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DalkonCledwin
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Mipha / The Sages / Y1 / A VERY Close Friend

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Princess Mipha of Zora's Domain - PL 8
Age: 11 / Height: 4' 11" / Weight: 74 lbs
Hair Color: Er... Red? / Eye Color: Amber
Wealth Rank: +16 / Rep Rank: +8
Knockback Mod: -7/-2

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

General Advantages
Accurate Attack, Adorable 2, Animal Empathy, Assessment, Beautiful Voice, Beginner's Luck, Benefit, Child-Sized, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Status 2: (1st Princess of the Zora), Benefit, Wealth 2 (independently wealthy), Charming, Close Attack 2, Connected, Defensive Attack, Defensive Roll 3, Equipment 1, Fascinate (Persuasion), Improved Treatment, Inspire 2, Investiture, Interpose, Languages 2, Leadership, Lionheart, Motivate, Reviving Team Attack, Second Chance: (Resisting Mental Control), Strong Swimmer, Teamwork

Enhanced Advantages
Avoidance 2, Luck 4

Skills
Acrobatics 4 (+6), Athletics 6 (+7), Close Combat: Trident 6 (+10), Expertise: Armorsmith 6 (+8), Expertise: Nature 6 (+8), Expertise: Religion 8 (+10), Expertise: The Nobility 6 (+8), Insight 6 (+8), Investigation 4 (+6), Perception 4 (+6), Persuasion 6 (+9), Stealth 4 (+6), Treatment 6 (+8)

Powers
A Sage's Mysticism: Array
. . Cure Wounds: Healing 8 (healing magic)
. . Detect Evil: Senses 4 (sage magic, Acute: Detect Malevolence, Detect: Malevolence [Mental] 2: ranged, Radius: Detect Malevolence; Concentration)
. . Detect Poison: Senses 4 (sage magic, Acute: Detect Poison, Analytical: Detect Poison, Detect: Poison [Mental] 2: ranged; Concentration)
. . Hidden Spring: Senses 7 (sage magic, Accurate: Detect Water, Detect: Water [Mental] 2: ranged, Direction Sense, Distance Sense, Tracking: Detect Water [Mental] 1: -1 speed rank)
. . Purify Food & Drink: Shapeable Area Nullify 8 (sage magic, Counters: Disease & Toxin, DC 18; Shapeable Area: 30 cft., DC 18, Broad, Simultaneous; Limited: to Contaminated Food & Drink, Reduced Range: close)
. . Spare the Dying: Healing 8 (healing magic; Increased Range: ranged; Diminished Range 2, Limited: to Dying Characters)
. . Touch of Lanayru: Swimming 6 (sage magic, Speed: 30 miles/hour, 500 feet/round; Affects Others; Noticeable: Manifests as webbed fingers and toes on the targeted character)
Sage of Water
. . Bless Water: Transform 1 (sage talent, Affects: 1 Thing > 1 Thing - Normal Water into Sanctified Water, Transforms: 1.5 lbs., DC 11; Increased Duration: continuous; Unreliable (1 use))
. . Create Water: Feature 4 (sage talent, Notes: Mipha can produce clean, drinkable water at will, at a rate of –2 volume ranks per round (or roughly 1/4 cft. per round).)
. . Deep-One Boon: Swimming 7 (sage talent, Speed: 60 miles/hour, 900 feet/round)
. . Fluid Nature: Luck Control 1 (sage talent, Force a Re-roll, Advantages: Avoidance 2, Luck 4; Limited: to Forcing Targets to Reroll Critical Threats)
. . Fluid Travel: Movement 2 (sage talent, Water Walking 2)
Trident (Easily Removable)
. . Trident Strike: Strength-based Damage 3 (piercing, DC 19; Dangerous, Disarming, Reach (melee): 5 ft.)
Zora Physiology
. . Aquatic Vision: Senses 2 (racial trait, Darkvision)
. . Invulnerabilities: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Pressure, Suffocation: Drowning; Feature: Longevity (Up to 272 years))
. . Resistances: Immunity 10 (racial trait, Damage Effect: Cold Damage, Damage Effect: Water Damage; Limited - Half Effect)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)

Equipment
Finery

Offense
Initiative +2
Bless Water: Transform 1, +6 (DC Dog 11)
Grab, +6 (DC Spec 11)
Purify Food & Drink: Shapeable Area Nullify 8 (DC Will 18)
Throw, +2 (DC 16)
Trident Strike: Strength-based Damage 3, +12 (DC 19)
Unarmed, +6 (DC 16)

Complications
- Courtly Romance: Mipha will be expected to marry whomever she bestows a painstakingly crafted suit of Zora Armor upon.
- Deep-One Curse: Mipha has perpetual Sea Legs, and is treated as though she were Hindered while moving around on land.
- Motivation: Protector: Mipha would much prefer to use her talents to heal her friends and allies rather than to actually use them in an offensive manner, but that's not to say she is incapable of engaging an enemy in battle as she can and will defend herself if it becomes necessary.
- Relationship: Mipha is the older sister of a young man known as Prince Sidon of the Zora. She and her brother also clearly take after their dearly departed mother, because their father looks a whole lot more like a whale than he does the sharks that both Mipha and Sidon resemble.
- Temper: Reading Mipha's diary without her permission is a surefire way to tick this girl off! She also dislikes it a whole lot when people badmouth her friends and family.

Languages
Common (English), Hylian, Zoran [Native]

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 7/2, Will 12

Power Points
Abilities 36 + Powers 63 + Advantages 38 + Skills 36 (72 ranks) + Defenses 24 = 196
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Hero of the Dunes Brainstorm & Notes

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Hero of the Dunes
Premise: After living a long and fruitful life, Harry Potter passed onto his Next Great Adventure. Contrary to what he expected, Harry was not destined for a peaceful afterlife, but was instead reborn as the future King of the Gerudo. It would seem his destiny was to prove that not every male Gerudo turned out like Ganon!
Required Inclusions:
- After living a long and fruitful life, Harry Potter must pass onto the hereafter while having a pleasant night’s sleep, meaning that he felt no pain in his parting.
- Instead of being allowed to mingle with his deceased loved ones, Harry must find himself being promptly ushered into the body of his next incarnation.
- Harry must eventually gain enough awareness of his surroundings to recognize the fact that his new incarnation is the Crown Prince (and future King) of the Gerudo people.
- Harry’s new subjects must see his birth as a means by which to redeem themselves for the part they played in creating the monster that is «Calamity Ganon».
- Harry must, obviously, be an exception to the rule which states that men aren’t allowed to enter Gerudo Town, since he is the Prince/King thereof.
- Harry must retain his knack for the mystical arts, while also being trained in the use of a staff as his primary weapon, since the Gerudo won’t acknowledge a weakling as their liege.
- Harry’s primary romantic interest must be Riju of the Gerudo; however, other women can and will become involved with the romance since Harry is one of only two living male Gerudo.
- Due to the state of disunity which pervades Hyrule as a whole, it will be up to the individual City States to enforce the laws of the Kingdom as a whole until the «Calamity» is defeated.
- Harry must have at least a general understanding of the events which transpired in his previous incarnation by the time he is fourteen years old.
- Furthermore, he must work towards recreating some of his favorite spells from his previous incarnation so that he can use them in his current lifetime.
- The Gerudo must throw a massive party after Link returns the Thunder Helm and informs them of Kohga’s demise, since the Yiga Master was responsible for the death of Riju’s mother.
Preferred Inclusions:
- Harry should be rechristened with a Gerudo name, with the name in question being listed as Harut Starscribe for the purposes of this scenario.
- Riju should be a blood relative to Lady Urbosa, who was both the Gerudo Champion and a former Chieftess of their society.
- Harry should be on hand to help Riju and the Hylian Champion as they attempt to pacify Vah Naboris, although it is up to the author to decide what he actually contributes.
- Harry’s primary antagonist for the purposes of this story should be the villain from Four Swords Adventure, who will be renewing his desire to abduct various maidens…
- Harry’s harem should include a few of the women who were abducted by Vaati, and also at least two Gerudo in addition to Riju, who could be inspired by Pyrrha Nikos and Nora Valkyrie.
Optional Inclusions:
- Harry could actually have an entirely unique, and highly attractive Fairy, instead of being forced to deal with the likes of Mija, Kaysa, Cotera and Tera.
- Link could end up awakening a bit later in this timeline than he does in the canonical story, leading to a situation where Harry and Riju are older than the latter would be in canon.
- Harry could end up with the Master Staff, instead of the Master Sword.
Forbidden Things:
- Harry and Riju submitting to Zelda’s rule without a mutually beneficial treaty.
- Harry and Riju, the Malevolent Emo Doormats.
- Harry replacing Link as the Hero of Destiny.
- Harry being corrupted by «The Malice».
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Harut Starscribe / The MCs / Hero of the Dunes

Post by DalkonCledwin »

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Harut Starscribe - PL 8
Age: 17 / Height: 5' 9" / Weight: 167 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The Gerudo Tribe / Base of Operations: Gerudo Town, the Gerudo Desert, Hyrule

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

Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Beloved: (Makeela Riju), Benefit, Wealth 3 (Millionaire), Connected, Conviction, Defensive Attack, Defensive Roll 2, Fascinate (Persuasion), Favored Environment: (Deserts), Great Endurance, Inspire 2, Languages 3, Leadership, Power Attack, Ritualist, Second Chance: (Resisting Mental Control)

Skills
Athletics 4 (+5), Close Combat: Staves 2 (+10), Expertise (AWE): Survival 4 (+14/+10), Expertise: Magic 8 (+11), Handle Animal 6 (+10), Insight 4 (+10), Investigation 4 (+7), Perception 8 (+14), Persuasion 6 (+10), Ranged Combat: Magic 3 (+6), Riding 6 (+9), Stealth 6 (+9), Treatment 4 (+7)

Powers
Adept of Eclectic Magic: Array
. . Dark Brambles: Environment 4 (shadow magic, Impede Movement (2 ranks), Visibility (-2), Radius: 250 feet; Selective)
. . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . Fairy's Light: Healing 6 (healing magic; Tiring)
. . Greater Apparition: Teleport 7 (magical travel, 0.5 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Extended: 120 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . Nightmare Shadow: Cumulative Affliction 10 (shadow magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Will, DC 20; Cumulative, Increased Range: ranged; Limited: Affects Visual Senses Only)
. . Plasmarine's Orb: Burst Area Affliction 6 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Reducto: Burst Area Weaken 6 (Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
Gerudo Highborn Physiology
. . Expanded Awareness: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Spectral Bodies [Vision], Extended: Vision 1: x10, Radius: Magic Awareness, Tracking: Vision 1: -1 speed rank)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Environmental Condition: Heat; Quirk: Harut is only immune to mundane diseases)
. . Magical Speech: Comprehend 1 (racial trait, Spirits - Communicate; Sustained)
. . Resistances: Immunity 7 (racial trait, Environmental Condition: Cold, Fatigue Effects, Rare Descriptor: Fear Effects; Limited - Half Effect)
. . Scavenger: Enhanced Trait 2 (racial talent, Expertise (AWE) +4 (+14); Limited: to Deserts)
Novitiate Robes (Removable)
. . Mystic Robes: Protection 4 (uncommon object, +4 Toughness)
Novitiate Staff (Easily Removable)
. . Mystical Weapon: Array
. . . . Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Cumulative, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Distracting, Limited: Affects Creatures of the Malice only, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag, Tiring)
. . . . Staff Strike: Strength-based Damage 2 (bludgeoning, DC 18; Defensive, Reach (melee): 5 ft.)
. . Spell Focus: Feature 2 (uncommon object, Notes: This staff grants a +5 Circumstance Bonus on any Expertise: Magic checks made in order to prevent a spell from failing due to loss of concentration in the midst of battle (see Mister B's "Playing Wizards" supplement for the associated rules))
Special Qualities
. . Bari's Coat: Progressive Affliction 4 (lightning magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Fortitude, DC 14; Progressive, Reaction 3: When Harut is struck with a metal weapon; Activation: move action, Limited Degree, Notes: Compelled: [to Drop Weapon])
. . Incarnation Awareness: Senses 2 (wild talent, Postcognition (Limited): Harry Potter)

Offense
Initiative +3
Bari's Coat: Progressive Affliction 4, +8 (DC Fort 14)
Expecto Patronum: Concentration Cumulative Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +6 (DC 25)
Grab, +8 (DC Spec 11)
Nightmare Shadow: Cumulative Affliction 10, +6 (DC Will 20)
Plasmaine's Orb: Burst Area Affliction 6 (DC Fort 16)
Reducto: Burst Area Weaken 6 (DC Fort 16)
Staff Strike: Strength-based Damage 2, +10 (DC 18)
Throw, +3 (DC 16)
Unarmed, +8 (DC 16)

Complications
- Chick Magnet: Harut is effectively the only male Gerudo, which means he is constantly the center of attention whenever he is in Gerudo Town, as every single Gerudo in that entire community wants a piece of the Harut pie.
- Honor: Harut will always keep his word of honor, strives to uphold the common good, and is never underhanded in his dealings.
- Impulsive: Harut is a tempestuous young man, who will often act without considering the consequences, even when he is being advised of those consequences by people who might have some idea what they are talking about.
- Motivation: Protector: Harut is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harut is the best friend and betrothed of Makeela Riju, and also close personal friends with Pyrrha Nikos and Nora Valkyrie, all three of whom are residents of Gerudo Town.
- Responsibility: Harut feels it is his personal responsibility to put a stop to the vile machinations of the Dark Lord known as Vaati, since the dastardly villain is going around abducting numerous fair maidens for who knows what wicked purpose!

Languages
Ancient Hylian, Common, Gerudo [Native], Hylian, Zoran

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

Power Points
Abilities 60 + Powers 78 + Advantages 25 + Skills 33 (65 ranks) + Defenses 13 = 209
Last edited by DalkonCledwin on Thu Dec 02, 2021 7:42 am, edited 2 times in total.
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Makeela Riju / The MCs / Hero of the Dunes

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Makeela Riju - PL 8
Age: 17 / Height: 5' 2" / Weight: 114 lbs / Hair Color: Red / Eye Color: Green
Group Affiliations: The Gerudo Tribe / Base of Operations: Gerudo Town, the Gerudo Desert, Hyrule

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

Advantages
Accurate Attack, Animal Empathy, Attractive, Beloved: (Harut Starscribe), Benefit, Wealth 2 (Independently Wealthy), Conviction, Daze (Intimidation), Defensive Attack, Fascinate (Persuasion), Favored Environment: (Deserts), Improved Treatment, Inspire 2, Languages 3, Leadership, Lionheart, People Person, Ritualist, Second Chance: (Resisting Mental Control), Set-up, Startle, Teamwork, Well-informed

Skills
Athletics 4 (+5), Close Combat: Unarmed 2 (+10), Expertise (AWE): Survival 4 (+12/+8), Expertise: Magic 8 (+11), Expertise: Shiekah Tech 6 (+9), Handle Animal 6 (+10), Insight 8 (+12), Intimidation 4 (+8), Perception 4 (+8), Persuasion 8 (+12), Ranged Combat: Magic 3 (+6), Riding 6 (+9), Stealth 4 (+9), Treatment 8 (+11)

Powers
Adept of Hylian Magic: Array
. . Cadence's Shovel Strike: Burst Area Weaken 6 (earth magic, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Fairy's Light: Healing 6 (healing magic; Tiring)
. . Geldman's Grasp: Cumulative Affliction 8 (earth magic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Paralyzed, Resisted by: Fortitude, DC 18; Cumulative; Grab-based)
. . Kotake’s Ice Beam: Affliction 10 (ice magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 20; Extra Condition, Increased Range: ranged; Limited Degree)
. . Koume’s Fire Blast: Damage 10 (fire magic, DC 25; Increased Range: ranged)
. . Lana's Lightning Block: Linked Effect
. . . . Lightning Cube: Shapeable Area Damage 6 (Linked; DC 21; Shapeable Area 2: 60 cft., DC 16, Feature: Riju is immune to this damage, Increased Duration: concentration, Increased Range: ranged; Tiring)
. . . . Solid Lightning: Create 6 (Linked; lightning magic, Volume: 60 cft., DC 16; Feature: Only Riju can interact with this portion of the spell, Stationary, Tether; Concentration, Limited: to Geometric Cubes)
. . Plasmarine's Orb: Burst Area Affliction 6 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Wizzrobe's Wave: Cone Area Damage 6 (kinetic magic, DC 21; Cone Area 2: 120 feet cone, DC 16)
Gerudo Highborn Physiology
. . Expanded Awareness: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Spectral Bodies [Vision], Extended: Vision 1: x10, Radius: Magic Awareness, Tracking: Vision 1: -1 speed rank)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Environmental Condition: Heat; Quirk: Riju is only immune to Mundane diseases)
. . Magical Speech: Comprehend 1 (racial talent, Spirits - Communicate; Sustained)
. . Resistances: Immunity 7 (racial trait, Environmental Condition: Cold, Fatigue Effects, Rare Descriptor: Fear Effects; Limited - Half Effect)
. . Scavenger: Enhanced Trait 2 (racial talent, Expertise (AWE) +4 (+12); Limited: to Deserts)
Novitiate Robes (Removable)
. . Mystic Robes: Protection 4 (uncommon object, +4 Toughness)

Offense
Initiative +5
Cadence's Shovel Strike: Burst Area Weaken 6 (DC Fort 16)
Geldman's Grasp: Cumulative Affliction 8, +8 (DC Fort 18)
Grab, +8 (DC Spec 11)
Kotake’s Ice Beam: Affliction 10, +6 (DC Fort/Will 20)
Koume’s Fire Blast: Damage 10, +6 (DC 25)
Lightning Cube: Shapeable Area Damage 6 (DC 21)
Plasmarine's Orb: Burst Area Affliction 6 (DC Fort 16)
Throw, +3 (DC 16)
Unarmed, +10 (DC 16)
Wizzrobe's Wave: Cone Area Damage 6 (DC 21)

Complications
- Honor: Riju is more than happy to keep secret the fact that an unidentified man has snuck into her and Harut's palace, so long as said individual is willing to continue pretending to be a woman while in her presence. She's also known for keeping her word of honor, upholding the common good and is never underhanded in her dealings.
- Impulsive: Riju is a tempestuous young woman, who will often act without considering the consequences, even when she is being advised of those consequences by people who might have some idea what they are talking about.
- Motivation: Patriotism: Riju was quite surprised when she was named the new Chieftan of the Gerudo people, especially since she is the same age as the young King of her people, but that hasn't stopped her from trying to be the best leader her people could ask for and supporting her beloved Harut in all of his endeavors.
- Quirk: Riju is the proud owner ("mother!") of at least three ("baby") Sandseal plushies ("They aren't plushies, why would you say that!") and is quite fond and protective of them.
- Relationship: Riju is a direct descendant of the previous Gerudo Champion, Lady Urbosa. However, there is some question regarding how Riju can be Lady Urbosa's descendant since the woman was not known to have had any children.
- Responsibility: Riju feels it is her personal responsibility to reclaim the Thunder Helm from the Yiga Clan, since it was her responsibility to safeguard the helm for her beloved!

Languages
Common, Deku, Gerudo [Native], Hylian, Zoran

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

Power Points
Abilities 60 + Powers 56 + Advantages 26 + Skills 38 (75 ranks) + Defenses 17 = 197
Last edited by DalkonCledwin on Thu Dec 02, 2021 7:41 am, edited 1 time in total.
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Gele Frostmist / The MCs / Hero of the Dunes

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Gele Frostmist - PL 8
Age: Don't Ask / Height: 1' 6" / Weight: 13 lbs / Hair Color: Silver / Eye Color: Blue
Group Affiliations: The Great Fairies of Hyrule / Base of Operations: The Fairy Spring of the Gerudo Desert, Hyrule

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

Advantages
Agile Feint, Animal Empathy, Assessment, Attractive 2, Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Daze (Intimidation), Defensive Attack, Evasion, Fascinate (Persuasion), Favored Environment: (Aerial), Grabbing Finesse, Improved Treatment, Languages 3, Move-by Action, Ritualist, Second Chance: (Sleight of Hand for Escaping), Startle, Well-informed

Skills
Acrobatics 8 (+11), Close Combat: Staves 2 (+5), Expertise: History 6 (+8), Expertise: Hylian Lore 4 (+6), Expertise: Magic 8 (+10), Insight 8 (+12), Intimidation 8 (+8), Perception 4 (+8), Persuasion 6 (+10), Ranged Combat: Magic 3 (+6), Sleight of Hand 6 (+9), Stealth 6 (+17), Treatment 8 (+10)

Powers
Adept of Hylian Magic: Array
. . Blinding Radiance: Cumulative Burst Area Affliction 7 (luminous magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, DC 17; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 17, Cumulative; Limited: Affects Visual Senses Only)
. . Din's Fire: Burst Area Damage 7 (fire magic, DC 22; Burst Area 2: 60 feet radius sphere, DC 17)
. . Fairy's Revival: Healing 7 (healing magic; Resurrection; Tiring)
. . Farore's Wind: Teleport 11 (magical travel, 8 miles in a move action, carrying 800 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass 4; Limited Location: set of loctions - Dungeon Entrances, Quirk: Limited to the Current Dungeon, Tiring)
. . Great Fairy's Light: Healing 11 (healing magic; Tiring)
. . Illumination: Environment 1 (luminous magic, Light, Radius: 30 feet)
. . Rauru's Shield: Impervious Toughness 2 (defensive magic; Sustained)
. . Vanish: Concealment 4 (obfuscation, All Visual Senses; Passive)
Great Fairy Physiology
. . Fairy Wings: Flight 4 (racial trait, Speed: 30 miles/hour, 500 feet/round; Wings)
. . Fey Durability: Impervious Toughness 5 (racial trait)
. . Fey Perception: Senses 6 (racial trait, Acute: Magic Awareness, Awareness: Magic [Mental], Counters Concealment: Spectral Bodies [Vision], Low-light Vision, Radius: Magic Awareness)
. . Fey Speech: Comprehend 3 (racial trait, Animals - Speak To, Animals - Understand, Spirits - Communicate; Sustained)
. . Invulnerabilities: Immunity 5 (racial trait, Aging, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Poison)
. . Tiny Size: Shrinking 8 (racial talent, -2 STR, -4 Intimidate, +8 Stealth, +4 active defenses, -2 size ranks, -1 speed ranks; Increased Duration: continuous, Innate)
Novitiate Robes (Removable)
. . Mystic Robes: Protection 2 (uncommon object, +2 Toughness)
Novitiate Staff (Easily Removable)
. . Mystical Staff: Array
. . . . Glacius: Cumulative Affliction 10 (ice magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Staff Strike: Strength-based Damage 2 (bludgeoning, DC 18; Defensive, Feature: Reach: 1 foot (Tiny), 5 feet (Medium))
. . Spell Focus: Feature 2 (uncommon object, Notes: This staff grants a +5 Circumstance Bonus on any Expertise: Magic checks made in order to prevent a spell from failing due to loss of concentration in the midst of battle (see Mister B's "Playing Wizards" supplement for the associated rules))
Special Qualities
. . Incarnation Awareness: Senses 2 (wild talent, Postcognition (Limited): Gabrielle Delacour; Uncontrolled)

Offense
Initiative +3
Blinding Radiance: Cumulative Burst Area Affliction 7 (DC Dog/Fort/Will 17)
Din's Fire: Burst Area Damage 7 (DC 22)
Glacius: Cumulative Affliction 10, +6 (DC Fort 20)
Grab, +3 (DC Spec 13)
Staff Strike: Strength-based Damage 2, +5 (DC 18)
Throw, +3 (DC 16)
Unarmed, +3 (DC 16)

Complications
- Honor: Gele will always keep her word of honor, strives to uphold the common good, and is never underhanded in her dealings.
- Me Too!: Gele counts as a Humanoid with the Native Outsider subtype, as well as a Fey for purposes of effects which target such entities.
- Motivation: Recognition: Gele wishes to be recognized as a viable mate by Harut Starscribe, and will do just about anything it takes in order to accomplish that goal.
- Power Loss: Gele doesn't benefit from her Fey Durability when defending herself from Wrought Iron weaponry.
- Power Quirk: Gele gains a level of Fatigue whenever she deactivates her Tiny-Sized power, and can only maintain her larger form for 15 minutes at a time.

Languages
Common, Deku [Native], Gerudo, Hylian

Fairy-size Defense
Dodge 9, Parry 9, Fortitude 5, Toughness 7/5 (Imp. 7/5), Will 11

Hylian-size Defense
Dodge 5, Parry 5, Fortitude 5, Toughness 7/5 (Imp. 7/5), Will 11

Power Points
Abilities 54 + Powers 95 + Advantages 24 + Skills 39 (77 ranks) + Defenses 11 = 223
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Sage of the Twilight Brainstorm & Notes

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Sage of the Twilight
Premise: The last thing Harry Potter ever expected to find after falling through the Veil of Death, was that it did not actually lead to death, but rather an entirely different reality that was veiled in a perpetual twilight. He also didn’t expect to discover that a corporeal human was a nigh-impossibility in this Twilight Realm, or that he was some sort of Sage of Shadows!
Required Inclusions:
- Harry Potter must be able to remain corporeal while he is within the Twilight Realm owing to the fact that he is the newly awakened Sage of Shadows.
- Harry must find the family he has always longed for within the Twilight Realm in the form of the Twili Royal Family, which will include a much younger Midna than the one in Twilight Princess.
- Harry must return to his version of the Realm of Light in order to properly deal with Voldemort, which will doubtlessly cause all manner of confusion due to his manner of departure.
- Dumbledore must be aware of the fact that Harry survived falling through the Veil of Death, but have no way of proving this fact since there is no prior evidence that such a thing is possible.
- Harry must learn how to utilize the magic of the Twilight Realm, in addition to the wandless version of magic from his native realm, since his wand won’t survive exposure to the Twilight.
- Midna must eventually be able to master the Fused Shadows, allowing her to utilize it in battle against any of the large magical beasts of Harry’s native reality.
- A Twili healer must recognize Harry’s scar as something related to soul magic, and use an elaborate ritual to extract the soul piece so that he can live a long and fulfilling life.
- The Twili Shadow Portals must be capable of overriding the anti-travel jinx that wizards like to use, even if they aren’t anywhere near as versatile as apparition.
Preferred Inclusions:
- Harry should have an Animagus form that is large enough for young Midna to ride upon as though it were a royal steed.
- Harry should ally himself with this generation’s version of the Chosen Hero, who may very well be a young woman (Linkle) instead of a young man.
- It probably doesn’t need to be said, but Twili should have exceptionally long lives, measuring in at over three centuries, which means Midna is much older than she appears to be.
- Instead of having a sword as his preferred weapon, Harry should make use of a staff, with his Legendary Weapon being the Twili counterpart to the Cane of Byrna.
Optional Inclusions:
- After spending time among the Twili Royal Family, Harry could adopt the mannerisms and fashion sense of a proper aristocrat, much to the blushing admiration of various young ladies.
- Harry and the Chosen Hero could need to do a bit of “World Hoping” in order to locate all of the Sages, who, for some reason, were born into different realities in this era.
Forbidden Things:
- Harry the pathetic or malevolent emo doormat.
- Harry being romantically involved with Ginny.
- Harry being involved in a male-slash pairing.
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Harry Potter / The MCs / Sage of the Twilight

Post by DalkonCledwin »

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Harry James Potter - Arc 1 - PL 8
Age: 16 / Height: 5' 7" / Weight: 170 lbs / Hair Color: Black / Eye Color: Green; Violet w/Twili Magic
Group Affiliations: The Seven Sages / Base of Operations: The Royal Palace, Phushzeth, Twilight Realm
Wealth Rank: +16 / Rep Rank: +8 / Knockback Mod: -6/-4

Strength 1, Stamina 2, Agility 3, Dexterity 3, Fighting 7, Intellect 5, Awareness 4, Presence 6/4

Advantages
All-out Attack, Animal Empathy, Attractive, Beginner's Luck, Benefit, Wealth 2 (Independently Wealthy), Charming, Connected, Conviction, Dazzling Performance (Expertise: Wind Instruments), Defensive Roll 2, Diehard, Equipment 3, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Aim, Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 4, Leadership, People Person, Potion Brewing, Power Attack, Ritualist, Shadow Meld, Teamwork, Weapon Style: Two-Hander

Skills
Deception 6 (+12), Expertise (AWE): Survival 6 (+10), Expertise (DEX): Broom Flight 6 (+9), Expertise (PRE): Wind Instruments 6 (+12), Expertise: Magic 10 (+15), Handle Animal 6 (+12), Insight 4 (+10/+8), Investigation 6 (+13/+11), Perception 8 (+12), Persuasion 8 (+16/+14), Ranged Combat: Magic 2 (+5), Riding 4 (+7), Stealth 6 (+9)

Powers
Adept of the Mystic Arts: 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)
. . Expelliarmus: Damage 11 (charm, DC 26; Disarming (No Damage), Increased Range: ranged)
. . Locomotor: Move Object 6 (charm, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
. . Protego: Burst Area Deflect 7 (charm; Burst Area: 30 feet radius sphere, DC 17, Selective)
. . Reducto: Burst Area Damage 7 (curse, DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range: ranged; Limited: Affects Objects Only)
. . Reparifors: Healing 11 (healing magic; Restorative; Tiring)
. . Shadow Warp: Burst Area Teleport 8 (twili magic, Carry 3200 lbs.; Accurate, Burst Area: 30 feet radius sphere, DC 18, Extended: 250 miles in 2 move actions, Increased Mass 6, Selective; Check Required 5: DC 14 - Expertise: Magic, Limited Location: set of loctions - Twili Warp Points, Limited to Extended, Tiring, Transit Time 4: 30 seconds)
. . Stupefy: Cumulative Affliction 7 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Darkwood Staff (Easily Removable)
. . Journeyman's Staff: Array
. . . . Spin Attack: Cylinder Area Damage 3 (bludgeoning, DC 18; Cylinder Area: 30 feet cylinder, DC 13; Build Up)
. . . . Staff Strike: Strength-based Damage 2 (bludgeoning, DC 18; Double, Reach (melee): 5 ft.)
. . Spell Focus: Feature 1 (rare object, Notes: This Staff grants a +5 Circumstance Bonus on any Expertise: Magic checks made in order to prevent a spell from failing due to loss of concentration in the midst of battle (see Mister B's "Playing Wizards" supplement for the associated rules))
Magical Human Physiology
. . Expanded Awareness: Senses 5 (racial trait, Awareness: Magical Effects [Mental], Darkvision, Extended: Darkvision 1: x10, Radius: Magic Awareness)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Heart Containers: Protection 2 (racial trait, +2 Toughness; Ablative)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 273 years))
. . Observant: Enhanced Trait 3 (racial talent, Insight +2 (+10), Investigation +2 (+13), Persuasion +2 (+16))
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand; Narrow Type: Serpents)
. . Twilight Hound: Morph 1 (morphic, +20 Deception checks to disguise; Single form; Metamorph, Notes: Allows Harry to shift into the form of a Shadow Mastiff)
The Cloak of Invisibility (Removable (indestructible))
. . Veil of Death: Concealment 7 (artifact, 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)
The Shadow Medallion (Removable (indestructible))
. . Charismatic Countenance: Enhanced Trait 4 (legendary object, Presence +2 (+6))
. . Conferred Invulnerability: Immunity 5 (legendary object, Damage Effect: Necrotic Damage)
. . Impa's Stride: Movement 3 (legendary object, Permeate 3: full speed; Affects Others)
. . Twili's Grace: Feature 1 (legendary object, Notes: This relic allows Harry to remain corporeal while within the Twilight Realm)

Equipment
Explorer's Pack, Musical Instrument (Basic), Silver Dagger

Offense
Initiative +3
Confundo: Concentration Affliction 7 (DC Will 17)
Expelliarmus: Damage 11, +5 (DC 26)
Grab, +7 (DC Spec 11)
Locomotor: Move Object 6 (DC 16)
Reducto: Burst Area Damage 7 (DC 22)
Silver Dagger, +7 (DC 17)
Spin Attack: Cylinder Area Damage 3 (DC 18)
Staff Strike: Strength-based Damage 2, +7 (DC 18)
Stupefy: Cumulative Affliction 7, +5 (DC Fort 17)
Throw, +3 (DC 16)
Unarmed, +7 (DC 16)

Complications
- Destiny: It is Harry's destiny to be the one that ultimately vanquishes the dark wizard who styles himself as "Lord Voldemort."
- Honor: Harry will always keep his word 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. Furthermore, he feels that a trusted friend is more important than the whole multiverse!
- Theophobia: Sometimes, Harry feels as though they eyes of every divine or cosmic being in the multiverse just happens to be focused on his personage. This is not a comfortable feeling for the young Sage.
- Wanderlust: Harry has a very difficult time settling in one place for very long, and feels as though the wind is carrying him to each new location on the horizon.

Languages
Bulgarian, Common [Native], French, Hylian, Latin, Twili

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/4, Will 11

Power Points
Abilities 58 + Powers 86 + Advantages 37 + Skills 39 (78 ranks) + Defenses 20 = 240
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DalkonCledwin
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Midna / The MCs / Sage of the Twilight

Post by DalkonCledwin »

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Midna of the Twili - Arc 1 - PL 8
Age: 16 (171) / Height: 5' 5" / Weight: 123 lbs / Hair Color: Orange / Eye Color: Red
Group Affiliations: The Twili Senate / Base of Operations: The Royal Palace, Phushzeth, Twilight Realm
Wealth Rank: +16 / Rep Rank: +10 / Knockback Mod: -8/-5

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

General Advantages
Accurate Attack, Attractive, Beginner's Luck, Benefit 3: (Renown, Wealth 2: [Independently Wealthy]), Connected, Conviction, Daze (Intimidation), Defensive Roll 3, Eidetic Memory, Equipment 4, Fascinate (Persuasion), Hide in Plain Sight, Improved Aim, Improved Smash, Languages 2, People Person, Power Attack, Ranged Attack 2, Ritualist, Set-up, Startle, Teamwork

Enhanced Advantages
Animal Empathy, Skill Mastery: (Expertise: Magic)

Skills
Acrobatics 4 (+7), Athletics 4 (+6), Close Combat: Mace 2 (+7), Expertise: History 6 (+12), Expertise: Magic 10 (+18/+16), Expertise: Politics 8 (+14), Intimidation 8 (+14), Investigation 4 (+10), Perception 8 (+12), Persuasion 6 (+12), Stealth 8 (+11), Technology 4 (+10), Treatment 4 (+10)

Powers
Hide in Shadows (Activation: Move Action)
. . Self-Sustenance: Immunity 10 (racial talent, Life Support; Sustained)
. . Shadow Meld: Concealment 4 (racial talent, All Visual Senses; Limited: to the Shadows of other characters or objects)
. . Shadowy Form: Insubstantial 3 (racial talent, Energy)
. . Shadowy Locomotion: Movement 3 (racial talent, Slithering, Wall-crawling 2: full speed)
Pact of the Twilight Sovereign: Array
. . Agonizing Blast: Damage 7 (eldritch magic, DC 22; Increased Range: ranged, Multiattack)
. . Armor of Agathys: Damage 2 (ice magic, DC 17; Triggered: 1 use - When Midna is struck by an attack)
. . Clairvoyance: Remote Sensing 11 (divination, Affects: Visual Senses - Visual, Range: 8 miles)
. . Darkness: 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)
. . Eyes of the Runekeeper: Comprehend 1 (divination, Languages - Read All; Sustained)
. . Hunger of Hadar: Burst Area Affliction 7 (shadow magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged)
. . Moonbeam: Damage 11 (radiant, twili magic, DC 26; Increased Range: ranged; Bane: Shapeshifters)
. . Shatter: Burst Area Damage 7 (evocation, DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range: ranged; Limited: Affects Objects Only)
. . Twili Trickery: Deflect 8 (twili magic; Redirection, Reflect; Limited: to Redirection)
Shadowthread Silk (Removable)
. . Light Armor: Impervious Toughness 2 (armor)
Special Qualities
. . Ascendant Step: Flight 1 (magical talent, Speed: 4 miles/hour, 60 feet/round; Subtle: subtle; Quirk: The Prone condition causes Midna to fall)
. . Beast Speech: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy)
Twili Physiology
. . Arcane Legacy: Enhanced Trait 2 (racial talent, Expertise +2 (+18), Advantages: Skill Mastery)
. . Disguise Self: Morph 3 (racial talent, +20 Deception checks to disguise; Broad group; Distracting, Resistible: Will, Notes: Any Humanoid)
. . Heart Container: Protection 2 (racial trait, +2 Toughness; Ablative)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 792 years); Quirk: Midna is only immune to mundane diseases & poisons)
. . Mage Hand: Feature 1 (racial talent, Notes: Midna has a very limited version of Move Object, only able to move mass rank –5 (about 24 oz.). On the upside, it is effectively Subtle 1)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Necrotic Damage; Limited - Half Effect)
. . Shadow Step: Teleport 3 (racial talent, 250 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Twili Perception: Senses 5 (racial trait, Awareness: Magical Effects [Mental], Darkvision, Extended: Darkvision 1: x10, Radius: Magic Awareness)
. . Twili's Grace: Feature 1 (racial trait, Notes: Midna can remain corporeal in the Twilight Realm)

Equipment
Scholar's Pack, Signet Ring, Twili Arsenal (Crossbow, Mace, Silver Dagger)

Offense
Initiative +3
Agonizing Blast: Damage 7, +5 (DC 22)
Armor of Agathys: Damage 2, +5 (DC 17)
Crossbow, +5 (DC 18)
Darkness: Burst Area Concealment Attack 7 (DC Fort 17)
Grab, +5 (DC Spec 12)
Hunger of Hadar: Burst Area Affliction 7 (DC Fort 17)
Mace, +7 (DC 20)
Moonbeam: Damage 11, +5 (DC 26)
Shatter: Burst Area Damage 7 (DC 22)
Silver Dagger, +5 (DC 18)
Throw, +5 (DC 17)
Unarmed, +5 (DC 17)

Complications
- Addiction: Midna has an insatiable desire for carnal pleasures that she hopes Harry can help her placate, even if only temporarily.
- Honor: Midna's loyalty to the Twilight Sovereign is unwavering.
- Motivation: Dreamer: Midna is determined to prove that she can handle herself without the coddling of her family, which is why she has chosen to go on a grand adventure with young Harry Potter.
- Overconfident: Midna believes that the commonfolk adore her for her kindness and generosity, and she also feels that her eloquent flattery will make everyone she talks to feel like the most wonderful person in the world, even though she tends to be rather snarky about it.
- Weakness: When exposed to direct sunlight, a Twili, such as Midna, will suffer the same conditions as a human would when exposed to Extreme Heat, needing to make a DC 10, +1 per previous check, Fortitude save for each minute of exposure or become Fatigued, then Exhausted, followed by Incapacitated and eventually Dying, with the Twili evaporating into Shadow Motes after failing another check once they gain the Dying condition. This can be mitigated by hiding in another character’s shadow.

Languages
Common, Hylian, Twili [Native]

Defense
Dodge 8, Parry 8, Fortitude 5, Toughness 8/5 (Imp. 2/0), Will 11

Power Points
Abilities 64 + Powers 110 + Advantages 31 + Skills 38 (76 ranks) + Defenses 17 = 260
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From Beyond the Twilight Brainstorm & Notes

Post by DalkonCledwin »

From Beyond the Twilight
Premise: Harry Potter thought he was done with being a hero, but it seems he was wrong! He wasn't certain where he was, but he still couldn't stop himself from saving the damsel in distress from a rather creepy guy. He just wasn't expecting to be cast out of the Realm with said damsel in retaliation. Oh well, at least he isn't bored to tears anymore!
Required Inclusions:
- After defeating Voldemort, Harry Potter quickly found out that he was still an adrenaline junkie but still as publicity shy as ever.
- Still rather distrustful of the Ministry of Magic even under a new administration, Harry knocked back any and all invitations to join the magical government's ranks.
- Not wanting to just sit on his laurels, Harry started to explore the limits of known magical means of transportation in hopes of bettering them or discovering or inventing something new.
- After an experiment goes awry, Harry will be catapulted straight into the Twilight Realm with no idea how he can go back to his original world.
- Somehow, Harry must be able to stay human in the Twilight Realm instead of becoming a helpless specter. The ideal way to accomplish this, is to have him be a Sage.
- Having learned his lesson from the Horcrux quest, Harry must be carrying all of the necessary survival gear to last him for at least one year in the wilderness.
- Harry’s sudden arrival in the Twilight Realm must either coincide with Zant’s rebellion or else be set a bit beforehand, with Harry being in place to save Midna from becoming an Imp.
- Unfortunately, Zant is a horrible little gnat, which means he will take out his anger at being thwarted by banishing Harry and Midna to the Light Realm.
- Harry’s primary romantic pairing must be Midna, though other women are permitted to join the romantic activities provided they gain Midna’s approval.
- Harry and Midna must eventually join the party of the Legendary Hero (who can be of either gender), but it will be left to the author’s decision as to when they join.
- Midna’s bond with Harry must eventually allow her to assume a solid form while in the Light Realm, but only at night.
Preferred Inclusions:
- Harry should be what is known as a Wizzrobe, which means his preferred weapon will be an Elemental Rod (Ice, Fire or Lightning), and he will focus more on magic than martial skills.
- Harry and Midna should teach each other their own brand of magic with various levels of success, though they should both be very interested in the other’s form of teleportation.
- Midna should be approximately the same age as Harry, rather than having a starting age that is comparable to a Dungeons and Dragons elf.
- Harry should accidentally kick over the hornets’ nest by impulsively grabbing Princess Zelda by the waist when their party escapes from Hyrule Castle.
- Following the previous idea, Zelda and Midna should reward Harry’s heroics with a night he won’t ever forget. Bonus points if Harry accidentally sires the next heir to Hyrule’s throne.
Optional Inclusions:
- Harry’s Patronus could be enhanced by the Light Spirits to help him beat the Shadow Beasts.
- Midna could use the same fighting style as her Hyrule Warriors counterpart once she gains a solidified form in the Light Realm.
- Items from other Zelda games could find their way into Harry’s possession so as to not steal the current Hero’s future gear.
Forbidden Things:
- Harry finding a way to contact his original dimension before the Mirror of Twilight is repaired.
- Harry losing his iconoclastic attitude and tendency to break the rules.
- Harry allowing Midna to break the Mirror of Twilight after they win.
- Harry and Midna, the malevolent emo doormats.
- Harry being involved in a male-slash pairing.
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Harry Potter / The MCs / From Beyond the Twilight

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: 186 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Legendary Hero’s Entourage / Base of Operations: Mobile
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -8/-5

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

General Advantages
All-out Attack, Animal Empathy, Artificer, Attractive, Benefit, Wealth (Well-Off), Connected, Conviction, Defensive Roll 3, Equipment 4, Fascinate (Persuasion), Favored Environment: (Aerial), Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 4, Leadership, Lionheart, Power Attack, Ritualist, Set-up, Takedown, Teamwork

Enhanced Advantages
Diehard, Jack-of-all-trades, Luck 2

Skills
Athletics 4 (+5), Close Combat: Grab 2 (+6), Expertise (AWE): Theology 6 (+10), Expertise (DEX): Broom Flight 6 (+9), Expertise (DEX): Jeweler 8 (+11), Expertise: Magic 10 (+13), Handle Animal 4 (+14/+10), Insight 6 (+10), Investigation 6 (+9), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Magic 3 (+6), Sleight of Hand 6 (+9), Stealth 6 (+9)

Powers
Adept of the Mystic Arts: Array
. . Apparition: Teleport 7 (magical travel, 0.5 miles in a move action, carrying 100 lbs.; Change Direction, Extended: 120 miles in 2 move actions, Increased Mass; Check Required 5: DC 14 - Expertise: Magic)
. . Blitsify: Cumulative Affliction 6 (electricity, hex, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Will, DC 16; Cumulative, Increased Range: ranged)
. . Bombarda: Burst Area Damage 6 (curse, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . Broccium Blicsum: Damage 9 (charm, electricity, DC 24; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction, Multiattack; Tiring)
. . Expecto Patronum: Concentration Burst Area Affliction 6 (charm, radiant, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Increased Range: ranged; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: to Shadow Beasts & Twili, Limited: to Forcing Targets Away from Warded Area)
. . Expelliarmus: Damage 10 (charm, force, DC 25; Disarming (No Damage), Increased Range: ranged)
. . Fulgus: Damage 14 (charm, electricity, DC 29; Increased Range: ranged, Indirect 2: any point away or fixed point in fixed direction, Multiattack; Distracting, Inaccurate 2: -4, Tiring)
. . Inanimatus Conjurus: Create 6 (conjuration, Volume: 60 cft., DC 16; Increased Duration: continuous, Innate, Precise)
. . Reparifors: Healing 10 (healing magic; Restorative; Tiring)
. . Wingardium Leviosa: Move Object 6 (charm, 3200 lbs., DC 21; Damaging, Subtle: subtle)
Lightning Rod (Easily Removable)
. . Magical Weaponry: Array
. . . . Lightning Arc: Damage 8 (electricity, magic, DC 23; Increased Range: ranged)
. . . . Rod Strike: Strength-based Damage 1 (bludgeoning, DC 17; Aura: Electricity [1 extra rank])
. . Transdimensional Portkey (Alternate; Easily Removable)
. . . . Transdimensional Warp Point: Movement 1 (unique object, Dimensional: The Twilight Realm [Earth is Native] 1: one dimension, 3200 lbs.; Increased Mass 6; Quirk: All travelers must be touching the Portkey, Unreliable (roll))
Magical Human Physiology
. . Fringe-Dweller: Enhanced Trait 3 (racial talent, Handle Animal +4 (+14), Advantages: Jack-of-all-trades)
. . Heart Containers: Protection 3 (six hearts, racial trait, +3 Toughness; Impervious; Ablative)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison, Advantages: Diehard; Feature: Longevity (Up to 284 years))
. . Mage Sight: Senses 5 (racial trait, Analytical: Detect Magical Auras, Awareness: Magical Effects, Detect: Magical Auras [Visual] 2: ranged, Radius: Magic Awareness)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Lightning Affinity: Luck Control 1 (class ability, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance checks vs. Harry's Lightning Magic)
. . Lightning Resistance: Immunity 5 (class ability, Damage Effect: Electricity Damage; Limited - Half Effect)
The Shadow Medallion (Removable (indestructible))
. . Conferred Invulnerabilities: Immunity 5 (legendary object, Damage Effect: Necrotic Damage)
. . Divine Charisma: Enhanced Trait 4 (legendary object, Presence +2 (+6))
. . Ethereal Jaunt: Movement 3 (legendary action, Permeate 3: full speed)
. . Twilight Denizen: Movement 1 (legendary object, Environmental Adaptation: The Twilight Realm; Feature: Allows Harry to remain corporeal while within the Twilight Realm)

Equipment
50' of Hempen Rope (1 ep), Arcanist's Pack (10 ep), Mundane Arsenal (Silver Dagger, Whip; 6 ep)

Offense
Initiative +3
Blitsify: Cumulative Affliction 6, +6 (DC Will 16)
Bombarda: Burst Area Damage 6 (DC 21)
Broccium Blicsum: Damage 9, +6 (DC 24)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +6 (DC 25)
Fulgus: Damage 14, +2 (DC 29)
Grab, +6 (DC Spec 11)
Lightning Arc: Damage 8, +3 (DC 23)
Rod Strike: Strength-based Damage 1, +4 (DC 17)
Silver Dagger, +4 (DC 17)
Throw, +3 (DC 16)
Unarmed, +4 (DC 16)
Whip, +4 (DC 16)
Wingardium Leviosa: Move Object 6, +6 (DC 21)

Complications
- Flashbacks: Harry will occasionally have flashbacks to the "Year of Horror" that took him on a quest for Voldemort's Horcruxes, which saw the bonds between Harry and his two friends from Earth tested almost to the breaking point.
- Impulsive: Harry knows that just about anything is possible, so he is quick to believe almost anything.
- Motivation: Protector: Harry treasures his friends, because he knows that a group is not defined by the physical space that they occupy, but by the bonds that they have forged between them.
- Obnoxious: Like any good 'Hero', Harry has no sense of the importance of property, and does not respect other people's belongings.
- Quirk: Harry is constantly comparing what he is seeing in the present day to what he has seen or experienced in the past.

Languages
Bulgarian, English [Native], French, Hylian, Latin, Lizal, Twili

Defense
Dodge 8, Parry 8, Fortitude 4, Toughness 8/5 (Imp. 3), Will 10

Power Points
Abilities 48 + Powers 82 + Advantages 32 + Skills 41 (81 ranks) + Defenses 17 = 220
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DalkonCledwin
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Princess Midna / The MCs / From Beyond the Twilight

Post by DalkonCledwin »

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Princess Midna - Arc 1 - PL 8
Age: 23 / Height: 6' 1" / Weight: 145 lbs / Hair Color: Orange / Eye Color: Red
Group Affiliations: The Legendary Hero’s Entourage / Base of Operations: Mobile
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -7/-5

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

General Advantages
Attractive 2, Benefit 3: (Status 2: [Elective Monarch of the Twilight Realm], Wealth [Well-Off]), Charming, Connected, Daze (Deception), Defensive Attack, Defensive Roll 2, Equipment 3, Fascinate (Expertise: String Instruments), Inspire 2, Languages 3, Leadership, Ritualist, Set-up, Shadow Meld, Taunt, Teamwork

Enhanced Advantages
Luck 2

Skills
Acrobatics 6 (+9), Athletics 4 (+6), Deception 6 (+10), Expertise (PRE): String Instruments 6 (+10), Expertise: History 6 (+12), Expertise: Magic 10 (+18/+16), Expertise: Theology 6 (+12), Insight 6 (+10), Perception 6 (+10), Persuasion 6 (+10), Ranged Combat: Magic 5 (+8), Stealth 6 (+9), Treatment 6 (+12)

Powers
Adept of Twili Magic: Array
. . Charm: Cumulative Affliction 7 (hypnosis magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Cumulative, Increased Range: ranged, Subtle: subtle; Quirk: Midna doesn't control the target's actions, they merely act friendly towards her, Sense-dependent: Auditory)
. . Far Step: Teleport 8 (magical travel, 1 mile in a move action, carrying 200 lbs.; Change Direction, Change Velocity, Increased Mass 2, Turnabout)
. . Major Image: Illusion 5 (illusionism, Affects: All Sense Types, Area: 30 cft., DC 15; Selective; Resistible: Will)
. . Message: Mental Communication 1 (divination; Subtle: encrypted; Concentration, Limited: to the person whose shadow she is hiding inside of, Notes: Range: 100 feet)
. . Passwall: Movement 2 (magical travel, Permeate 2: speed rank -1)
. . Revivify: Healing 8 (healing magic; Resurrection; Limited: to subjects that have been dead for no more than a minute)
. . Sacrifice: Healing 10 (healing magic; Empathic)
. . Teleportation Circle: Burst Area Teleport 8 (magical travel, Carry 25 tons; Accurate, Burst Area: 30 feet radius sphere, DC 18, Extended: 250 miles in 2 move actions, Increased Mass 10; Check Required 5: DC 14 - Expertise: Magic, Limited Location: set of loctions - Places where a Shadow Beast has been slain, Limited to Extended, Tiring)
Elegant Twili Physiology
. . Arcane Heritage: Enhanced Trait 1 (racial talent, Expertise +2 (+18))
. . Disguise Self: Morph 3 (racial talent, +20 Deception checks to disguise; Broad group; Feature: Vocal Mimicry; Resistible: Will, Notes: Any Humanoid)
. . Longevity: Feature 1 (racial trait, Notes: Midna can expect to live for up to 163 years)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Tough: Protection 3 (racial trait, +3 Toughness)
. . Twilight Denizen: Movement 1 (racial trait, Environmental Adaptation: The Twilight Realm; Feature: Midna can remain corporeal in the Twilight Realm)
. . Twilight Perception: Senses 5 (racial trait, Awareness: Magical Effects [Mental], Darkvision, Extended: Visual Senses 1: x10, Radius: Magic Awareness; Limited: Extended Visual Snses is for Darkvision only [1 rank only])
Mirror of Shadows (Easily Removable)
. . Mirror of Twilight Replica: Array
. . . . Catastrophe: Damage 8 (shadow magic, DC 23; Increased Range 2: perception, Indirect 4: any point, any direction, Variable Descriptor: close group - Accidents; Tiring)
. . . . Midna's Hand: Move Object 8 (shadow magic, 6 tons, DC 23; Damaging)
. . . . Twilight Snare: Burst Area Affliction 6 (shadow magic, 1st degree: Impaired and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Strength, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Extra Condition, Feature: Midna can use this while hiding in someone's shadow, Selective; Build Up, Limited Degree)
Special Qualities
. . Air Walking: Flight 1 (magical talent, Speed: 4 miles/hour, 60 feet/round; Subtle: subtle; Quirk: The Prone condition causes Midna to fall)
. . Bless or Bane: Luck Control 2 (magical talent, Bestow Luck, Force a Re-roll, Advantages: Luck 2)
. . Divine Body: Immunity 2 (divine talent, Disease, Starvation & Thirst; Limited - Half Effect)

Equipment
Explorer's Pack (10 ep), Musical Instrument (Basic, 1 ep), Signet Ring (1 ep)

Offense
Initiative +3
Catastrophe: Damage 8 (DC 23)
Charm: Cumulative Affliction 7, +8 (DC Will 17)
Grab, +3 (DC Spec 12)
Midna's Hand: Move Object 8, +8 (DC 23)
Throw, +3 (DC 17)
Twilight Snare: Burst Area Affliction 6 (DC Fort/Will 16)
Unarmed, +3 (DC 17)

Complications
- Honor: Midna believes that the children of both Hyrule and the Twilight Realm are the future of both realities. She feels that it would be unwise to leave the United Realms as they are, and that those in power should not leave their children to clean up their own mistakes.
- Light Blindness: Abrupt exposure to Bright Light, such as Sunlight or the Lumos Maxima spell, will render Midna “Visually Unaware” for the first round of exposure and “Visually Disabled” on subsequent rounds of exposure. Use of the Shadow Meld advantage allows Midna to ignore this weakness, but doing so prevents her from directly interacting with the world around her.
- Motivation: Doing Good: Even though she has been deposed, Midna is determined to serve out her term as the Twilight Princess with purpose, and to ensure the safety and prosperity of the citizens of the Twilight Realm. Unfortunately, her methods are considered to be unconventional, even in spite of her best intentions.
- Overconfident: Midna believes herself to be an aristocrat. She holds herself up to high standards of behavior, and also holds others up to such ideals just as much as she does herself.
- Troubled Past: Midna is looking out only for herself and the ones closest to her, since the people she once trusted to have her back have turned their backs on her, leaving her with only individuals like Harry Potter to help see her through the many adventures that will now face her on a day to day basis.

Languages
Ancient Hylian, Gerudo, Hylian, Twili [Native]

Defense
Dodge 9, Parry 9, Fortitude 4, Toughness 7/5, Will 10

Power Points
Abilities 54 + Powers 90 + Advantages 26 + Skills 40 (79 ranks) + Defenses 20 = 230
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DalkonCledwin
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Prince of the Dunes Brainstorm & Notes

Post by DalkonCledwin »

Prince of the Dunes
Premise: After living to a ripe old age, Harry Potter moved on to his Next Great Adventure. He had hoped to meet his lost loved ones, but nothing is ever so simple for our intrepid hero, and he soon found himself being reborn as the first male Gerudo in one-hundred years, marking him as the Lord of the Dunes!
Required Inclusions:
- After living to a ripe old age, Harry Potter must have passed into a peaceful eternal slumber, where he is soon reincarnated as the first male Gerudo in one-hundred years.
- Harry must be reborn during what is known as the Age of Calamity, and it must occur at least 15 years prior to when the Legendary Hero would awaken in the Shrine of Resurrection.
- The Gerudo people must see the boy’s birth as a chance to prove to Hyrule and the world beyond that not all male Gerudo are destined to turn out like Calamity Ganon.
- Since he is a Gerudo himself, Harry must be one of the few exceptions to the rule that men are not allowed within the walls of Gerudo Town.
- While Harry will still be quite gifted in the use of magic, Harry must also be competent in the use of martial weaponry, such as swords, spears and other similar items.
- The main romantic pairing for this story must be Makeela Riju, though other women are allowed to join the pairing with her blessing.
- Due to the current state of Hyrule, Kingdom-wide laws are not being enforced, and each of the sub-kingdoms is responsible for maintaining their own laws and protecting their citizens.
- After he reaches a certain age, Harry must regain the memories of his previous life. After reclaiming these memories, Harry must work on recreating his favorite spells from his old life.
- Gerudo Town must throw one heck of a party after the Legendary Hero returns the Thunder Helm to them and reports the “untimely” demise of the Yiga Master.
Preferred Inclusions:
- Riju should be a descendant of the late Gerudo Champion and Chieftain, Lady Urbosa, having inherited the woman’s affinity for Lightning Magic.
- Harry should be on hand to aid Riju and the Hylian Champion as they attempt to placate Vah Naboris, what contributions he makes to this effort is up to the author.
- Harry should be acquainted with several influential figures throughout Hylia, such as Impa, Paya, Purrah, Kass, Robbie, etc… With Paya possibly being another romantic interest.
- Harry should have a name that fits within the style that is to be expected of the Gerudo, with the name Harith Shadedust being what has been recommended.
Optional Inclusions:
- Harry and Riju could share the governance of their people, with Riju handling internal affairs and law enforcement details, while Harry handles both the military and external affairs.
- The Legendary Hero could be a female that answers to the name of Linkle, and who is modeled after the Linkle that appears in the Hyrule Warriors video games.
Forbidden Things:
- Harry and Riju bending their knees to Zelda without a beneficial Treaty.
- Harry allowing himself to be manhandled by the Great Fairies.
- Harry and Riju, the malevolent emo doormats.
- Harry being the chosen hero of the Gods.
- Harry being corrupted by Malice.
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DalkonCledwin
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Harith Shadedust / The MCs / Prince of the Dunes

Post by DalkonCledwin »

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Art by Zarory on DeviantArt

Harith Shadedust - Arc 1 - PL 8
Age: 15 / Height: 5' 7" / Weight: 190 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The Gerudo Tribe / Base of Operations: The Gerudo Palace, Gerudo Town, Hyrule
Wealth Rank: +16 / Rep Rank: +10 / Knockback Mod: -6/-2

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

General Advantages
Attractive, Beginner's Luck, Benefit 6: (Renown, Status 3: [Prince of the Gerudo Tribe], Wealth 2: [Independently Wealthy]), Chef, Connected, Contacts, Conviction, Equipment 7, Extraordinary Effort, Fascinate (Persuasion), Inspire 2, Languages 2, Leadership, People Person, Potion Brewing, Power Attack, Ritualist, Well-informed

Enhanced Advantages
Animal Empathy, Close Attack 2, Interpose

Skills
Athletics 6 (+7), Close Combat: Spears 2 (+10), Expertise (AWE): Cooking 6 (+10), Expertise (AWE): Survival 8 (+12), Expertise (PRE): Wind Instruments 6 (+8), Expertise: Magic 10 (+13), Handle Animal 4 (+8/+6), Investigation 4 (+7), Perception 8 (+12), Persuasion 6 (+8), Riding 4 (+9), Stealth 4 (+9)

Powers
Adept of the Mystic Arts: Array
. . Bane: Affliction 7 (enchantment, 1st degree: Impaired, 2nd degree: Defenseless, Resisted by: Will, DC 17; Increased Range 2: perception, Insidious, Subtle: subtle; Limited Degree)
. . Darkness: Burst Area Concealment Attack 7 (evocation, shadow, All Visual Senses, Extra Ranks 3, DC 17; Burst Area: 30 feet radius sphere, DC 17, Attack: Dodge, Increased Range: ranged; Concentration)
. . Devicto: Damage 7 (evocation, force, DC 22; Increased Range: ranged, Multiattack; Nonlethal)
. . Expelliarmus: Damage 11 (abjuration, force, DC 26; Disarming (No Damage), Increased Range: ranged)
. . Legilimens: Cumulative Mind Reading 7 (divination, DC 17; Cumulative, Subtle: subtle)
. . Major Image: Illusion 5 (illusion, Affects: All Sense Types, Area: 30 cft., DC 15; Selective; Concentration, Resistible: Will)
. . Pulling Shade: Burst Area Affliction 7 (conjuration, shadow, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobile, Resisted by: Dodge, Overcome by Strength, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Extra Condition, Increased Range: ranged; Build Up, Limited Degree)
. . Reparifors: Healing 11 (conjuration; Restorative; Tiring)
. . Wingardium Leviosa: Move Object 7 (transmutation, 3 tons, DC 22; Damaging, Subtle: subtle)
Blood Spear (Easily Removable)
. . Spear Strike: Strength-based Damage 2 (piercing, DC 18; Dangerous, Reach (melee): 5 ft.)
. . Vampiric Revitalization: Healing 4 (uncommon object; Reaction 3: reaction; Limited: Affects Self Only, Quirk: Doesn’t work if the enemy lacks a Stamina score, Notes: Reaction Trigger: [When Harry Uses the Spear to Incapacitate or Kill an enemy])
Gerudo Physiology
. . Animal Wrangler: Enhanced Trait 2 (racial talent, Handle Animal +2 (+8), Advantages: Animal Empathy)
. . Desert Survivor: Movement 1 (racial talent, Environmental Adaptation: Deserts)
. . Expanded Awareness: Senses 7 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Darkvision, Extended: Mental Senses 1: x10, Extended: Visual Senses 1: x10, Radius: Magic Awareness)
. . Fleet of Foot: Speed 1 (racial talent, Speed: 4 miles/hour, 60 feet/round)
. . Gerudo Combat Training: Enhanced Trait 3 (racial talent, Advantages: Close Attack 2, Interpose)
. . Resistances: Immunity 2 (racial trait, Environmental Condition: Cold, Environmental Condition: Heat; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Beyond Sight: Concealment 4 (shadow magic, All Visual Senses; Limited: Affects a Single Target at a Time, Passive)
. . Incarnation Awareness: Senses 2 (magical talent, Postcognition (Limited): Harry J. Potter; Uncontrolled)
. . Lingering Omen: Protection 4 (shadow magic, +4 Toughness; Impervious, Sustained)
. . Wanderer: Feature 1 (social talent, Notes: Harith has an excellent memory for maps and geography, and he can always recall the general layout of terrain, settlements, and other features around him. In addition, he can find food and fresh water for himself and up to five other people each day, provided that the land offers berries, small game, water, and so forth)

Equipment
Explorer's Pack, Gerudo Palace, Hunting Trophy, Outlander's Arsenal (Crossbow, Hunting Trap, Throwing Daggers)

Offense
Initiative +5
Bane: Affliction 7 (DC Will 17)
Crossbow, +5 (DC 18)
Darkness: Burst Area Concealment Attack 7 (DC Dog 17)
Devicto: Damage 7, +5 (DC 22)
Expelliarmus: Damage 11, +5 (DC 26)
Grab, +10 (DC Spec 11)
Hunting Trap, +5 (DC Dog 13)
Legilimens: Cumulative Mind Reading 7 (DC Will 17)
Pulling Shade: Burst Area Affliction 7 (DC Will 17)
Spear Strike: Strength-based Damage 2, +12 (DC 18)
Throw, +5 (DC 16)
Throwing Daggers, +5 (DC 17)
Unarmed, +10 (DC 16)
Wingardium Leviosa: Move Object 7, +5 (DC 22)

Complications
- Impulsive: Harith is driven by a wanderlust that led him away from home, and allowed him to meet many of the people who inhabit the world of Hyrule. Furthermore, Harith lives by the maxim that there is no room for caution in a life lived to the fullest!
- Motivation: Responsibility: Harith believes it is each person's responsibility to make the most happiness for the whole tribe, and he is more than willing to do his part, which is important since he is the one and only male Gerudo to have been born in the last 100 years.
- Power Loss: Harith must have free use of his hands and mouth in order to perform magic, which means that any effect which restricts his mobility or prevents him from speaking could cause him to lose access to his spells until it is nullified.
- Responsibility: Harith once ran twenty-five miles without stopping to warn his clan of an approaching Moblin horde. He'd do it again if he had to. As a male Gerudo, it is Harith's duty to provide children to help sustain his tribe.

Languages
Gerudo [Native], Hylian, Invocative Latin

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 6/2 (Imp. 4/0), Will 11

Power Points
Abilities 60 + Powers 73 + Advantages 31 + Skills 34 (68 ranks) + Defenses 17 = 215

--------------------
Home Sweet Home
Gerudo Palace - PL 8

Toughness 10, Size Huge

Features:
Armory (80 ep), Artificer's Lab, Defensive Enchantments (Blast 8), Escape Tunnel 1 (DC 20), Fire Prevention Charms, Gym, Holding Cells (Tough 15), Kitchen & Mess Hall, Landmark, Library, Living Space, Mystic Locale, Personnel (Gerudo NPCs), Ritual Chamber, Trophy Room, War Room, Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 19 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 12 (24)
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DalkonCledwin
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Makeela Riju / The MCs / Prince of the Dunes

Post by DalkonCledwin »

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Art by VanEvil on DeviantArt

Makeela Riju - Arc 1 - PL 8
Age: 15 / Height: 5' 6" / Weight: 144 lbs / Hair Color: Red / Eye Color: Green
Group Affiliations: The Gerudo Tribe / Base of Operations: The Gerudo Palace, Gerudo Town, Hyrule
Wealth Rank: +16 / Rep Rank: +8 / Knockback Mod: -6/-3

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

General Advantages
Accurate Attack, Assessment, Attractive 2, Beginner's Luck, Benefit 4: (Status 2: [Chieftainess of the Gerudo], Wealth 2: [Independently Wealthy]), Charming, Connected, Defensive Roll 3, Diehard, Equipment 7, Extraordinary Effort, Fascinate (Persuasion), Flirtation, Great Endurance, Inspire 2, Languages 3, Leadership, Move-by Action, Ranged Attack 3, Ritualist, Well-read

Enhanced Advantages
Animal Empathy, Close Attack 2, Throwing Mastery 2

Skills
Acrobatics 6 (+9), Athletics 4 (+6), Expertise (AWE): Research 8 (+12), Expertise: Calligraphy 4 (+9), Expertise: History 6 (+11), Expertise: Magic 8 (+13), Handle Animal 8 (+12/+10), Insight 6 (+10), Investigation 4 (+9), Perception 4 (+8), Persuasion 6 (+8), Ranged Combat: Throwing 4 (+7), Riding 6 (+9), Stealth 4 (+7), Treatment 6 (+11)

Powers
Disciple of the Mystic Arts: Array
. . Chromatic Orb: Damage 10 (energy, evocation, DC 25; Increased Range: ranged, Variable Descriptor: close group - Acid, Cold, Fire, Lightning, Poison or Thunder)
. . Lightning Bolt: Line Area Damage 6 (electricity, evocation, DC 21; Line Area 3: 5 feet wide by 120 feet long, DC 16, Feature: Extraordinary Effort for +2 effect ranks; Tiring)
. . Shatter: Burst Area Damage 7 (evocation, sonic, DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range: ranged; Limited: Affects Objects Only)
. . Shocking Grasp: Cumulative Affliction 6 (electricity, evocation, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative)
. . Thunder Step: Teleport 3 (conjuration, 250 feet in a move action, carrying 50 lbs.; Accurate, Change Direction, Change Velocity, Easy, Extended: 8 miles in 2 move actions, Turnabout; Limited: Riju must pass through the intervening space in the form of a lightning bolt)
. . Thunderwave: Linked Effect
. . . . Thunder: Concentration Cone Area Affliction 5 (Linked; electricity, evocation, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cone Area: 60 feet cone, DC 15, Concentration)
. . . . Wave: Cone Area Move Object 5 (Linked; evocation, 1600 lbs.; Cone Area: 60 feet cone, DC 15; Concentration, Limited Direction: Repulsion, Reduced Range: close)
Gerudo Physiology
. . Animal Wrangler: Enhanced Trait 2 (racial talent, Handle Animal +2 (+12), Advantages: Animal Empathy)
. . Desert Survivor: Movement 1 (racial talent, Environmental Adaptation: Deserts)
. . Fleet of Foot: Speed 1 (racial talent, Speed: 4 miles/hour, 60 feet/round)
. . Gerudo Combat Training: Enhanced Trait 4 (racial talent, Advantages: Close Attack 2, Throwing Mastery 2)
. . Magical Awareness: Senses 4 (racial trait, Acute: Magic Awareness, Awareness: Magical Effects [Mental], Extended: Mental Senses 1: x10, Radius: Magic Awareness)
. . Resistances: Immunity 2 (racial trait, Environmental Condition: Cold, Environmental Condition: Heat; Limited - Half Effect)
. . Spirit Medium: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
Special Qualities
. . Heart of Lightning: Affliction 3 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Reaction 3: reaction; Activation: move action, Notes: Reaction Trigger: [When Riju is grabbed or struck in melee combat])
. . Lightning in the Veins: Immunity 5 (lightning magic, Damage Effect: Electricity Damage; Limited - Half Effect)
. . Researcher: Feature 1 (social talent, Notes: When Riju attempts to learn or recall a piece of lore, if she doesn't know that information, she often knows where and from whom she can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Riju's GM might rule that the knowledge she seeks is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign)
The Thunder Helm (Removable)
. . Conferred Invulnerabilities: Immunity 5 (legendary object, Damage Effect: Electricity Damage)
. . Conferred Resistances: Immunity 5 (legendary object, Damage Effect: Sonic Damage; Limited - Half Effect)
. . Fancy Headgear: Protection 1 (legendary object, +1 Toughness; Impervious)

Equipment
Explorer's Pack, Riju's Diary, Sage's Arsenal (Crossbow, Throwing Daggers), Scribe's Kit, Shared EP (Gerudo Palace, 12 ep)

Offense
Initiative +3
Chromatic Orb: Damage 10, +6 (DC 25)
Crossbow, +6 (DC 18)
Grab, +10 (DC Spec 12)
Heart of Lightning: Affliction 3, +10 (DC Fort 13)
Lightning Bolt: Line Area Damage 6 (DC 21)
Shatter: Burst Area Damage 7 (DC 22)
Shocking Grasp: Cumulative Affliction 6, +10 (DC Fort 16)
Throw, +10 (DC 19)
Throwing Daggers, +10 (DC 20)
Thunder: Concentration Cone Area Affliction 5 (DC Fort 15)
Unarmed, +10 (DC 17)
Wave: Cone Area Move Object 5 (DC 15)

Complications
- Honor: Makeela is willing to listen to every side of an argument before she makes her own judgment on any given topic.
- Impulsive: Riju tends to overlook obvious solutions in favor of complicated ones.
- Motivation: Responsibility: Riju believes that the goal of a life of study is the betterment of oneself. She also believes it is her duty to protect the Gerudo people from harm.
- Power Loss: Riju must have free use of her hands and mouth in order to perform magic, which means that any effect which restricts her mobility or prevents her from speaking could cause Riju to lose access to her spells until it is nullified.
- Social Awkwardness: Riju is horribly, horribly awkward in social situations that involve boys... unless the boy in question happens to be her precious Harith, in which case she is perfectly capable of seducing him.

Languages
Ancient Hylian, Gerudo [Native], Hylian, Lizal

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

Power Points
Abilities 58 + Powers 67 + Advantages 38 + Skills 42 (84 ranks) + Defenses 19 = 224
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DalkonCledwin
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Linkle / The MCs / Prince of the Dunes

Post by DalkonCledwin »

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Linkle of Faron Woods - Arc 1 - PL 8
Age: 17 (117) / Height: 4' 11" / Weight: 95 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Princess' Elite Guard / Base of Operations: Mobile
Wealth Rank: +8 / Rep Rank: +16 / Knockback Mod: -5/-3

Strength 2, Stamina 3, Agility 5, Dexterity 5, Fighting 11, Intellect 2, Awareness 4, Presence 2

General Advantages
All-out Attack, Ancestral Enmity: (Ganondorf), Animal Empathy, Attractive, Beginner's Luck, Benefit, Renown 4, Connected, Conviction, Daze (Intimidation), Defensive Roll, Diehard, Equipment 4, Fascinate (Persuasion), Fearless, Great Endurance, Herbalist, Improved Aim, Improved Ranged Disarm, Inspire 2, Languages 1, Leadership, Move-by Action, Quick Draw, Ranged Attack 2, Startle, Takedown, Teamwork

Enhanced Advantages
Favored Environment: (While Fighting Favored Foes), Favored Foe: (Fantastic Beasts), Favored Foe: (Moblins), Skill Mastery: (Expertise (AWE): Survival), Uncanny Dodge

Skills
Athletics 6 (+8), Expertise (AWE): Gambling 6 (+10), Expertise (AWE): Survival 8 (+14/+12), Expertise: Nature 8 (+10), Handle Animal 6 (+8), Intimidation 6 (+8), Investigation 8 (+10), Perception 8 (+12), Persuasion 4 (+6), Ranged Combat: Archery 3 (+8), Riding 6 (+11), Stealth 6 (+11), Vehicles 6 (+11)

Powers
Fairy Bow (Easily Removable)
. . Another Hero's Weapon: Array
. . . . Horde Breaker: Damage 4 (piercing, DC 19; Accurate: +2, Increased Range: ranged, Multiattack; Unreliable (5 uses))
. . . . Standard Arrow: Damage 4 (piercing, DC 19; Accurate: +2, Increased Range: ranged)
Round-Eared Hylian Physiology
. . Acrobatic: Leaping 1 (racial talent, Leap 15 feet at 4 miles/hour)
. . Expanded Awareness: Senses 2 (racial trait, Danger Sense: Visual, Direction Sense, Advantages: Uncanny Dodge)
. . Fleet of Foot: Speed 2 (racial talent, Speed: 8 miles/hour, 120 feet/round)
. . Forest Folk: Enhanced Trait 2 (racial talent, Expertise (AWE) +2 (+14), Advantages: Skill Mastery)
. . Sure-Footed: Movement 2 (racial talent, Sure-footed 2; Limited: Only while running)
Special Qualities
. . Favored Enemies: Enhanced Trait 3 (martial, Advantages: Favored Environment: (While Fighting Favored Foes), Favored Foe: (Moblins), Favored Foe: (Fantastic Beasts))
. . Military Rank: Feature 1 (social talent, Notes: Although she isn't on active duty anymore, Linkle has a military rank from her career as a soldier. Soldiers loyal to the Hylian Royal Family still recognize her authority and influence, and they defer to Linkle if they are of a lower rank. She can invoke her rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. Linkle can also usually gain access to friendly military encampments and fortresses where her rank is recognized)
. . Natural Explorer: Movement 2 (talent, Sure-footed 2; Quirk: Limited to Forests & Coastal Regions)

Equipment
Badge, Battle Trophy, Explorer's Pack, Leather Armor, Playing Cards, Sheikah Slate, Soldier's Arsenal (Dagger, Shortsword)

Offense
Initiative +5
Dagger, +11 (DC 18)
Grab, +11 (DC Spec 12)
Horde Breaker: Damage 4, +12 (DC 19)
Shortsword, +11 (DC 19)
Standard Arrow: Damage 4, +12 (DC 19)
Throw, +7 (DC 17)
Unarmed, +11 (DC 17)

Complications
- Honor: Princess Zelda saved Linkle's life while on the battlefield. As such, Linkle will never leave a friend behind.
- Impulsive: Linkle can and will stare down a Stalhound without flinching!
- Motivation: The Greater Good: Linkle believes it is her lot to lay down her life in the defense of others.
- Obsession: Linkle's hatred of Calamity Ganon is blind and unreasoning. She will go to any lengths in order to see the threat the behemoth poses brought to an end, even if it costs her life.
- Troubled Past: Linkle is haunted by memories of the war that caused her to sleep through the past 100 years. She simply can't get the images of violence out of her mind for very long, though she can ignore them for long enough to defeat a roving band of monsters.

Languages
Hylian [Native], Moblin

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 5/3, Will 7

Power Points
Abilities 68 + Powers 23 + Advantages 35 + Skills 41 (81 ranks) + Defenses 13 = 180
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