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DalkonCledwin
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Harry Potter / The MCs / Guardian Knight

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Harry J. Potter-Black - Arc 1 - PL 10
Age: 27 / Height: 6' 1" / Weight: 191 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Sorceress Alliance (Co-Founder) / Base of Operations: The Sky Castle, Orphanage Coast, Centra
Wealth Rank: +16 / Rep Rank: +10 / Knockback Mod: -9/-4

Strength 4, Stamina 4, Agility 3, Dexterity 3, Fighting 9, Intellect 2, Awareness 4, Presence 4

General Advantages
Ace Pilot, All-out Attack, Attractive, Benefit, Wealth 2: (Independently Wealthy), Connected, Contacts, Conviction, Cool: Persuasion, Daze (Intimidation), Diehard, Equipment 2, Fascinate (Persuasion), Great Endurance, Guidance, Improved Grab, Improved Hold, Inspire 2, Interpose, Languages 2, Leadership, People Person, Potion Brewing, Power Attack, Second Chance: (Persuasion checks for Improving Attitudes), Seize Initiative, Set-up, Startle, Tactical Training, Takedown, Teamwork, Well-informed, Withstand Damage

Enhanced Advantages
Animal Empathy, Luck 2

Skills
Athletics 8 (+12), Close Combat: Grab 2 (+11), Close Combat: Swords 4 (+13), Deception 4 (+9/+8), Expertise (AWE): Cooking 6 (+10), Expertise: Dungeoneering 4 (+8/+6), Expertise: Magic 10 (+12), Expertise: Tactics 8 (+10), Intimidation 4 (+8), Investigation 6 (+12/+8), Perception 8 (+12), Persuasion 8 (+12), Ranged Combat: Magic 5 (+8), Stealth 6 (+10/+9), Vehicles 8 (+11)

Powers
Adept of the Mystic Arts: Array
. . Brightest Day: Linked Effect
. . . . All-Revealing Light: Burst Area Nullify 10 (Linked; limit break, radiant, Counters: Concealment Effects, DC 20; Burst Area: 30 feet radius sphere, DC 20, Simultaneous; Reduced Range: close, Tiring)
. . . . Blinding Radiance: Cumulative Burst Area Affliction 10 (Linked; limit break, radiant, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Burst Area: 30 feet radius sphere, DC 20, Cumulative; Limited: Affects Visual Senses Only, Tiring)
. . Expelliarmus: Damage 12 (magic, status, DC 27; Disarming (No Damage), Increased Range: ranged)
. . Finite: Nullify 12 (magic, support, Counters: Magical Effects, DC 22; Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . Flash of Light: Cumulative Burst Area Affliction 6 (holy, radiant, 1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Cumulative, Extra Condition)
. . Greater Apparition: Teleport 11 (magic, time, Carry 800 lbs.; Accurate, Change Direction, Extended: 2000 miles in 2 move actions, Increased Mass 4; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Lay on Hands: Healing 7 (life, magic; Energizing, Persistent, Restorative; Unreliable (5 uses))
. . Locomotor: Move Object 10 (magic, support, 25 tons; Increased Range: perception, Precise, Subtle: subtle; Concentration)
. . Petrificus Totalus: Progressive Affliction 6 (magic, status, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Transformed, Resisted by: Fortitude, DC 16; Increased Range: ranged, Progressive, Reversible; Tiring, Notes: Transformed: [Into Stone])
. . Reducto: Burst Area Damage 10 (forbidden, magic, DC 25; Burst Area: 30 feet radius sphere, DC 20, Increased Range: ranged; Limited: Affects Objects Only)
Defender (Easily Removable)
. . Protecting Sword: Array
. . . . Brand of the Sultan: Cone Area Damage 7 (holy, radiant, DC 22; Cone Area: 60 feet cone, DC 17)
. . . . Clemency: Healing 7 (life, magic; Increased Range: ranged, Stabilize; Tiring)
. . . . Goring Blade: Strength-based Damage 5 (piercing, DC 24; Dangerous, Defensive, Penetrating 6; Inaccurate: -2)
. . . . Rage of Halone: Line Area Damage 7 (holy, magic, DC 22; Line Area: 5 feet wide by 30 feet long, DC 17)
. . . . Shelltron: Immunity 80 (talent, Toughness Effects; Concentration, Distracting, Limited - Half Effect)
. . . . Spirits Within: Strength-based Damage 3 (slashing, DC 22; Defensive, Multiattack [4 extra ranks], Penetrating 3; Distracting)
. . . . Sword Strike: Strength-based Damage 3 (slashing, DC 22; Dangerous, Defensive)
Magical Human Physiology
. . Background Character: Enhanced Trait 2 (racial talent, Deception +1 (+9), Expertise +2 (+8), Stealth +1 (+10))
. . Curious: Enhanced Trait 2 (racial talent, Investigation +4 (+12); Limited: to Gathering Information)
. . Deep Magic: Luck Control 1 (racial talent, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance checks vs. Harry's Spell Effects)
. . Invulnerabilities: Immunity 8 (racial trait, Custom: Mental Control 5, Disease, Poison, Rare Descriptor: Fear Effects; Feature: Longevity (Up to 330 years))
. . Magical Awareness: Senses 2 (racial trait, Awareness: Magical Effects [Mental], Radius: Magic Awareness)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Holy Aura: Burst Area Immunity 6 (holy, talent, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Affects Others Only, Burst Area: 30 feet radius sphere, DC 16, Selective; Limited - Half Effect)
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)

Equipment
Medium Shield, Plate-mail

Offense
Initiative +3
All-Revealing Light: Burst Area Nullify 10 (DC Will 20)
Blinding Radiance: Cumulative Burst Area Affliction 10 (DC Fort 20)
Brand of the Sultan: Cone Area Damage 7 (DC 22)
Expelliarmus: Damage 12, +8 (DC 27)
Finite: Nullify 12, +8 (DC Will 22)
Flash of Light: Cumulative Burst Area Affliction 6 (DC Fort 16)
Goring Blade: Strength-based Damage 5, +11 (DC 24)
Grab, +11 (DC Spec 14)
Locomotor: Move Object 10 (DC 20)
Petrificus Totalus: Progressive Affliction 6, +8 (DC Fort 16)
Rage of Halone: Line Area Damage 7 (DC 22)
Reducto: Burst Area Damage 10 (DC 25)
Spirits Within: Strength-based Damage 3, +13 (DC 22)
Sword Strike: Strength-based Damage 3, +13 (DC 22)
Throw, +3 (DC 19)
Unarmed, +9 (DC 19)

Complications
- Destiny: Mistress Death sent Harry to the reality he currently calls his home in hopes that her Champion can prevent the creation of an unstable time loop that is based off of a Grandfather Paradox. Unfortunately, it may already be too late.
- Honor: Harry is noted for his tendency to judge people by their actions, and not by their words. This is why he has chosen to align himself with Sorceress Artemisia, because it was clear that she's fighting for the right to exist in a world where the "good guys" might as well be NAZI's.
- Motivation: Doing Good: Harry will always try to help those in need, no matter what the personal cost may be.
- Quirk: While Harry usually has a plan for what to do when things go wrong, the fact remains that he also lives by the maxim that "no plan survives contact with the enemy."
- Relationship: Harry's loyalty to those whom he considers his friends and family is unwavering, and as of recently, the only person to be counted among that number is the Sorceress Artemisia.

Languages
Basic (English) [Native], Galbadian, Latin

Defense
Dodge 11/9, Parry 11/9, Fortitude 8, Toughness 9/4, Will 12

Power Points
Abilities 66 + Powers 84 + Advantages 36 + Skills 46 (91 ranks) + Defenses 18 = 250
Last edited by DalkonCledwin on Fri Dec 30, 2022 11:30 am, edited 1 time in total.
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DalkonCledwin
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Artemisia Moonfall / The MCs / Guardian Knight

Post by DalkonCledwin »

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Artemisia Moonfall - Arc 1 - PL 10
Age: 21 / Height: 5' 7" / Weight: 139 lbs / Hair Color: Silver / Eye Color: Yellow
Group Affiliations: The Sorceress Alliance (Co-Founder) / Base of Operations: The Sky Castle, Orphanage Coast, Centra
Wealth Rank: +16 / Rep Rank: +12 / Knockback Mod: -12/-2

Strength 0, Stamina 2, Agility 3, Dexterity 3, Fighting 5, Intellect 7, Awareness 3, Presence 3

General Advantages
Assessment, Attractive, Beginner's Luck, Benefit 3: (Renown, Wealth 2: [Independently Wealthy]), Chronal Bulwark, Chronal Memory, Conviction, Defensive Attack, Defensive Roll 3, Dirty Fighting, Eidetic Memory, Equipment 7, Fascinate (Persuasion), Favored Environment: (Aerial), Great Endurance, Improved Aim, Improved Initiative 2, Inspire 3, Languages 4, Leadership, Mind Over Body, Monstrous Empathy, Ritualist, Speed of Thought, Takedown, Teamwork, Trance, Ultimate Effort: (Aim)

Enhanced Advantages
Evasion 2, Favored Environment: (Crowded Areas), Luck (Inspiration) 2, Luck 2, Seize Initiative, Skill Mastery: (Expertise: History), Skill Mastery: (Expertise: Magic), Uncanny Dodge

Skills
Athletics 4 (+4), Deception 4 (+8/+7), Expertise (AWE): Survival 6 (+9), Expertise: Cosmology 6 (+13), Expertise: Current Events 6 (+14/+13), Expertise: History 6 (+15/+13), Expertise: Magic 10 (+19/+17), Insight 6 (+9), Investigation 4 (+15/+11), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat: Magic 5 (+8), Stealth 4 (+7), Technology 6 (+13)

Powers
Daughter of Hyne Physiology
. . Curious: Enhanced Trait 2 (racial talent, Investigation +4 (+15); Limited: to Gathering Information)
. . Expanded Awareness: Senses 3 (racial trait, Awareness: Magical Effects [Mental], Danger Sense: Vision, Radius: Magic Awareness, Advantages: Evasion 2, Seize Initiative, Uncanny Dodge)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Focused Study: Enhanced Trait 4 (racial talent, Expertise +2 (+19), Expertise +2 (+15), Advantages: Skill Mastery, Skill Mastery)
. . Heart of the Streets: Movement 2 (racial talent, Sure-footed 2, Advantages: Favored Environment: (Crowded Areas); Limited: to Urban Environments)
. . Integrated: Enhanced Trait 1 (racial talent, Deception +1 (+8), Expertise +1 (+14))
. . Invulnerabilities: Immunity 4 (racial trait, Disease, Poison, Uncommon Descriptor: The Slow Spell; Feature: Longevity (Up to 537 years); Quirk: Artemisia is only immune to mundane diseases & poisons)
. . Levitation: Flight 4 (racial talent, Speed: 30 miles/hour, 500 feet/round)
. . Mage Armor: Protection 4 (racial talent, +4 Toughness; Sustained)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Ice Staff (Easily Removable)
. . Power Staff: Array
. . . . Cold Blast: Affliction 7 (cold, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Increased Range: ranged)
. . . . Staff Strike: Strength-based Damage 3 (bludgeoning, DC 18; Defensive, Reach (melee): 5 ft.)
Master of Temporal Magic: Array
. . Aevum ~ Entropy: Cumulative Affliction 7 (talent, time, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged, Notes: Transformed: [Into a really old person])
. . Aevum ~ Personal Time: Damage 7 (talent, time, DC 22; Increased Range 2: perception, Indirect 4: any point, any direction, Variable Descriptor: close group - objects and hazards of opportunity)
. . Dimension Door: Teleport 6 (para-magic, time, 1800 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)
. . Gravity: Burst Area Move Object 10 (para-magic, time, 25 tons, DC 25; Burst Area: 30 feet radius sphere, DC 20, Damaging; Limited: Pulling Downwards)
. . Great Attractor: Line Area Damage 8 (conjuration, sorcery, DC 23; Line Area 3: 5 feet wide by 120 feet long, DC 18)
. . Hell's Judgement: Cloud Area Affliction 8 (necromantic, sorcery, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cloud Area 3: 60 feet radius sphere, DC 18, Increased Range: ranged; Distracting)
. . Maelstrom: Damage 8 (necromantic, sorcery, DC 23; Alternate Resistance: Fortitude, Increased Range: ranged, Incurable)
. . Recall Agony: Damage 10 (para-magic, time, DC 25; Increased Range: ranged, Triggered: 1 use - When Artemisa begins her next round)
. . Shield: Create 10 (abjuration, sorcery, Volume: 1000 cft., DC 20; Impervious, Subtle 2: invisible, Tether; Concentration, Proportional)
. . Slow: Concentration Affliction 12 (para-magic, time, 1st degree: Hindered, Vulnerable, Resisted by: Fortitude, DC 22; Concentration, Extra Condition, Increased Range: ranged; Limited Degree 2)
. . Temporal Stasis: Linked Effect
. . . . Temporal Invisibility: Concealment 10 (Linked; limit break, time, All Senses; Concentration, Distracting)
. . . . Temporal Phasing: Insubstantial 4 (Linked; limit break, time, Incorporeal; Concentration, Distracting)
. . Time Flicker: Concealment 4 (talent, time, All Visual Senses; Partial)
Ring of Protection (Removable)
. . Enchanted Jewelry: Protection 3 (accessory, +3 Toughness)
Special Qualities
. . Foresight: Enhanced Trait 2 (limit break, Advantages: Luck (Inspiration) 2)
. . Temporal Hiccup: Luck Control 2 (talent, time, Bestow Luck, Force a Re-roll, Advantages: Luck 2)
. . Time Shift: Senses 4 (talent, time, Precognition; Feature: Retcon Events, Sustained; Unreliable (1 use))

Equipment
The Sky Castle

Offense
Initiative +15
Aevum ~ Entropy: Cumulative Affliction 7, +8 (DC Fort 17)
Aevum ~ Personal Time: Damage 7 (DC 22)
Cold Blast: Affliction 7, +8 (DC Fort 17)
Grab, +5 (DC Spec 10)
Gravity: Burst Area Move Object 10 (DC 25)
Great Attractor: Line Area Damage 8 (DC 23)
Hell's Judgement: Cloud Area Affliction 8 (DC Fort 18)
Maelstrom: Damage 8, +8 (DC Fort 23)
Recall Agony: Damage 10, +8 (DC 25)
Slow: Concentration Affliction 12, +8 (DC Fort 22)
Staff Strike: Strength-based Damage 3, +5 (DC 18)
Throw, +3 (DC 15)
Unarmed, +5 (DC 15)

Complications
- Honor: Artimeisia is willing to listen to every side of an argument before making her own judgment on a given topic.
- Motivation: Freedom: Artemisia believes that chains are meant to be broken, as are those who would forge them. This means she is radically opposed to the White SeeD who are attempting to commit genocide against anyone who has an innate ability to utilize magic.
- Relationship: Artemisia has a family, but she has no idea where they are, or if they are even still alive. She hopes that one day she might be able to see them again.
- Troubled Past: Artemisia has lost too many people that were close to her, which means she has a hard time getting close to other people. Even worse, she has been burned by those claiming to be her allies a few times too many, and thus has trouble trusting anyone who claims to be her friend.

Languages
Basic (English) [Native], Centraian, Estharan, Galbadian, Kupo (Moogle), Runic, Shumi, Tonkin (Telepathic)

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 12/5, Will 12

Power Points
Abilities 52 + Powers 105 + Advantages 44 + Skills 40 (79 ranks) + Defenses 19 = 260

--------------------
Home Sweet Home
The Sky Castle - PL 10

Toughness 12, Size Huge

Features:
Armory (100 ep), Artificer's Lab, Chapel, Cold Storage, Concealed 3 (Cloud Camouflage, DC 30), Defensive Enchantments (Blast 10), Great Garden, Holding Cells 2: (Imp. Tough 18), Infirmary, Isolated (In the Sky), Kitchen & Mess Hall, Library, Living Space, Movable, Mystic Locale, Personnel, Pool, Ritual Chamber, Sealed, Trophy Room, Vault 3 (DC 30, Tough 18), Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 29 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 35
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DalkonCledwin
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Omega / The MCs / Guardian Knight

Post by DalkonCledwin »

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Omega - Arc 1 - PL 10
Age: Looks 21 / Height: 5' 6" / Weight: 307 lbs / Hair Color: Silver / Eye Color: Blue
Group Affiliations: The Sorceress Alliance / Base of Operations: The Sky Castle, Orphanage Coast, Centra
Wealth Rank: +8 / Rep Rank: +10 / Knockback Mod: -11

Strength 10, Stamina -, Agility 3, Dexterity 3, Fighting 7, Intellect 2, Awareness 4, Presence 2

General Advantages
Attractive, Daze (Deception), Defensive Attack, Diehard, Dual-Casting 2, Evasion, Fascinate (Persuasion), Fearless, Improved Grab, Improved Hold, Languages 2, Magitek Engineer, Move-by Action, Power Attack, Second Chance: (Acrobatics checks for Tumbling), Startle, Takedown, Taunt, Teamwork, Withstand Damage

Enhanced Advantages
Beginner's Luck, Eidetic Memory, Jack-of-all-trades, Luck 2

Skills
Acrobatics 10 (+13), Athletics 4 (+14), Deception 8 (+10), Expertise: Magic 10 (+12), Expertise: Magitek 8 (+10), Intimidation 8 (+10), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+8), Ranged Combat: Magic 5 (+8), Stealth 4 (+7), Technology 8 (+10), Vehicles 4 (+7)

Powers
Adept of the Mystic Arts: Array
. . Aero: Move Object 12 (magitek, wind, 100 tons, DC 27; Damaging; Limited Direction: Repulsion)
. . Cura: Burst Area Healing 8 (life, magitek; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Selective; Tiring)
. . Fira: Burst Area Damage 8 (fire, magitek, DC 23; Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged, Secondary Effect)
. . Gravity: Burst Area Move Object 10 (magitek, time, 25 tons, DC 25; Burst Area: 30 feet radius sphere, DC 20, Damaging; Limited: Pulling Downwards)
. . Light Pillar: Damage 14 (magitek, radiant, DC 29; Increased Range: ranged; Inaccurate: -2)
. . Lv? Death: Damage 12 (blue magic, magitek, DC 27; Alternate Resistance: Fortitude, Increased Range: ranged; Unreliable (roll))
. . Megido Flame: Burst Area Damage 8 (fire, magitek, DC 23; Burst Area 2: 60 feet radius sphere, DC 18, Increased Range: ranged)
. . Meteor: Damage 10 (forbidden, impact, magitek, DC 25; Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Multiattack)
. . Raise: Healing 10 (life, magitek; Resurrection; Tiring)
. . Ultima: Burst Area Damage 8 (forbidden, magitek, DC 23; Burst Area 3: 120 feet radius sphere, DC 18, Feature: Extraordinary Effort for +2 effect rank, Increased Range: ranged; Tiring)
Omega Blade (Easily Removable)
. . Second Best Weapon: Array
. . . . Dispelling Strike: Linked Effect
. . . . . . Dispel Strike: Nullify 10 (Linked; magical talent, Counters: Magical Effects, DC 20; Broad, Simultaneous; Limited: Not vs. Alteration Effects, Reduced Range: close)
. . . . . . Sword Strike: Strength-based Damage 3 (Linked; slashing, DC 28; Dangerous, Penetrating 13)
. . . . Slash: Strength-based Damage 3 (slashing, DC 28; Dangerous, Penetrating 13, Variable Descriptor: close group - Allows Omega to add the Incurable or Affects Insubstantial 1 modifiers to this weapon)
. . . . Terra Break: Strength-based Damage 3 (slashing, DC 28; Multiattack [10 extra ranks], Penetrating 13, Variable Descriptor: close group - Allows Omega to add the Incurable or Affects Insubstantial 1 modifiers to this weapon; Distracting)
Omicron Physiology
. . Composite Plating: Protection 9 (racial trait, +9 Toughness; Impervious [1 extra rank])
. . Dense Material: Density Growth 1 (racial trait, +1 STR, +1 Tough, +1 mass rank; Density, Innate; Permanent)
. . Heavy Slam: Strength-based Damage 1 (bludgeoning, DC 26)
. . Invulnerabilities: Immunity 31 (racial trait, Aging, Fortitude Effects)
. . Magitek Unit: Senses 5 (racial trait, Awareness: Magical Effects [Mental], Darkvision, Extended: Visual Senses 1: x10, Radius: Magic Awareness)
. . Resistances: Immunity 5 (racial trait, Emotion Effects; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Convert: Healing 7 (magitek; Action: move; Tiring)
. . Quick Learner: Quickness 4 (talent, Perform routine tasks in -4 time ranks, Advantages: Beginner's Luck, Eidetic Memory, Jack-of-all-trades; Limited to One Type: Mental Tasks)
. . Spell Power: Luck Control 1 (magitek, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance checks vs. Omega's spells)

Offense
Initiative +3
Aero: Move Object 12, +8 (DC 27)
Dispel Strike: Nullify 10, +7 (DC Will 20)
Fira: Burst Area Damage 8 (DC 23)
Grab, +7 (DC Spec 20)
Gravity: Burst Area Move Object 10 (DC 25)
Heavy Slam: Strength-based Damage 1, +7 (DC 26)
Light Pillar: Damage 14, +6 (DC 29)
Lv? Death: Damage 12, +8 (DC Fort 27)
Megido Flame: Burst Area Damage 8 (DC 23)
Meteor: Damage 10, +8 (DC 25)
Slash: Strength-based Damage 3, +7 (DC 28)
Sword Strike: Strength-based Damage 3, +7 (DC 28)
Terra Break: Strength-based Damage 3, +7 (DC 28)
Throw, +3 (DC 25)
Ultima: Burst Area Damage 8 (DC 23)
Unarmed, +7 (DC 25)

Complications
- Constructed: Omega is treated as both a Humanoid and a Construct for purposes of effects that target either of these two species.
- Emotionally Stunted: Omega currently lacks the ability to understand emotions, and is therefore considered to be Impaired on her Insight checks for Detecting Influence & Evaluation.
- Honor: Omega is always polite and respectful towards those she meets, since she will never know which of them could have been her creator. She is also willing to listen to each side of an argument before making her own judgment on any given topic.
- Motivation: Might: Omega isn't sure what she wants to do in life, but she is certain that her raw brute strength will help her prevail in everything that she sets out to accomplish!
- Poor Healer: Healing spells & powers are treated as though they were functioning at half their normal effect ranks when used on Omega. Her Convert power ignores this complication.
- Relationships: Omega's loyalty to her friends and surrogate family is unshakeable, which is a group that currently consists of Harry Potter and Artemisia Moonfall.

Languages
Basic (English), Binary [Native], Centraian

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

Power Points
Abilities 50 + Powers 148 + Advantages 22 + Skills 44 (87 ranks) + Defenses 16 = 280
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DalkonCledwin
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Hyne's Only Begotten Son Brainstorm & Notes

Post by DalkonCledwin »

Hyne’s Only Begotten Son
Premise: When Voldemort tried to kill baby Harry, the backlash of magic sent the boy to another world, where he was adopted by Cid and Edea Kramer. Harry, a rare Sorcerer, has Quistis Trepe as his Knight. But when his mother begins acting strangely, and Galbadia steps up its aggression, Harry, Quistis, Squall, and the others must unravel a plot, and defeat a foe from the distant future…
Required Inclusions:
- Harry must possess a single dedicated Guardian Force that he is junctioned to, rather than Junctioning as many as possible, allowing him to keep his memory intact throughout the story.
- Harry must be paired with Quistis at the very least, additional girls are permissible, but certainly not required for the purposes of this fic.
- Harry’s presence in this world must be a direct result of Hyne’s interference in the timestream, since Hyne is effectively a god in that world.
- Harry must be considered a sort of “male Sorceress”, or rather a Sorcerer, but without the drawback of having his Magic run rampant since he was born with that ability.
- Harry’s preferred weapon must be a Double-Ended Glaive, and he must have the ability to create said weapon out of the Elemental Attribute that acts as his Sorcery Trait.
- Harry’s Guardian Force must be Leviathan, or another water Aeon, which is what gives him his Elemental Attribute, and that Guardian Force should also be a manifestation of the Scarcrux.
Preferred Inclusions:
- Instead of being one of Quistis’ students, Harry should be one of her colleagues, and may even be the Instructor who teaches Garden students how best to utilize the Draw System.
- In addition to being a Sorcerer, Harry could possess the “Echo” from Final Fantasy XIV, which is what Ellone is apparently capable of, which may explain his enhanced memory.
- Harry doesn’t need to be part of the Main Cast, but the author is welcome to add him to it if that is their desire. Indeed it’d make sense to do so if Quistis is his Knight.
Optional Inclusions:
- Quistis could take on the role of “Lady Knight” to Harry’s “Sorcerer”, with the two becoming romantically connected in much the same way that Squall and Rinoa do in the later game.
- If Harry does join the main cast, then his Sorcery could eventually be discovered.
Forbidden Things:
- Rinoa being part of Harry’s harem. She is Squall’s girl, ‘nuff said.
- The main cast breaking up due to Harry being a Sorcerer.
- Harry the pathetic & malevolent emo doormat.
- Harry being involved in a male-slash pairing.
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Harry Kramer / The MCs / Hyne's Only Begotten Son

Post by DalkonCledwin »

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Harry Kramer - Arc 1 - PL 8
Age: 18 / Height: 5' 9" / Weight: 168 lbs / Hair Color: Brown / Eye Color: Aqua
Group Affiliations: Balamb Garden & SeeD / Base of Operations: Balamb Garden, Balamb Island
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -7/-1

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 6, Intellect 2, Awareness 3, Presence 4

General Advantages
Attractive, Beloved: (Quistis Trepe), Benefit 3: (Security Clearance 2: [SeeD Operations], Wealth: [Well-Off]), Close Attack 2, Connected, Conviction, Defensive Attack, Defensive Roll 6, Equipment 1, Fascinate (Persuasion), Improved Grab, Improved Hold, Inspire 2, Languages 2, Leadership, Mind Over Body, Ritualist, Second Chance: (When Resisting Mental Control), Set-up, Skill Mastery: Expertise (AWE): Triple Triad, Teamwork

Enhanced Advantages
Animal Empathy, Chef

Skills
Acrobatics 4 (+6), Athletics 2 (+2), Expertise (AWE): Cooking 4 (+9/+7), Expertise (AWE): Mercenary 2 (+5), Expertise (AWE): Triple Triad 8 (+11), Expertise: Magic 8 (+10), Insight 4 (+7), Investigation 4 (+6), Perception 6 (+9), Persuasion 4 (+8), Ranged Combat: Magic 6 (+8), Stealth 4 (+6), Technology 2 (+4), Treatment 6 (+8), Vehicles 4 (+6)

Powers
Disciple of High Sorcery: Array
. . Confundo: Concentration Affliction 8 (enchantment, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Hearing)
. . Greater Apparition: Teleport 8 (conjuration, Carry 400 lbs.; Accurate, Change Direction, Extended: 250 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Locomotor: Move Object 8 (telekinetic, 6 tons; Increased Range: perception, Precise, Subtle: subtle; Concentration)
. . Magic Strike: Linked Effect
. . . . Aqua Strike: Strength-based Damage 6 (Linked; limit break, water, DC 21; Dangerous, Reach (melee): 5 ft.; Tiring)
. . . . Deafening Strike: Cumulative Affliction 6 (Linked; limit break, water, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cumulative, Reach (melee): 5 ft.; Limited: Affects Hearing Only, Tiring)
. . Protego Duo: Burst Area Deflect 8 (abjuration; Burst Area: 30 feet radius sphere, DC 18, Reflect, Selective; Reduced Range: close)
. . Tsunami: Cone Area Damage 8 (guardian force, water, DC 23; Cone Area 2: 120 feet cone, DC 18; Build Up)
Magical Human Physiology
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 255 years); Quirk: Harry is only immune to mundane diseases & poisons)
. . Magical Awareness: Senses 2 (racial trait, Awareness: Magical Effects [Mental], Radius: Magic Awareness)
. . Parseltongue: Comprehend 2 (racial talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Feature 2: Guardian Force Bond (Directed Inspiration); Narrow Type: Serpents)
. . Skill Expertise: Enhanced Trait 2 (racial talent, Expertise (AWE) +2 (+9), Advantages: Chef)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Spear (Easily Removable)
. . Garden Dragoon Unit: Array
. . . . Blizzard: Cumulative Affliction 8 (ice, junction 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 (junction magic, life; Increased Range: ranged; Unreliable (5 uses))
. . . . Fire: Damage 8 (fire, junction magic, DC 23; Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
. . . . Sleep: Cumulative Affliction 8 (junction magic, status, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Spear Strike: Strength-based Damage 2 (piercing, DC 17; Dangerous, Reach (melee): 5 ft.)
. . . . Thunder: Cumulative Affliction 8 (junction magic, thunder, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Unreliable (5 uses))

Equipment
Flashlight, Medical Kit, Toolkit (Basic)

Offense
Initiative +2
Aqua Strike: Strength-based Damage 6, +8 (DC 21)
Blizzard: Cumulative Affliction 8, +8 (DC Fort/Will 18)
Confundo: Concentration Affliction 8 (DC Will 18)
Deafening Strike: Cumulative Affliction 6, +8 (DC Fort 16)
Fire: Damage 8, +8 (DC 23)
Grab, +8 (DC Spec 10)
Locomotor: Move Object 8 (DC 18)
Sleep: Cumulative Affliction 8, +8 (DC Fort 18)
Spear Strike: Strength-based Damage 2, +8 (DC 17)
Throw, +2 (DC 15)
Thunder: Cumulative Affliction 8, +8 (DC Fort 18)
Tsunami: Cone Area Damage 8 (DC 23)
Unarmed, +8 (DC 15)

Complications
- External Power Source: Harry must “Draw” replacements for her Unreliable magic from the monsters he battles, or else from special “Draw Points”, the latter of which requires an hour of downtime, and the former of which requires at least two degrees of success on a DC 15 Insight check. Harry can only renew one spell per successful Insight check.
- Honor: Harry is always polite and respectful towards others, even his enemies; and he will usually try to judge others based on their actions, rather than their words.
- Motivation: Doing Good: Harry always tries to help those in need, no matter what the personal cost.
- Quirk: Harry tends to overlook obvious solutions in favor of needlessly complicated ones.
- Relationships: Harry's loyalty to his friends and family, most of whom hail from Edea Kramer's old orphanage, is unwavering.

Languages
Basic [Native], Latin, Military Sign

Defense
Dodge 9, Parry 9, Fortitude 3, Toughness 7/1, Will 10

Power Points
Abilities 40 + Powers 56 + Advantages 31 + Skills 34 (68 ranks) + Defenses 19 = 180
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Quistis Trepe / The MCs / Hyne's Only Begotten Son

Post by DalkonCledwin »

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Quistis Trepe - Arc 1 - PL 8
Age: 18 / Height: 5' 6" / Weight: 115 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Balamb Garden Instructors / Base of Operations: Balamb Garden, Balamb Island
Wealth Rank: +12 / Rep Rank: +10 / Knockback Mod: -6/-1

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 6, Intellect 3, Awareness 2, Presence 3

General Advantages
All-out Attack, Attractive, Beloved: (Harry Kramer), Benefit 4: (Renown, Security Clearance 2: [SeeD Operations], Wealth: [Well-Off]), Connected, Contacts, Conviction, Defensive Roll 5, Equipment 1, Fascinate (Persuasion), Guidance, Improved Critical: (Whips), Inspire 2, Interpose, Languages 3, Move-by Action, Power Attack, Quick Draw, Teamwork, Top Gun, Uncanny Dodge, Well-read, Withstand Damage

Enhanced Advantages
Eidetic Memory, Skill Mastery: (Expertise: History)

Skills
Close Combat: Whips 2 (+8), Deception 2 (+5), Expertise (AWE): Research 6 (+8), Expertise (AWE): Triple Triad 8 (+10), Expertise: History 8 (+13/+11), Expertise: Magic 6 (+9), Expertise: Writing 4 (+7), Insight 4 (+6), Investigation 4 (+7), Perception 2 (+4), Persuasion 8 (+11), Ranged Combat: Heavy Weapons 2 (+4), Ranged Combat: Magic 6 (+8), Stealth 4 (+6), Technology 2 (+5), Treatment 2 (+5), Vehicles 4 (+6)

Powers
Blue Magic Specialist: Array
. . DeathBlow!!: Linked Effect
. . . . Collision: Line Area Damage 5 (Linked; guardian force, DC 20; Line Area 2: 5 feet wide by 60 feet long, DC 15; Build Up)
. . . . Stop!: Line Area Affliction 5 (Linked; guardian force, time, 3rd degree: Incapacitated, Resisted by: Will, DC 15; Line Area 2: 5 feet wide by 60 feet long, DC 15; Build Up, Limited Degree (third only))
. . Laser Eye: Damage 8 (energy, limit break, DC 23; Increased Range 2: perception; Tiring)
. . Ultra Waves: Cumulative Line Area Affliction 8 (limit break, sonic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 18; Line Area 2: 5 feet wide by 60 feet long, DC 18, Cumulative; Limited: Affects Hearing Only, Tiring)
Chain Whip (Easily Removable)
. . Garden Instructor: Array
. . . . Blizzard: Cumulative Affliction 8 (ice, junction 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 (junction magic, life; Increased Range: ranged; Unreliable (5 uses))
. . . . Fire: Damage 8 (fire, junction magic, DC 23; Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
. . . . Sleep: Cumulative Affliction 8 (junction magic, status, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Thunder: Cumulative Affliction 8 (junction magic, thunder, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Whip It Good: Damage 3 (slashing, DC 18; Disarming, Grabbing, Reach (melee) 4: 20 ft.)
Human Physiology
. . Keen Mind: Senses 2 (racial trait, Direction Sense, Time Sense, Advantages: Eidetic Memory)
. . Magical Awareness: Senses 2 (racial trait, Awareness: Magical Effects [Mental], Radius: Magic Awareness)
. . Skill Expertise: Enhanced Trait 2 (racial talent, Expertise +2 (+13), Advantages: Skill Mastery)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)

Equipment
Flashlight

Offense
Initiative +2
Blizzard: Cumulative Affliction 8, +8 (DC Fort/Will 18)
Collision: Line Area Damage 5 (DC 20)
Fire: Damage 8, +8 (DC 23)
Grab, +6 (DC Spec 10)
Laser Eye: Damage 8 (DC 23)
Sleep: Cumulative Affliction 8, +8 (DC Fort 18)
Stop!: Line Area Affliction 5 (DC Will 15)
Throw, +2 (DC 15)
Thunder: Cumulative Affliction 8, +8 (DC Fort 18)
Ultra Waves: Cumulative Line Area Affliction 8 (DC Fort 18)
Unarmed, +6 (DC 15)
Whip It Good: Damage 3, +8 (DC 18)

Complications
- External Power Source: Quistis must “Draw” replacements for her Unreliable magic from the monsters she battles, or else from special “Draw Points”, the latter of which requires an hour of downtime, and the former of which requires at least two degrees of success on a DC 15 Insight check. Quistis can only renew one spell per successful Insight check
- Honor: Quistis is willing to listen to every side of an argument before she makes her own judgement regarding the situation. Quistis also tries to maintain a cool and aloof attitude in front of her students, never once raising her voice to those whom she is instructing, even when they are being exasperating.
- Motivation: Responsibility: Quistis believes that people deserve to be treated with dignity and respect.
- Self-Prejudice: Quistis has a tendency to judge others harshly, and herself even more harshly than she does with them.
- Troubled Past: Before too long, Quistis will be "robbed" of her position as a Garden Instructor due to how she "mishandled" Seifer Almasy's training, as the Garden Faculty (which is different from the Garden Instructors) feel that he "deserves" to be a recognized SeeD Operative.

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

Defense
Dodge 10, Parry 10, Fortitude 3, Toughness 6/1, Will 8

Power Points
Abilities 38 + Powers 42 + Advantages 33 + Skills 37 (74 ranks) + Defenses 20 = 170
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Modified Spellcasting Rules for FF7

Post by DalkonCledwin »

Casting a Spell (Cetra Edition)
Under optimal conditions, a Cetra would never have to make an Expertise Check to see if he succeeds. But in the midst of combat, concentration becomes very important. Which is why casting a spell can be considered very distracting. The player simply makes an Expertise (magic) check against a DC of 10, for every point that you succeed your check by, determines how powerful the spell can be. There are things that can make this difficult too:

- Taking Damage: Increase DC by the highest unresisted Damage Rank suffered in the previous round.
- On the difficult ground: Increase DC by +2 (this could be while riding a horse, on the heaving of the deck of a ship)
- On the dangerous ground: Increased the DC by +5 (Riding a horse at a fast pace. The heavy pitch in stormy seas)
- Impaired/Hindered: Increase the DC by +2 (If a wizard has been grabbed or restrained in some fashion)
- Disabled/Immobile: Increased the DC by +5.

Casting a Spell (Materia Edition)
These penalties do not apply to spells cast using Materia, however to cast a spell from a Materia slot, you must make a DC (10 + Materia Power Rank) Expertise: Magic check in order to successfully use that Materia.
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Slice of Heaven Brainstorm & Notes

Post by DalkonCledwin »

Slice of Heaven
Premise: Appearing in another world wasn’t exactly what Harry was expecting when he boarded one of the trains in the spectral version of King’s Cross Station. Of course, he also wasn’t expecting to play the bloody hero to a young maiden that was bleeding out from a sword wound in her stomach. But then, he wouldn’t be who he is if he didn’t have that damnable urge to save people!
Required Inclusions:
- Harry Potter must have boarded one of the trains in the spectral version of King’s Cross Station, only to reappear in the Nibelheim Reactor just after Tifa got run through by Sephiroth.
- Being who he is, Harry must do what he can in order to save Tifa’s life, and take her to safety before Shinra can lock down the village of Nibelheim and kill the surviving inhabitants.
- Harry must come to deeply care for Tifa over the next few weeks as she is recovering from her injury, and during their journey to Midgar, where Tifa hopes to find one of her childhood friends.
- Once in Midgar, Harry and Tifa must establish the 7th Heaven Bar, and come to be co-owners of what will one day become the headquarters for the restructured version of AVALANCHE.
- Tifa must come to reciprocate Harry’s feelings for her, which will result in the development of a romantic relationship between the two, with Cloud ultimately being paired with Aerith.
- This story must include elements from the entire Compilation of Final Fantasy VII, especially in regards to Crisis Core: Final Fantasy VII & the original Final Fantasy VII video game.
Preferred Inclusions:
- In addition to Tifa, Harry should end up involved in a romantic relationship with Jessie Rasberry, who could be one of the first members of Avalanche to turn up at Harry & Tifa’s bar.
- Harry should be the party’s dedicated Black Mage, meaning that he will have a specific Elemental Alignment that his magic is more suited to, while still being able to cast other spells.
- Harry should join Cloud’s campaign to stop Sephiroth and rescue the planet from certain annihilation, especially as that will mean he can stay close to Tifa during her adventures.
Optional Inclusions:
- Harry’s magic could be vital to the task of saving Aerith’s life while they are in the Ancient City.
- One of Harry’s old friends from Hogwarts could show up at some point during his adventures with AVALANCHE. Bonus points if this is a girl who joins his romantic pairing.
Forbidden Things:
- Harry being involved in a male-slash pairing.
- Harry & Tifa, the malevolent emo doormats.
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Harry Potter / The MCs / Slice of Heaven

Post by DalkonCledwin »

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Art by Xiirenity on DeviantArt; Edit by Ares

Harry J. Potter-Black - Arc 1 - PL 8
Age: 22 / Height: 5' 11" / Weight: 176 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: AVALANCHE (Ally) / Base of Operations: 7th Heaven, Sector 7 Slums, Midgar
Wealth Rank: +12 / Rep Rank: +10 / Knockback Mod: -6/-3

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

General Advantages
Attractive, Beginner's Luck, Benefit 2: (Renown, Wealth: [Well-Off]), Connected, Conviction, Defensive Roll 3, Equipment 4, Extraordinary Effort, Fascinate (Persuasion), Fast Grab, Improved Grab, Improved Treatment, Inspire 2, Languages 3, Leadership, People Person, Potion Brewing, Power Attack, Quick Draw, Ranged Attack 2, Ritualist, Teamwork

Enhanced Advantages
Animal Empathy, Improved Initiative

Skills
Athletics 4 (+4), Close Combat: Batons 2 (+4), Close Combat: Grab 4 (+6), Expertise (AWE): Cooking 4 (+7), Expertise: Business & Finance 4 (+7), Expertise: History 6 (+9), Expertise: Magic 10 (+13), Investigation 4 (+7), Perception 8 (+11), Persuasion 6 (+11), Ranged Combat: Magic 3 (+5), Stealth 4 (+6), Treatment 4 (+7), Vehicles 4 (+6)

Powers
Cetra Sorcerer Physiology
. . Expanded Awareness: Senses 5 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Extended: Mental Senses 1: x10, Low-light Vision, Radius: Magic Awareness; Feature 2: Planetary Whisper (Directed Inspiration))
. . Fleet of Foot: Speed 2+1 ([Stacking ranks: +1], racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 150 years))
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Sleep; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial talent, Spirits - Communicate, Spirits - Medium; Affects Others, Sustained)
Death's Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 4 (accessory, All Visual Senses; Feature: Can't be nullified by Thief's Downfall)
Expandable Baton (Easily Removable)
. . Modern Weaponry: Array
. . . . Baton Strike: Strength-based Damage 2 (bludgeoning, DC 17; Concealable)
. . . . Thunder: Line Area Damage 6 (lightning, magic materia, DC 21; Line Area 3: 5 feet wide by 120 feet long, DC 16, Feature: Extraordinary Effort for +2 effect rank; Tiring)
Mythril Armlet (Removable)
. . Armored Jewelry: Protection 2 (armor, +2 Toughness)
. . Speed Plus: Speed 1 (complete materia, Speed: 4 miles/hour, 60 feet/round, Advantages: Improved Initiative; Stacks with: Fleet of Foot: Speed 2+1)
Novice of the Mystic Arts: Array
. . Apparition: Teleport 9 (magical travel, 2 miles in a move action, carrying 400 lbs.; Change Direction, Extended: 500 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . Blitsify: Cumulative Affliction 6 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Cumulative, Increased Range: ranged)
. . Expelliarmus: Damage 9 (charm, DC 24; Disarming (No Damage), Increased Range: ranged)
. . Wingardium Leviosa: Move Object 6 (charm, 3200 lbs., DC 21; Damaging, Subtle: subtle)
Special Qualities
. . Double Cast: Enhanced Extra 9 (limit break; Multiattack, Variable Descriptor: close group - Any Spell Effect Harry Wields; Tiring)
. . Heart of Thunder: Burst Area Affliction 1 (electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 11; Burst Area: 30 feet radius sphere, DC 11, Reaction 3: reaction; Activation: move action, Notes: Reaction Trigger: When Harry casts a Lightning spell)
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Feature: Grants fluency in the Saha (Sahagin) language; Narrow Type: Serpents)
. . Together Against the World: Feature 1 (social talent, Notes: There is solidarity among those who are foreign to Gaia. When Harry finds others of similar origins in his travels, they will be inclined to look upon him favorably and treat him well. Foreign enclaves of his people will hide Harry from those searching for him, welcome him with hospitality, and will refuse to testify against him, unless he has proven himself a threat to their continued existence. They are even likely to offer him a small discount for trades and services)

Equipment
Book of Lore, Cell Phone (Smartphone), Explorer's Pack, Throwing Daggers

Offense
Initiative +6
Baton Strike: Strength-based Damage 2, +4 (DC 17)
Blitsify: Cumulative Affliction 6, +7 (DC Will 16)
Expelliarmus: Damage 9, +7 (DC 24)
Grab, +6 (DC Spec 10)
Heart of Thunder: Burst Area Affliction 1 (DC Fort 11)
Throw, +4 (DC 15)
Throwing Daggers, +4 (DC 16)
Thunder: Line Area Damage 6 (DC 21)
Unarmed, +2 (DC 15)
Wingardium Leviosa: Move Object 6, +7 (DC 21)

Complications
- Confined: Harry is unable to return to Terra (aka Earth), and is frequently melancholy or in black moods because of this fact.
- Easily Distracted: Harry is endlessly curious about the people who inhabit the world of Gaia.
- Motivation: Protector: Harry will happily stand up in defense of those who are incapable of defending themselves.
- Quirk: Harry has a tendency to contextualize the actions of others in light of the cultures that existed on the world of Terra.
- Significant Others: Harry is romantically involved with two young women, first is Tifa Lockhart, whom he saved from the Nibelheim Reactor, and second is Jessie Rasberry, who came to Midgar in search of a way to save her father after quitting her job as an actress.
- Troubled Past: Though he didn't realize he was doing it at the time, the fact remains that Harry traveled to Gaia in order to start over and bury his past, which was particularly traumatic.

Languages
Ancient (Cetra), Basic [Native], Cosmoyian, Kupo (Moogle)

Defense
Dodge 10, Parry 8, Fortitude 3, Toughness 6/3, Will 9

Power Points
Abilities 36 + Powers 80 + Advantages 32 + Skills 34 (67 ranks) + Defenses 22 = 204
Last edited by DalkonCledwin on Tue Mar 07, 2023 4:44 pm, edited 1 time in total.
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Tifa Lockhart / The MCs / Slice of Heaven

Post by DalkonCledwin »

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Tifa Lockhart - Arc 1 - PL 8
Age: 20 / Height: 5' 6" / Weight: 131 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: AVALANCHE / Base of Operations: 7th Heaven, Sector 7 Slums, Midgar
Wealth Rank: +12 / Rep Rank: +10 / Knockback Mod: -7/-5

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

General Advantages
Agile Feint, Assessment, Attractive 2, Beginner's Luck, Benefit 2: (Renown, Wealth [Well-Off]), Charming, Connected, Conviction, Daze (Intimidation), Equipment 3, Fascinate (Persuasion), Fighting Style: Martial Arts A, Inspire 2, Interpose, Languages 2, Leadership, Monastic Training, Move-by Action, Second Chance: (Acrobatics checks for Tumbling), Teamwork, Trance

Fighting Style Advantages
Accurate Attack, Defensive Attack, Improved Disarm, Improved Grab, Improved Hold, Improved Trip

Skills
Acrobatics 8 (+11), Athletics 4 (+5), Close Combat: Martial Arts 4 (+8), Expertise (AWE): Theology 6 (+8), Expertise (PRE): Bartending 8 (+11), Expertise: Current Events 6 (+6), Insight 8 (+10), Intimidation 4 (+7), Investigation 4 (+4), Perception 4 (+6), Persuasion 4 (+7), Stealth 8 (+11), Technology 4 (+4)

Powers
Bronze Bangle (Removable)
. . Armored Jewelry: Protection 2 (armor, +2 Toughness)
Human Monk Physiology
. . Elemental Attunement: Feature 2 (racial talent, Notes: Tifa can produce clean, drinkable water at will, at rank –5 volume per round (increasing volume with rank). She can also make contaminated water pure and drinkable instantly at a rate of rank –5 volume per round )
. . Fleet of Foot: Speed 2 (racial talent, Speed: 8 miles/hour, 120 feet/round)
. . Tough: Protection 3 (racial trait, +3 Toughness)
Leather Gloves (Removable)
. . Chakra: Healing 4 (command materia; Action: move; Limited: Affects Self Only, Unreliable (5 uses))
. . Dive Kick: Strength-based Damage 2 (bludgeoning, DC 18; Activation: move action)
Martial Arts: Array
. . Flurry of Blows: Strength-based Damage 1 (bludgeoning, limit break, DC 17; Multiattack [1 extra rank]; Tiring)
. . Shape the Flowing River: Move Object 5 (water release, 1600 lbs.; Increased Range: perception; Limited Material: Water)
Special Qualities
. . Shelter of the Faithful: Feature 1 (social talent, Notes: As a disciple of Zangan, Tifa commands the respect of those who share her beliefs, and she can perform the katas taught to her by her Master. Tifa and her adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of the Zangan Ryuu discipline, though she must provide any material components needed for spells. Those who share her beliefs will support Tifa (but only Tifa) at a modest lifestyle)

Equipment
Cell Phone (Smartphone), Explorer's Pack, Holy Book, Holy Symbol, Incense

Offense
Initiative +3
Dive Kick: Strength-based Damage 2, +8 (DC 18)
Flurry of Blows: Strength-based Damage 1, +8 (DC 17)
Grab, +8 (DC Spec 11)
Shape the Flowing River: Move Object 5 (DC 15)
Throw, +3 (DC 16)
Unarmed, +8 (DC 16)

Complications
- Honor: Tifa can find common ground between the fiercest of enemies, empathizing with them and always working towards a peaceful resolution to their conflict.
- Motivation: Doing Good: Tifa always tries to help those in need, no matter what the personal cost. Of course, this is probably why she questions the actions of her comrades in the organization known as AVALANCHE.
- Relationship: Tifa is the childhood sweetheart of Cloud Strife, and came to Midgar, at least in part, so that she could locate her friend and remind him of the promise he made all those years ago.
- Significant Other: Tifa idolizes Harry Potter, and constantly refers to his deeds as an example by which she can live her life. Of course, she doesn't need anyone to remind her that she is also dating the object of her admiration.

Languages
Basic [Native], Cosmoyian, Kupo (Moogle)

Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 7/5, Will 5

Power Points
Abilities 36 + Powers 25 + Advantages 32 + Skills 36 (72 ranks) + Defenses 17 = 146

--------------------
Build Comments
I'm not designing stats for the 7th Heaven Bar, since it gets destroyed during what constitutes as the prologue to the entire game.
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Jessie Rasberry / The MCs / Slice of Heaven

Post by DalkonCledwin »

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Jessica 'Jessie' Rasberry - Arc 1 - PL 8
Age: 23 / Height: 5' 6" / Weight: 124 lbs / Hair Color: Brown / Eye Color: Brown
Group Affiliations: AVALANCHE / Base of Operations: 7th Heaven, Sector 7 Slums, Midgar
Wealth Rank: +16 / Rep Rank: +10 / Knockback Mod: -8/-2

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

General Advantages
Agile Feint, Attractive, Benefit 3: (Renown, Wealth 2: [Independently Wealthy]), Charming, Close Attack 2, Connected, Conviction, Dazzling Performance (Expertise: Singing), Defensive Roll 3, Dirty Fighting, Equipment 5, Fascinate (Persuasion), Improvised Tools, Interpose, Inventor, Move-by Action, People Person, Quick Draw, Ranged Attack 2, Second Chance: (Acrobatics checks for Tumbling), Teamwork, Well-informed

Enhanced Advantages
Beginner's Luck, Eidetic Memory, Jack-of-all-trades, Luck 3

Skills
Acrobatics 6 (+9), Athletics 4 (+9), Deception 6 (+11), Expertise (PRE): Acting 8 (+13), Expertise (PRE): Singing 8 (+13), Expertise (PRE): String Instruments 8 (+13), Expertise: Demolitions 6 (+11/+9), Investigation 4 (+7), Perception 4 (+6), Persuasion 6 (+11), Ranged Combat: Firearms 8 (+11), Stealth 4 (+7), Technology 8 (+11), Vehicles 4 (+7)

Powers
Human Minstrel Physiology
. . Jack of All Trades: Enhanced Trait 3 (racial talent, Advantages: Beginner's Luck, Eidetic Memory, Jack-of-all-trades)
. . Master Linguist: Comprehend 3 (racial talent, Languages - Read All, Languages - Speak All, Languages - Understand All; Quirk: Takes at least a scene to pick up a new language)
. . Skill Expertise: Enhanced Trait 1 (racial talent, Expertise +2 (+11))
Minstrel's Ballads: Array
. . Requiem: Perception Area Damage 5 (performance, DC 20; Perception Area: DC 15 - Hearing; Check Required 5: DC 14 - Expertise: Singing, Limited: Affects Undead Creatures Only)
. . Song of Accuracy: Perception Area Luck Control 1 (performance, Bestow Luck, Advantages: Luck 3; Perception Area: DC 11 - Hearing, Selective; Check Required 5: DC 14 - Expertise: Singing, Increased Action 2: move, Limited: to Improving Attack Checks, Reduced Range 2: close)
. . Song of Might: Perception Area Enhanced Trait 10 (performance, Strength +5 (+5); Affects Others, Perception Area: DC 20 - Hearing, Selective; Check Required 5: DC 14 - Expertise: Singing)
. . Song of Rest: Perception Area Healing 5 (performance; Perception Area: DC 15 - Hearing, Selective; Check Required 5: DC 14 - Expertise: Singing, Limited: Must be used outside of combat rounds)
Ribbon (Removable)
. . Conferred Invulnerabilities: Immunity 30 (accessory, Fortitude Effects)
Special Qualities
. . By Popular Demand: Feature 1 (social talent, Notes: Jessie can always find a place to perform, usually in an inn or tavern but possibly with a circus, at a theater, or even in a noble's court. At such a place, she receives free lodging and food of a modest or comfortable standard (depending on the quality of the establishment), as long as she performs each night. In addition, her performance makes Jessie something of a local figure. When strangers recognize her in a town where Jessie has performed, they typically take a liking to her)

Equipment
Cell Phone (Smartphone), Entertainer's Pack, Light Pistol, Locket, Medium Armor, Multi-tool, Musical Instrument (Basic)

Offense
Initiative +3
Grab, +4 (DC Spec 15)
Light Pistol, +13 (DC 18)
Requiem: Perception Area Damage 5 (DC 20)
Throw, +5 (DC 20)
Unarmed, +4 (DC 20)

Complications
- Hatred: Jessie will do anything to prove herself superior to the people who work for ShinRa.
- Motivation: Dreamer: Jessie believes that the world is in need of new ideas and bold action. Furthermore, she holds firm to the idea that ShinRa's efforts to drain Mako Energy from the planet is the worst thing that they could be doing.
- Quirk: Jessie knows a story relevant to almost every situation. She's also a hopeless romantic who is always searching for that "special someone", which she believes she has found in Harry Potter.
- Temper: Jessie has difficulties keeping her true feelings hidden, and her sharp tongue sometimes lands her in trouble.

Languages
Basic [Native]

Defense
Dodge 8, Parry 8, Fortitude Immune, Toughness 8/2, Will 5

Power Points
Abilities 40 + Powers 72 + Advantages 32 + Skills 42 (84 ranks) + Defenses 14 = 200
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DalkonCledwin
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Cloud Strife / The SCs / Slice of Heaven

Post by DalkonCledwin »

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Art by Zarory on DeviantArt

Cloud Strife - Arc 1 - PL 8
Age: 21 / Height: 5' 8" / Weight: 166 lbs / Hair Color: Blonde / Eye Color: Mako Green
Group Affiliations: AVALANCHE (Ally) / Base of Operations: 7th Heaven, Sector 7 Slums, Midgar
Wealth Rank: +8 / Rep Rank: +8 / Knockback Mod: -8/-5

Strength 5/3, Stamina 2, Agility 1, Dexterity 1, Fighting 4, Intellect 0, Awareness 0, Presence 2

General Advantages
Attractive, Close Attack, Combat Pilot, Connected, Conviction, Daze (Intimidation), Diehard, Equipment 6, Fascinate (Persuasion), Great Endurance, Improved Critical: (Broadswords), Inspire 2, Languages 1, Leadership, Power Attack, Quick Draw, Teamwork, Weapon Style: Two-Hander, Well-informed, Withstand Damage

Enhanced Advantages
Startle

Skills
Athletics 8 (+13), Expertise (AWE): Gambling 6 (+6), Expertise (AWE): Survival 8 (+8), Expertise: Military 4 (+4), Intimidation 4 (+8/+6), Investigation 6 (+6), Perception 8 (+8), Persuasion 4 (+6), Ranged Combat: Firearms 4 (+5), Stealth 4 (+5), Technology 4 (+4), Vehicles 6 (+7)

Powers
Buster Sword (Easily Removable (indestructible))
. . Heirloom Weapon: Array
. . . . Cross Slash: Strength-based Damage 6 (limit break, slashing, DC 26; Multiattack; Tiring)
. . . . Fire: Cone Area Damage 4 (fire, magic materia, DC 19; Cone Area: 60 feet cone, DC 14; Quirk: Limited to a 15-foot spread, Tiring)
. . . . Focused Thrust: Line Area Damage 6 (slashing, DC 21; Line Area: 5 feet wide by 30 feet long, DC 16; Distracting)
. . . . Sword Strike: Strength-based Damage 6 (slashing, DC 26; Dangerous, Defensive)
Human Mercenary Physiology
. . Daunting: Enhanced Trait 2 (racial talent, Intimidation +2 (+8), Advantages: Startle)
. . Fast Action: Quickness 4 (racial talent, Perform routine tasks in -4 time ranks; Limited to One Type: Physical Tasks)
. . Second Wind: Healing 7 (racial talent; Triggered: 1 use - when Cloud is suffering from two or more degrees of damage; Limited: Affects Self Only)
. . Tough: Protection 3 (racial trait, +3 Toughness)
Iron Bangle (Removable)
. . Armored Jewelry: Protection 3 (armor, +3 Toughness)
. . Cure: Healing 4 (magic materia; Tiring)
Power Wristguard (Removable)
. . Strength Augment: Enhanced Trait 4 (accessory, Strength +2 (+5))
Special Qualities
. . Mercenary Life: Feature 1 (social talent, Notes: Cloud knows the mercenary life as only someone who has experienced it can. He can identify mercenary companies by their emblems, and knows a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. Cloud can find the bars and taverns where mercenaries abide in any area, as long as he speaks the language, and if he spends at least an hour in such a location Cloud can come across one of the following bits of information: a job offer, significant rumor, referral to a skilled merchant, blacksmith, etc., or a hint towards the pursuit of his current quest. Additionally, Cloud can find mercenary work between adventures sufficient to maintain a comfortable lifestyle)

Equipment
Cell Phone (Smartphone), Explorer's Pack, Motorcycle, Playing Cards, Rank Insignia

Offense
Initiative +1
Cross Slash: Strength-based Damage 6, +5 (DC 26)
Fire: Cone Area Damage 4 (DC 19)
Focused Thrust: Line Area Damage 6 (DC 21)
Grab, +5 (DC Spec 15)
Sword Strike: Strength-based Damage 6, +5 (DC 26)
Throw, +1 (DC 20)
Unarmed, +5 (DC 20)

Complications
- Flashbacks: Cloud is haunted by "memories" of a war that occurred at some unknown location and which may or may not be his own.
- Impulsive: Cloud faces his problems head-on, believing that a simple, direct solution, is the best path to success.
- Motivation: Greed: The only reason Cloud is helping Avalanche is for the money they have offered to pay him at the completion of his various missions.
- Overconfident: Cloud has a tendency to believe he is the only skilled person in the group of heroes that he belongs to, and is even open about this belief.
- Relationships: Cloud is, unknowingly, the childhood friend of one, Tifa Lockhart, and it is their relationship, along with the fledgling romance he shares with Aerith Gainsborough, that will cause him to truly commit to the cause of defending the planet.

Languages
Basic [Native], Military Sign

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8/5, Will 4

Power Points
Abilities 26 + Powers 33 + Advantages 26 + Skills 33 (66 ranks) + Defenses 19 = 137

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Dem Wheels
Motorcycle - PL 8

Strength 5, Defense -2, Toughness 10, Size Large

Features:
Sidecar

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

Power Points
Abilities 2 + Powers 6 + Advantages 0 + Features 1 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12
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DalkonCledwin
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Aut Neca Aut Necare Brainstorm & Notes

Post by DalkonCledwin »

Aut Neca Aut Necare
Premise: When Voldemort tried to kill baby Harry, the backlash of magic sent the boy to another world, where he was adopted by Cid and Edea Kramer. Harry, a rare Sorcerer, has Quistis Trepe as his Knight. But when his mother begins acting strangely, and Galbadia steps up its aggression, Harry, Quistis, Squall, and the others must unravel a plot, and defeat a mysterious foe…
Required Inclusions:
- Harry must possess a single dedicated Guardian Force that he is junctioned to, rather than Junctioning as many as possible, allowing him to keep his memory intact throughout the story.
- Harry’s primary pairing must be Quistis Trepe, who will be his Knight, additional romantic pairings are permissible at the author’s discretion.
- Harry’s presence in this world must be a direct result of Hyne’s interference in the timestream, as well as his mother’s sacrificial ritual, the former because Hyne is basically the God of FF8.
- Harry must be considered a sort of “male Sorceress”, or rather a Sorcerer, but without the drawback of having his Magic run rampant since he was born with that ability.
- Harry must employ a “Wizard’s Staff” as his weapon of choice, with the ability to junction Elemental Magic to the weapon to cause effects similar to RWBY’s dust cartridges.
- Harry’s Guardian Force must be some manner of Serpent that he can communicate with using the Parseltongue he acquired when a part of Voldemort’s soul got lodged in his forehead.
Preferred Inclusions:
- Instead of being one of Quistis’ students, Harry should be a SeeD Operative who is regularly assigned to missions that require a delicate touch.
- In addition to being a Sorcerer, Harry could possess the “Echo” from Final Fantasy XIV, which is what Ellone is apparently capable of, which may give him an eidetic memory.
- Harry doesn’t need to be part of the Main Cast, but the author is welcome to add him to it if that is their desire. Indeed it’d make sense to do so since Quistis is his Knight.
Optional Inclusions:
- Even though Quistis is Harry’s Knight, it could be Xu who serves as Harry’s combat support when he goes on missions, at least until Quistis loses her job as an Instructor.
- If Harry does join the main cast, then his Sorcery could eventually be discovered.
Forbidden Things:
- Rinoa being part of Harry’s harem. She is Squall’s girl, ‘nuff said.
- The main cast breaking up due to Harry being a Sorcerer.
- Harry the pathetic & malevolent emo doormat.
- Harry being involved in a male-slash pairing.
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DalkonCledwin
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Harry Kramer / The MCs / Aut Neca Aut Necare

Post by DalkonCledwin »

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Art by Zetsuai89 on DeviantArt; Edit by Ares

Harry Kramer - Arc 1 - PL 8
Age: 18 / Height: 5' 9" / Weight: 178 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: SeeD Operations / Base of Operations: Harry & Quistis' Quarters, Balamb Garden, Balamb Island
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -6/-1

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

General Advantages
Ace Pilot, Artificer, Attractive, Benefit 2: (Security Clearance: [SeeD Operations], Wealth: [Well-Off]), Close Attack 2, Connected, Conviction, Defensive Attack, Defensive Roll 3, Eidetic Memory, Equipment 10, Fascinate (Persuasion), Improved Grab, Inspire 2, Languages 3, Leadership, Ritualist, Second Chance: (When Resisting Mental Control), Teamwork, Weapon Style: Two-Hander, Well-informed

Enhanced Advantages
Diehard, Great Endurance, Improved Initiative, Uncanny Dodge

Skills
Acrobatics 6 (+8), Athletics 4 (+4), Close Combat: Daggers 2 (+5), Close Combat: Poles 2 (+5), Expertise (AWE): Cooking 6 (+9), Expertise (AWE): Tactics 6 (+9), Expertise: Magic 8 (+10), Expertise: Military 6 (+8), Insight 5 (+8), Investigation 4 (+6), Perception 6 (+9), Persuasion 6 (+9), Ranged Combat: Firearms 2 (+4), Ranged Combat: Magic 6 (+8), Stealth 2 (+6/+4), Technology 4 (+6), Vehicles 6 (+8)

Powers
Disciple of High Sorcery: Array
. . Apparition: Teleport 8 (conjuration, sorcery, Carry 400 lbs.; Accurate, Change Direction, Extended: 250 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Confundo: Concentration Affliction 8 (enchantment, sorcery, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Concentration, Increased Range 2: perception, Insidious; Limited Degree, Sense-dependent: Hearing)
. . Protego: Burst Area Deflect 8 (abjuration, sorcery; Burst Area: 30 feet radius sphere, DC 18, Selective; Reduced Range: close)
. . Stupefy: Cumulative Affliction 8 (conjuration, energy, sorcery, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Wingardium Leviosa: Move Object 8 (sorcery, telekinetic, 6 tons, DC 23; Damaging, Subtle: subtle)
Pole (Easily Removable)
. . Midgardsormr ~ Beta: Line Area Damage 8 (fire, guardian force, DC 23; Line Area 2: 5 feet wide by 60 feet long, DC 18; Build Up)
. . Signature Weapon: Array
. . . . Blizzard: Damage 8 (ice, junction magic, DC 23; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction)
. . . . Cure: Healing 8 (junction magic, life; Increased Range: ranged; Diminished Range 2)
. . . . Esuna: Healing 8 (junction magic, support; Restorative; Limited: Restorative Only)
. . . . Pole Strike: Strength-based Damage 3 (bludgeoning, DC 18; Aura: Electricity, Reach (melee): 5 ft.)
. . . . Sleep: Cumulative Affliction 8 (junction magic, status, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Son of Hyne Physiology
. . Expanded Awareness: Senses 6 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Counters Concealment: Foliage [Visual], Extended: Mental Senses 1: x10, Radius: Magic Awareness, Advantages: Improved Initiative, Uncanny Dodge)
. . Invulnerabilities: Immunity 1 (racial trait, Aging, Advantages: Diehard, Great Endurance; Limited: This Immunity immediately disappears if Harry transfers his Sorcerous powers to another person)
. . Resistances: Immunity 2 (racial trait, Disease, Poison; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Stealthy: Enhanced Trait 1 (racial talent, Stealth +2 (+6))
Special Qualities
. . Guardian Force Mastery: Feature 1 (magical talent, Notes: Like most other SeeD Operatives, Harry has been taught how to junction and maintain multiple Guardian Forces, but he has also gotten into the habit of only junctioning a single Guardian Force so as to reduce the rate at which his memory decays)

Equipment
Badge, Combat Fatigues, Explorer's Pack, Garden Truck, Letter from Quistis, SeeD Arsenal (Antique Service Pistol, Assault Rifle, Dagger, Fragmentation Grenade), SeeD Operative Quarters

Offense
Initiative +6
Antique Service Pistol, +4 (DC 18)
Assault Rifle, +4 (DC 20)
Blizzard: Damage 8, +8 (DC 23)
Confundo: Concentration Affliction 8 (DC Will 18)
Dagger, +7 (DC 17)
Fragmentation Grenade, +2 (DC Dog 15)
Grab, +5 (DC Spec 10)
Midgardsormr ~ Beta: Line Area Damage 8 (DC 23)
Pole Strike: Strength-based Damage 3, +7 (DC 18)
Sleep: Cumulative Affliction 8, +8 (DC Fort 18)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +2 (DC 15)
Unarmed, +5 (DC 15)
Wingardium Leviosa: Move Object 8, +8 (DC 23)

Complications
- External Power Source: Junctioned spells "Fades" at a rate of 1 Rank per Activation, unless the character is actively "Drawing" that particular spell from an enemy. These lost ranks can be "Restocked" by utilizing Draw Points, which requires 1 hour of downtime, or by Drawing that magic from an enemy (as indicated above), which requires a DC 15 Insight check to ensure the enemy has the associated spell in Stock. Harry is free to reallocate points for his Junctioned Magic between adventures, which means he can select entirely different spells if that is the player's desire.
- Honor: Harry prefers to judge people based on their actions, not their words.
- Motivation: Doing Good: Harry is constantly trying to help those in need, no matter what the personal cost. He is, after all, someone who protects those who are unable to protect themselves.
- Secret: Harry is trying to keep the fact that he is a Sorcerer quiet, since he knows very well that it is the overarching goal of SeeD to stand in opposition to the Sorceress from the End of Time.
- Significant Other: Harry is romantically involved with Quistis Trepe, who is simultaneously one of his surrogate sisters and also his Lady Knight. He has also unwittingly earned the romantic admiration of Xu Xinyi, who regularly accompanies him on missions for Balamb Garden.
- Temper: Harry's favor, once lost, is lost forever.

Languages
Basic [Native], Centraian, Military Sign, Parseltongue (Secret)

Defense
Dodge 10, Parry 10, Fortitude 4, Toughness 6/1, Will 12

Power Points
Abilities 32 + Powers 73 + Advantages 37 + Skills 41 (81 ranks) + Defenses 27 = 210

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Gotta Have Wheels
Garden Truck - PL 8

Strength 9, Defense -4, Toughness 10, Size Huge

Powers
Wheelset: Speed 5 (technological, Speed: 60 miles/hour, 900 feet/round)

Power Points
Abilities 3 + Powers 5 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 9
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Home Sweet Home
SeeD Operative Quarters - PL 8

Toughness 6, Size Small

Features:
Computer, Fire Prevention System, Library, Living Space, Security System 1 (DC 20)

Power Points
Abilities 0 + Powers 0 + Advantages 0 + Features 5 + Skills 0 (0 ranks) + Defenses 0 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 5
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The Echo
I am ruling that the Echo is a Power Level X ability, because it enables way too much shenanigans that goes beyond what either Remote Sensing or Postcognition are normally capable of accomplishing. As such, it will not be included on Harry's stat block, even if I do decide to include it in his list of abilities in the actual narrative.
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DalkonCledwin
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Quistis Trepe / The MCs / Aut Neca Aut Necare

Post by DalkonCledwin »

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Art by Flowerxl on DeviantArt

Quistis Trepe - Arc 1 - PL 8
Age: 18 / Height: 5' 6" / Weight: 131 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Balamb Garden Teaching Staff / Base of Operations: Harry & Quistis' Quarters, Balamb Garden, Balamb Island
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -8/-2

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

Advantages
Attractive, Benefit 2: (Security Clearance: [SeeD Operations], Wealth: [Well-Off]), Close Attack 2, Connected, Conviction, Defensive Roll 3, Equipment 16, Expert Gunner, Fascinate (Persuasion), Guidance, Interpose, Languages 1, Leadership, Luck 2, Move-by Action, Quick Draw, Ranged Attack 6, Skill Mastery: Expertise (AWE): Triple Triad, Teamwork, Well-informed

Enhanced Advantages
Instant Up

Skills
Acrobatics 6 (+9), Athletics 4 (+5), Close Combat: Chain Whip 2 (+5), Close Combat: Daggers 2 (+5), Expertise (AWE): Tactics 10 (+12), Expertise (AWE): Triple Triad 14 (+16), Expertise: Magic 6 (+10), Expertise: Military 6 (+10), Expertise: Social Sciences 6 (+10), Insight 4 (+6), Investigation 6 (+10), Perception 6 (+8), Persuasion 6 (+9), Ranged Combat: Field Artillery 2 (+4), Stealth 2 (+7/+5), Technology 4 (+8), Vehicles 8 (+10)

Powers
Blue Magic Specialist: Array
. . Laser Eye: Damage 8 (blue magic, energy, DC 23; Increased Range 2: perception; Tiring)
. . Ultra Waves: Progressive Line Area Affliction 6 (blue magic, sonic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Line Area 2: 5 feet wide by 60 feet long, DC 16, Progressive; Sense-dependent: Hearing, Tiring)
Chain Whip (Easily Removable)
. . ChocoMog ~ Deathblow: Line Area Damage 5 (force, guardian force, DC 20; Line Area 2: 5 feet wide by 60 feet long, DC 15; Build Up)
. . Signature Weapon: Array
. . . . Cure: Healing 8 (junction magic, life; Increased Range: ranged; Diminished Range 2)
. . . . Fire: Damage 8 (fire, junction magic, DC 23; Increased Range: ranged, Secondary Effect)
. . . . Thunder: Cumulative Affliction 8 (junction magic, thunder, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . . . Whip It Good: Damage 3 (slashing, DC 18; Accurate: +2, Disarming, Grabbing, Penetrating 2, Reach (melee) 4: 20 ft.)
Human Physiology
. . Expanded Awareness: Senses 6 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Direction Sense, Extended: Mental Senses 1: x10, Radius: Magic Awareness, Time Sense)
. . Inspiring Leader: Burst Area Healing 6 (racial talent; Burst Area: 30 feet radius sphere, DC 16, Selective; Sense-dependent: Hearing, Temporary)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Stealthy: Enhanced Trait 1 (racial talent, Stealth +2 (+7))
Special Qualities
. . Athlete: Movement 1 (talent, Wall-crawling 1: -1 speed rank, Advantages: Instant Up; Feature: Quistis can make a Running Jump with only 5 feet of movement instead of 10)
. . Guardian Force Mastery: Feature 1 (magical talent, Notes: Through her studies at Balamb Garden, Quistis has been taught how to successfully maintain multiple GF Junctions. At any given time, she can have [1 + her base AWE score] junctioned, instead of being able to junction only one GF at a time)

Equipment
1st Ed. Rare Book, Aquatic APC, Badge, Explorer's Pack, Letter from Harry, Medium Armor, SeeD Arsenal (Dagger, Fragmentation Grenade, Light Pistol), Well-Used Bookmark

Offense
Initiative +3
ChocoMog ~ Deathblow: Line Area Damage 5 (DC 20)
Dagger, +5 (DC 18)
Fire: Damage 8, +8 (DC 23)
Fragmentation Grenade, +8 (DC Dog 15)
Grab, +5 (DC Spec 11)
Laser Eye: Damage 8 (DC 23)
Light Pistol, +8 (DC 18)
Throw, +8 (DC 16)
Thunder: Cumulative Affliction 8, +8 (DC Fort 18)
Ultra Waves: Progressive Line Area Affliction 6 (DC Will 16)
Unarmed, +5 (DC 16)
Whip It Good: Damage 3, +9 (DC 18)

Complications
- Enemy: The Balamb Garden Faculty, as opposed to the teaching staff, wish to see Quistis fired from her position as an instructor, and will go to great lengths in order to accomplish this goal, such as cooperating with the anarchist known as Seifer Almasy.
- External Power Source: Junctioned spells "Fades" at a rate of 1 Rank per Activation, unless the character is actively "Drawing" that particular spell from an enemy. These lost ranks can be "Restocked" by utilizing Draw Points, which requires 1 hour of downtime, or by Drawing that magic from an enemy (as indicated above), which requires a DC 15 Insight check to ensure the enemy has the associated spell in Stock. Quistis is free to reallocate points for her Junctioned Magic between adventures, which means she can select entirely different spells if that is the player's desire.
- Honor: Quistis is always polite and respectful towards others, even her enemies. She is also willing to listen to every side of an argument before making her own judgment on any given matter.
- Motivation: Recognition: Quistis is determined to prove that she can handle the job of an Instructor at Balamb Garden without the assistance of her beloved Harry Kramer, and their mutual friend, Xu Xinyi.
- Significant Other: Quistis is involved in a romantic relationship with the son of Garden's Headmaster, Harry Kramer. She is also best friend's with Harry's regular field partner, Xu Xinyi.
- Temper: Quistis has a tendency to judge others harshly, and herself even more so.

Languages
Basic [Native], Galbadian

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8/2, Will 9

Power Points
Abilities 40 + Powers 70 + Advantages 45 + Skills 47 (94 ranks) + Defenses 21 = 223

--------------------
Field Test Vehicle
Aquatic APC - PL 8

Strength 12, Defense -4, Toughness 12, Size Huge

Powers
Aquatic Propulsion: Swimming 5 (technological, Speed: 16 miles/hour, 250 feet/round)
Armored Hull: Impervious Toughness 12 (armor)
Light Machine Gun: Damage 6 (ballistic, DC 21; Increased Range: ranged, Multiattack)

Offense
Light Machine Gun (w/Quistis as Gunner): Damage 6, +10 (DC 21)

Power Points
Abilities 6 + Powers 35 + Advantages 0 + Features 0 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 44
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