30 miles/round; Precise)
Kryptonian Physiology
. . Fast Action: Quickness 4 (racial talent, Perform routine tasks in -4 time ranks)
. . Invulnerabilities: Immunity 10 (racial trait, Aging, Environmental Conditions (All), Rare Descriptor: Mundane Diseases, Rare Descriptor: Mundane Poisons, Suffocation (All), Advantages: Diehard, Great Endurance)
. . Lightning Reflexes: Enhanced Trait 8 (racial trait, Advantages: Evasion, Improved Initiative 3, Instant Up, Interpose, Move-by Action, Seize Initiative)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Corrosive Damage; Limited - Half Effect)
. . Second Wind: Healing 7 (racial talent; Triggered: 1 use - when Kara is suffering from two or more degrees of damage; Limited: Affects Self Only, Tiring)
. . Solar Healing: Regeneration 2 (racial trait, Every 5 rounds; Source: Direct Exposure to Yellow Sunlight)
. . Superhuman Perception: Senses 20 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 6: x1m, Extended: Visual Senses 4: x10k, Infravision, Microscopic Vision 4: atom-size, Ultra-hearing)
. . Superior Toughness: Protection 3 (racial trait, +3 Toughness; Impervious [11 extra ranks])
. . X-Ray Vision: Senses 4 (racial talent, Penetrates Concealment: Vision; Precise; Limited: Not vs. Lead)

Offense
Initiative +15
Flurry of Blows: Damage 15, +7 (DC 30)
Freezing Breath: Cone Area Affliction 7 (DC Fort/Will 17)
Grab, +7 (DC Spec 25)
Heat Vision: Damage 13, +10 (DC 28)
Hyper Breath: Cone Area Move Object 7 (DC 17)
Throw, +4 (DC 30)
Unarmed, +9 (DC 30)

Complications
- Bane: Kara is as vulnerable to magic as anyone else. Her Toughness score is not Impervious against magical attacks, and as of the moment, she is completely unaware of this vulnerability since Kryptonian Magic was such a rare phenomena.
- Curse Sworn: Zor-El has also tasked Kara with protecting the Blue Crystal of Krypton, which among other things, is actually a Trojan Horse that will give Zor-El complete control over Clark's Fortress of Solitude.
- Honor: Kara will always keep her word once she has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Responsibility: Kara feels a strong urge to use her powers for the betterment of the world she has come to call her home.
- Power Loss: Kara will lose her superhuman abilities when exposed to the light of a Red Sun, like that of Krypton's local star, since it interferes with her physiology; but she is not reliant on yellow solar energy to "recharge" these powers. Effects which reproduce this kind of radiation can also deprive her of her powers.
- Relationships: Kara is presumably the last living member of Clark Kent's biological family, and the daughter of Clark's paternal aunt and uncle, Alura In-Ze and Zor-El.
- Weakness: The radioactive remains of Krypton will sap Kara of her Strength and powers, leaving her first Impaired, then Disabled and eventually Debilitated in terms of her Strength and Power Effects. Long-term exposure (usually only a matter of minutes, or less for large enough quantities of Kryptonite) impose the Dying condition and may lead to Kara's premature death.

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

Defense
Dodge 10, Parry 10, Fortitude 15, Toughness 14 (Imp. 14), Will 5

Power Points
Abilities 90 + Powers 106 + Advantages 26 + Skills 34 (68 ranks) + Defenses 17 = 273
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DalkonCledwin
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Scion of War Brainstorm & Notes

Post by DalkonCledwin »

Scion of War
Premise: Lily Potter (née Evans) wasn't exactly who she claimed to be. In reality, she was the Norse Goddess of War, Lady Sif, who decided to take a vacation on Midgard; although, she hadn't expected to fall in love and give birth to a son. However, her little Harald was the light of her world, and she'd kill to keep him safe!
Required Inclusions:
- Lady Sif must decide to take a well-earned vacation on Midgard, where she will come to be known as Lily Evans, the future wife of James Potter and mother of his son.
- One reason why James had so much trouble when courting “Lily”, was that his personality shared an uncanny resemblance with Loki, the Norse God of Mischief.
- Fast forward to that fateful Halloween, Sif will survive Voldemort’s attack, but still be unconscious for long enough that her son was taken away from the cottage.
- While gifted in magic by Midgard’s standards, Sif will be far from the best Sorceress in the world, especially in comparison to the likes of Amora and Loki.
- Once she regains consciousness, Sif must shed her mortal guise, and call for the Bifrost so she can ask for Heimdall’s aid in locating her missing son.
- A Norse deity must be allowed to raise their Demigod progeny in Asgard so long as they receive the Allfather’s blessing, which Odin will extend to Sif in regards to Harry.
- Harry’s temper must run hotter than most other Asgardian’s due to his mother’s connection to the domain of War, though whether he has access to that domain or not is up to the author.
- The veracity of Trelawney’s prophecy won’t matter a bit to Harry, since honor demands that he avenge his father’s death at Voldemort’s hands.
- Aldrif Odinsdottir, who won’t be abducted by the Angels of Heven in this story, must be Harry’s primary romantic pairing, though others are permitted if they have her approval.
- Harry’s Aesir constitution must prevent him from becoming one of Voldemort’s many Horcruxes, though the reason this is true will be left up to the author.
Preferred Inclusions:
- Harry should be willing to embrace other cultures, but only if doing so won’t cause him to sacrifice his own values and sense of morals.
- What wizarding society might call “Dark” about Harry’s personality and behavior should actually be the result of his upbringing in a martial society.
- Harry should eventually be summoned to Hogwarts Castle by some unspecified means, but the Goblet of Fire as a conductive medium should be avoided.
- Amora the Enchantress should have followed Sif to Earth at around the same time, eventually becoming known as Ambrosia Greengrass, the mother of Daphne and Astoria.
- Harry should be quite adept at Telumkinesis, which among other things allows him to conjure weapons, due to his mother’s association with the domain of War.
Optional Inclusions:
- The Aesir should age like humans for the first 20 years of life, before slowing to a glacial rate.
- Aldrif’s relationship with Harry could be an example of the “If it’s you, it’s okay” trope from the TV Tropes website, with Aldrif being the one who pushes for a Harem instead of Harry.
- Loki, in an odd twist of irony, could actually be an exceptional babysitter for both Harry and Aldrif, which could earn him the byname of “Barnakarl” (Friend of Children).
Forbidden Things:
- Harry allowing Dumbledore to treat him as a subordinate.
- Harry, Sif & Aldrif, the malevolent emo doormats.
- Wizardkind having a way to block the Bifrost.
- Harry being involved in a male-slash pairing.
- Harry growing up with the Dursley family.
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