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DalkonCledwin
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Sorceress Greengrass / The MCs / Ex Meis Cineribus Renascor

Post by DalkonCledwin »

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Daphne Ophelia Greengrass - Arc 1 - PL 10
Age: 14 / Height: 5' 6" / Weight: 116 lbs / Hair Color: Blonde / Eye Color: Yellow
Group Affiliations: Slytherin House / Base of Operations: Greengrass Manor (Summers) / Hogwarts Castle (Winters)

Strength 0, Stamina 1, Agility 3, Dexterity 3, Fighting 3, Intellect 5, Awareness 4, Presence 6

General Advantages
Assessment, Attractive 2, Beginner's Luck, Benefit, Dowry 2 (Moderately Wealthy), Benefit, Sixth Sense, Benefit, Social Class 2 (Aristocrat), Benefit, Spiritual Diplomat, Charming, Connected, Daze (Deception), Defensive Attack, Defensive Roll 3, Equipment 1, Fascinate (Persuasion), Languages 3, Leadership, Magitek Engineer, Potion Brewing, Ranged Attack 3, Ritualist, Second Chance: (Resisting Mental Control), Taunt, Trance, Well-informed

Enhanced Advantages
Luck 3, Skill Mastery: (Expertise: Magic)

Skills
Close Combat: Daggers 2 (+5), Deception 6 (+12), Expertise: Guardian Forces 8 (+13), Expertise: Magic 8 (+17/+13), Expertise: Magitek 6 (+11), Expertise: Politics 4 (+9), Insight 6 (+10), Investigation 4 (+9), Perception 4 (+8), Persuasion 6 (+12), Ranged Combat: Magic 4 (+7), Stealth 4 (+7), Treatment 6 (+11)

Powers
Aspen & Dragon Heartstring Wand (Easily Removable)
. . Disciple of Wizarding Magic: Array
. . . . Bombarda: Burst Area Damage 6 (curse, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite: Nullify 10 (charm, Counters: Magical Effects, DC 20; Broad, Simultaneous; Limited: Not vs. Alteration effects)
. . . . Legilimens: Cumulative Mind Reading 6 (divination, DC 16; Cumulative)
. . . . Turning: Teleport 4 (magical travel, 500 feet in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout)
Magical Human Physiology
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Environmental Condition: Cold; Quirk: Daphne is only immune to Muggle diseases)
. . Longevity: Feature 1 (racial trait, Notes: Daphne can expect to live for up to 153 years)
. . Magical Focus: Enhanced Trait 3 (racial talent, Expertise +4 (+17), Advantages: Skill Mastery)
Robes of the Sorceress (Removable)
. . Magical Amplifier: Luck Control 1 (unique object, Force a Re-roll, Advantages: Luck 3; Limited: to Resistance Checks vs. Daphne's Spell Effects)
. . Magical Vestments: Protection 5 (unique object, +5 Toughness; Impervious)
. . Spell Resistance: Immunity 20 (unique object, Very Common Descriptor: Magical Effects; Limited - Half Effect)
Sorceress of the Frozen Wastes: Array
. . Bio: Affliction 8 (para-magic, status, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged, Secondary Effect)
. . Blizzard: Cumulative Affliction 8 (ice, para-magic, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Cure: Healing 12 (life, para-magic; Increased Range: ranged; Unreliable (5 uses))
. . Esuna: Healing 12 (para-magic, support; Restorative; Limited: Restorative Only)
. . Fire: Damage 8 (fire, para-magic, DC 23; Increased Range: ranged, Secondary Effect)
. . Ice Strike: Linked Effect
. . . . Crystal Shard: Damage 8 (Linked; ice, limit break, DC 23; Increased Range: ranged; Tiring)
. . . . Frigid Chill: Affliction 8 (Linked; cold, limit break, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Increased Range: ranged)
. . Shield: Burst Area Deflect 8 (limit break; Burst Area 3: 120 feet radius sphere, DC 18, Selective; Reduced Range: close, Tiring)
. . Sleep: Cumulative Affliction 8 (para-magic, status, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Asleep, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
. . Slow: Affliction 8 (para-magic, time, 1st degree: Hindered, Vulnerable, DC 18; Alternate Resistance (Dodge), Extra Condition, Increased Range 2: perception; Limited Degree 2)
. . Thunder: Damage 8 (lightning, para-magic, DC 23; Increased Range: ranged, Multiattack)
Special Qualities
. . Occlumens: Immunity 10 (defensive magic, Common Descriptor: Mental Effects; Sustained)
. . Sorceress Succession: Senses 2 (wild talent, Postcognition (Limited): Sorceress Ultimecia; Limited: Only while Dreaming)

Equipment
Silver Dagger

Offense
Initiative +3
Bio: Affliction 8, +10 (DC Fort 18)
Blizzard: Cumulative Affliction 8, +10 (DC Fort 18)
Bombarda: Burst Area Damage 6 (DC 21)
Crystal Shard: Damage 8, +10 (DC 23)
Expelliarmus: Damage 10, +10 (DC 25)
Finite: Nullify 10, +10 (DC Will 20)
Fire: Damage 8, +10 (DC 23)
Frigid Chill: Affliction 8, +10 (DC Fort 18)
Grab, +3 (DC Spec 10)
Legilimens: Cumulative Mind Reading 6 (DC Will 16)
Silver Dagger, +5 (DC 16)
Sleep: Cumulative Affliction 8, +10 (DC Fort 18)
Slow: Affliction 8 (DC Dog/Fort/Will 18)
Throw, +6 (DC 15)
Thunder: Damage 8, +10 (DC 23)
Unarmed, +3 (DC 15)

Complications
- Guy Magnet: Daphne tends to attract male attention wherever she goes due to the fact that she is possibly the single most attractive Pure-Blood Witch of her generation.
- Honor: Daphne will always keep her word once she has given it to someone, and she will always try to uphold the common good.
- Motivation: Dreamer: Daphne wishes to create a world where all magical beings are considered to be equal to one another, regardless of things like blood status or species, simply because she doesn't want to see her world being subjected to horrors like the White SeeD pogroms.
- Quirk: Daphne is well known for her tendency to pronounce hard C's as though they were the letter K. This is something she inherited from Ultimecia.
- Relationships: Daphne is the eldest daughter of Cyrus and Elizabeth Greengrass, which means she is also the elder sister of Astoria Greengrass. Furthermore, she is best friends with a young woman who answers to the name of Tracey Davis.
- Sorceress Corruption: Any Sorceress who lacks a Knight, or who is too far from her Knight to receive combat support, will suffer from a gradual moral decay that is echoed by a gradual warping of her physical appearance.

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

Defense
Dodge 11, Parry 8, Fortitude 5, Toughness 9/6 (Imp. 5), Will 12

Power Points
Abilities 50 + Powers 83 + Advantages 33 + Skills 34 (68 ranks) + Defenses 25 = 225

--------------------
Build Comments
Daphne's Sorceress Attribute is "Ice", which is why I am calling her the Sorceress of Frozen Wastes in this scenario. This attribute will only ever affect her Limit Breaks, which is why she can cast the Fire and Thunder spells.
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DalkonCledwin
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Knight Potter / The MCs / Ex Meis Cineribus Renascor

Post by DalkonCledwin »

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Harry James Potter - Arc 1 - PL 9
Age: 14 / Height: 5' 4" / Weight: 152 lbs / Hair Color: Black / Eye Color: Blue
Group Affiliations: Gryffindor House / Base of Operations: Hogwarts Castle, Scottish Highlands, Great Britain

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

General Advantages
All-out Attack, Animal Empathy, Attractive, Beginner's Luck, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Defensive Roll 2, Diehard, Dirty Fighting, Equipment 1, Fascinate (Persuasion), Great Endurance, Improved Hold, Improved Trip, Inspire 2, Interpose, Languages 2, Leadership, Move-by Action, Potion Brewing, Second Chance: (Resisting Mental Control), Set-up, Teamwork

Enhanced Advantages
Favored Environment: (When Fighting Favored Foe), Favored Foe: (Magical Beasts), Improved Grab

Skills
Athletics 4 (+8), Close Combat: Brawling 2 (+8), Deception 4 (+8), Expertise (AWE): Cooking 6 (+10), Expertise (DEX): Broom Flight 6 (+13/+9), Expertise: Magic 8 (+10), Insight 4 (+8), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 5 (+8), Stealth 6 (+9)

Powers
Blue Magic Specialist: Array
. . Acid: Linked Effect
. . . . Burning Blast: Damage 6 (Linked; acid, limit break, DC 21; Increased Range: ranged; Tiring)
. . . . Corrosive Blast: Weaken 6 (Linked; acid, limit break, Affects: Toughness, Resisted by: Fortitude, DC 16; Affects Objects, Increased Range: ranged)
. . Lv? Death: Damage 10 (limit break, necromantic, DC 25; Alternate Resistance: Fortitude, Increased Range: ranged; Tiring, Unreliable (roll))
. . White Wind: Healing 8 (life, limit break; Energizing, Restorative; Tiring)
Holly & Phoenix Feather Wand (Easily Removable)
. . Disciple of Wizarding Magic: Array
. . . . Episkey: Healing 10 (healing magic; Increased Range: ranged; Diminished Range 2, Unreliable (5 uses))
. . . . Expecto Patronum: Concentration Burst Area Affliction 6 (luminous magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Burst Area 3: 120 feet radius sphere, DC 16, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & other similar creatures, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Expelliarmus: Damage 10 (charm, DC 25; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 6 (charm, Counters: Magical Effects, DC 16; Burst Area: 30 feet radius sphere, DC 16, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Spattica: Strength-based Damage 3 (slashing, DC 22; Dangerous)
. . . . Stupefy: Cumulative Affliction 6 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Cumulative, Increased Range: ranged)
Modified Human Physiology
. . Accelerated Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 295 years))
. . Youngest Seeker in a Century: Enhanced Trait 3 (racial talent, Expertise (DEX) +4 (+13), Advantages: Improved Grab)
Special Qualities
. . Favored Enemy: Enhanced Trait 2 (talent, Advantages: Favored Environment: (When Fighting Favored Foe), Favored Foe: (Magical Beasts))
The Marauder's Map (Easily Removable)
. . Aid to Magical Mischief-Makers: Remote Sensing 10 (unique object, Affects: 1 Type - Mental, Range: 4 miles; Feature 2: Password Protected (will insult people who get the password wrong), No Conduit, Simultaneous; Activation: move action, Limited: to Hogwarts & the Surrounding Grounds, Quirk: limited to showing occupant names and footsteps on a blueprint of the castle and its grounds)
. . The Cloak of Invisibility (Alternate; Removable (indestructible))
. . . . That's an Invisibility Cloak!: Concealment 4 (legendary object, All Visual Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Limited: Can only conceal a single adult or up to three children at any given time, Passive)
. . The Firebolt (Alternate; Easily Removable)
. . . . Racing Broom: Flight 7 (very rare object, Speed: 250 miles/hour, 0.5 miles/round; Feature: Summonable, Increased Duration: continuous, Subtle: subtle; Platform)

Equipment
Light Armor

Offense
Initiative +3
Burning Blast: Damage 6, +8 (DC 21)
Corrosive Blast: Weaken 6, +8 (DC Fort 16)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Damage 10, +8 (DC 25)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Grab, +8 (DC Spec 14)
Lv? Death: Damage 10, +8 (DC Fort 25)
Spattica: Strength-based Damage 3, +6 (DC 22)
Stupefy: Cumulative Affliction 6, +8 (DC Fort 16)
Throw, +3 (DC 19)
Unarmed, +8 (DC 19)

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.
- Nemesis: Albus Dumbledore wishes to sculpt Harry into a sacrificial lamb that he can throw at Voldemort in hopes that the lad's death will act as catalyst which will allow the old goat to swoop in and defeat the so-called Dark Lord once and for all. Defeat, but certainly not vanquish.
- Significant Other: Harry is Daphne's Guadian Knight, and thus it is his duty to protect her, not from external threats, but from the power which courses through her body and which would corrupt her very existence if allowed to flow unchecked.

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

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

Power Points
Abilities 60 + Powers 65 + Advantages 30 + Skills 32 (63 ranks) + Defenses 21 = 208
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DalkonCledwin
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Lost Knight Brainstorm & Notes

Post by DalkonCledwin »

Lost Knight
Premise: Sin is dead. For Harry Potter, it didn’t make as much of an impact as it would for the people of Spira, since he’s still new to this world. Having landed in Spira after being hit by Voldemort's Killing Curse, he became one of Yuna's Guardians in hopes of finding a way home. Now, however, Sin is gone and so are the paths between worlds. What will Harry Potter do now?
Required Inclusions:
- Harry Potter must end up in the world of Spira as a direct result of Voldemort’s use of the Killing Curse in the Forbidden Forest at the end of Deathly Hallows.
- Harry must have decided to act as one of Yuna’s Guardians, alongside Tidus and the others, which led to his participation in the canonical events of the first Final Fantasy X game.
- The story is set after the canon events of Final Fantasy X, whether set in the years between X and X-2 or during X-2 itself is up to the author.
- Harry joined Yuna’s guardians due to hoping he might find a way back home since he saw Sin during his journey to Spira.
- Harry and Rikku had a friendship, but not a romance during the events of the first game and have not seen each other since the end of Sin.
- When Harry and Rikku finally reunite, he no longer sees her as a “little girl” and she reciprocates since she had a crush on him since the first game.
- During the years of Calm, Harry must establish an organization that is geared towards helping Spira recover from the damage that was caused to it by Sin over the past several centuries.
Preferred Inclusions:
- Harry should become romantically involved with Lulu during the years of Calm following Sin’s final defeat, only for that relationship to fall apart at some point prior to Yuna’s return to Besaid.
- There should be at least three years between the final defeat of Sin and the events that take place during Final Fantasy X-2.
- Harry’s relationship with the Gullwings should be far better than the relationship that they share with Baralai, Nooj and Gippal due to his status as one of Yuna’s former Guardians.
Optional Inclusions:
- Harry could represent the class known as the Dark Knight, since that isn’t seen in FFX.
- The author could limit the girls to one or two Dress Spheres, instead of covering the entire gamut of abilities they had access to in the actual game.
Forbidden Things:
- Harry being romantically interested in men.
- Harry the Malevolent Emo Doormat.
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DalkonCledwin
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Harry Potter / The MCs / Lost Knight

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Harry Potter - PL 10
Age: 20 / Height: 5' 11" / Weight: 176 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Chocobo Knights / Base of Operations: The Chocobo Knight Grand Lodge
Wealth Rank: +16 / Rep Rank: +12 / Knockback Mod: -10/-1

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

General Advantages
All-out Attack, Animal Empathy, Attractive, Benefit, Renown, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Daze (Deception), Defensive Roll 4, Diehard, Dirty Fighting, Equipment 6, Fascinate (Persuasion), Great Endurance, Improved Grab, Improved Initiative, Inspire 2, Languages 3, Leadership, Move-by Action, Potion Brewing, Power Attack, Precise Attack (Ranged, Concealment), Ranged Attack 2, Ritualist, Seize Initiative, Teamwork, Ultimate Effort: (Will Resistance Checks)

Enhanced Advantages
Jack-of-all-trades, Luck (Recover) 2, Luck 2

Skills
Athletics 6 (+7), Close Combat: Scythes 6 (+12), Deception 6 (+11/+9), Expertise (AWE): Cooking 6 (+8), Expertise (DEX): Broom Flight 6 (+8), Expertise: Dungeoneering 6 (+10/+8), Expertise: Magic 10 (+12), Insight 4 (+6), Investigation 6 (+8), Perception 8 (+10), Persuasion 8 (+15/+11), Ranged Combat: Magic 6 (+8), Riding 8 (+10), Stealth 6 (+10/+8)

Powers
Adept of Fell Magic: Array
. . Aera: Cylinder Area Move Object 10 (wind magic, 25 tons, DC 25; Cylinder Area: 30 feet cylinder, DC 20, Damaging; Concentration)
. . Burning Arc: Damage 10 (fire magic, DC 25; Increased Range: ranged, Multiattack)
. . Darkvision: Senses 2 (divination, Counters Concealment: Darkness; Sustained)
. . Dazera: Cumulative Burst Area Affliction 9 (hypnosis magic, 1st degree: Dazed, 2nd degree: Stunned, Resisted by: Will, DC 19; Burst Area: 30 feet radius sphere, DC 19, Cumulative, Increased Range: ranged; Limited Degree)
. . Detonate: Burst Area Damage 6 (fire magic, DC 21; Burst Area: 30 feet radius sphere, DC 16)
. . Dispel: Nullify 8 (security magic, Counters: Magical Effects, DC 18; Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . Entomb: Affliction 6 (earth magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 16; Extra Condition, Increased Range: ranged; Limited Degree)
. . Harm: Damage 10 (shadow magic, DC 25; Alternate Resistance: Fortitude)
. . Ruin: Damage 6 (kinetic magic, DC 21; Increased Range 2: perception, Split 2: 3 targets)
. . Wand Magic: Variable 6 (Easily Removable, magical talent; Action 2: free; Unreliable (5 uses), Notes: 30 pts of Traits for Wizarding Effects)
. . Whispering Wind: Auditory Communication 3 (wind magic, Sense Type: Air; Subtle: subtle; Concentration, Limited 2: Limited to short messages of no more than 25 words in length, Notes: Range: across a single island on Spira)
Dark Knight Talents
. . Black Magery: Enhanced Extra 6 (class ability; Penetrating 6, Variable Descriptor: close group - Any Spell Effect Harry Wields; Quirk: Limited to the lower between the Attack or Extra's Effect Ranks)
. . Challenge: Luck Control 1 (class ability, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance Checks vs. Harry's attacks)
. . Clear Mind: Enhanced Trait 2 (class ability, Advantages: Luck (Recover) 2; Quirk: Limited to Removing Fatigue)
. . Dark Resilience: Immunity 2 (class ability, Disease, Poison)
. . Fast Dismount: Feature 2 (class ability, Notes: Harry gains a +5 Circumstance Bonus to Ride Checks for Dismount maneuvers.)
. . Measured Gait: Movement 2 (class ability, Sure-footed 2; Limited: Only while riding a Chocobo Mount)
. . Mounted Legion: Feature 1 (class ability, Notes: When Harry makes long overland journeys with a group who are all riding mounts, the distance the group can travel each day increases by 30%)
. . Unholy Steed: Summon 9 (class ability; Heroic; Self-Powered)
Dark Scythe (Easily Removable)
. . Dark Knight's Arm: Array
. . . . Dark Force: Burst Area Immunity 80 (limit break, Toughness Effects; Affects Others, Burst Area: 30 feet radius sphere, DC 90; Concentration, Distracting, Limited - Half Effect, Tiring)
. . . . Last Resort: Strength-based Damage 6 (slashing, DC 22; Multiattack [1 extra rank], Reach (melee): 5 ft., Tripping; Distracting [1 extra rank], Tiring [1 extra rank])
. . . . Living Dead: Immunity 80 (limit break, Toughness Effects; Concentration, Side Effect 2: always - Harry becomes {Incapacitated} as soon as he stops concentrating on this power)
. . . . Scythe Strike: Strength-based Damage 3 (slashing, DC 19; Reach (melee): 5 ft., Tripping)
Hume Physiology
. . Background Character: Enhanced Trait 3 (racial talent, Deception +2 (+11), Expertise +2 (+10), Stealth +2 (+10); Quirk: Deception bonus is for Disguise checks only)
. . Comprehensive Education: Enhanced Trait 1 (racial talent, Advantages: Jack-of-all-trades; Limited: to Intellect skills)
. . Curiosity: Enhanced Trait 2 (racial talent, Persuasion +4 (+15); Limited: to Persuasion checks for Gathering Information)

Equipment
Chocobo Knight Grand Lodge, Plate-mail

Offense
Initiative +6
Aera: Cylinder Area Move Object 10 (DC 25)
Burning Arc: Damage 10, +10 (DC 25)
Dazera: Cumulative Burst Area Affliction 9 (DC Will 19)
Detonate: Burst Area Damage 6 (DC 21)
Dispel: Nullify 8, +10 (DC Will 18)
Entomb: Affliction 6, +10 (DC Fort/Will 16)
Grab, +6 (DC Spec 11)
Harm: Damage 10, +6 (DC Fort 25)
Last Resort: Strength-based Damage 6, +12 (DC 22)
Ruin: Damage 6 (DC 21)
Scythe Strike: Strength-based Damage 3, +12 (DC 19)
Throw, +4 (DC 16)
Unarmed, +6 (DC 16)

Complications
- Fame: Harry is quite famous within the world of Spira since he is one of several individuals who accompanied the Legendary Summoner, Yuna, on her Pilgrimage and aided her in bringing about the Eternal Calm.
- 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.
- Relationships: Harry is quite close to his fellow Guardians, and even formed a short lived romantic relationship with Lulu of Besaid. However, it now looks like his romantic interest has been captured by the beautiful young Al Bhed woman known as Rikku.
- Rivalry: Harry has earned the enmity of Meyven Nooj due to the fact that he succeeded in preventing the Chocobo Knights from becoming a defunct organization, which in turn prevented Nooj from plundering the organization of all of it's manpower and resources.

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

Defense
Dodge 10, Parry 10, Fortitude 5, Toughness 10/1, Will 12

Power Points
Abilities 38 + Powers 110 + Advantages 43 + Skills 46 (92 ranks) + Defenses 26 = 263

--------------------
Home Sweet Home
Chocobo Knight Grand Lodge - PL 10

Toughness 12, Size Huge

Features:
Armory (100 ep), Artificer's Lab, Defensive Enchantments (Blast 10), Fire Prevention Charms, Grounds (Colossal), Gym, Habitat (Chocobo Stables), Holding Cells (Null Powers 10), Infirmary, Kitchen & Mess Hall, Library, Living Space, Mystic Locale, Personnel (Chocobo Knights), Ritual Chamber, War Room, Wards 2 (DC 25), Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 19 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
--------------------
Unholy Mount
Sasha - PL 9

Strength 6, Stamina 6, Agility 4, Dexterity 4, Fighting 7, Intellect 0, Awareness 3, Presence 1

Advantages
Close Attack, Fast Grab, Great Endurance, Improved Critical: (Natural Weapons), Improved Hold, Improved Initiative, Move-by Action, Power Attack, Startle

Skills
Acrobatics 10 (+14), Athletics 6 (+12), Expertise (AWE): Survival 6 (+9), Insight 4 (+7), Perception 8 (+11), Stealth 10 (+11)

Powers
Black Chocobo War Mount
. . Animal Senses: Senses 3 (racial trait, Extended: Visual Senses 2: x100, Low-light Vision)
. . Camouflage: Concealment 4 (All Visual Senses; Blending, Limited: to Natural Environments)
. . Giant Bird: Growth 3 (racial trait, +3 STR, +3 STA, +1 Intimidate, -3 Stealth, -2 active defenses, +3 mass ranks; Innate; Permanent)
. . Water Walking: Movement 1 (racial talent, Water Walking 1: you sink if you are prone)
Choco Power: Array
. . Choco Cure: Healing 6 (healing magic; Increased Range: ranged; Diminished Range 2, Unreliable (5 uses))
. . Choco Dark: Cumulative Affliction 6 (shadow magic, 1st degree: Impaired, Dazed, 2nd degree: Disabled, Stunned, 3rd degree: Unaware, Resisted by: Fortitude, DC 16; Cumulative, Extra Condition, Increased Range: ranged; Limited: Visually Impaired/Disabled/Unaware Only, Unreliable (5 uses))
. . Choco Meteor: Burst Area Damage 6 (fire magic, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged; Unreliable (1 use))
. . Natural Weapons: Strength-based Damage 2 (edge, DC 23)
Natural Movement: Array
. . Choco Flight: Flight 7 (racial talent, Speed: 250 miles/hour, 0.5 miles/round; Wings)
. . Running Speed: Speed 6 (racial talent, Speed: 120 miles/hour, 1800 feet/round)
. . Speed-Swimming: Swimming 7 (racial talent, Speed: 60 miles/hour, 900 feet/round)

Offense
Initiative +8
Choco Dark: Cumulative Affliction 6, +4 (DC Fort 16)
Choco Meteor: Burst Area Damage 6 (DC 21)
Grab, +8 (DC Spec 16)
Natural Weapons: Strength-based Damage 2, +8 (DC 23)
Throw, +4 (DC 21)
Unarmed, +8 (DC 21)

Complications
- Disability: Chocobos have no hands and cannot speak with humans, even if they can understand them.
- Responsibility: Sasha is responsible for carrying Harry into battle and acting as his support during such encounters, providing him with healing and other such benefits when he is unable to acquire those assets from other characters.

Languages
Understands Spiran

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

Power Points
Abilities 50 + Powers 38 + Advantages 9 + Skills 22 (44 ranks) + Defenses 16 = 135
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DalkonCledwin
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Rikku / The MCs / Lost Knight

Post by DalkonCledwin »

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Rikku the Thief - PL 8
Age: 17 / Height: 5' 3" / Weight: 123 lbs / Hair Color: Blonde / Eye Color: Green
Group Affiliations: The Gullwings / Base of Operations: The Celsius, Al Bhed Airship
Wealth Rank: +16 / Rep Rank: +10 / Knockback Mod: -6/-2

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

Advantages
Accurate Attack, Agile Feint, Alchemist, Assessment, Attractive 2, Beginner's Luck, Beloved: (Harry Potter), Benefit, Renown, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Charming, Connected, Daze (Deception), Defensive Roll 4, Equipment 1, Evasion, Fascinate (Persuasion), Favored Environment: (When Fighting Favored Foe), Favored Foe: (Previously Assessed Opponents), Flirtation, Improved Grab, Inspire 2, Languages 2, Move-by Action, Quick Draw, Second Chance: (Sleight of Hand checks for Stealing), Set-up, Skill Mastery: (Expertise: Alchemy), Teamwork

Enhanced Advantages
Improvised Tools, Luck 2, Takedown, Uncanny Dodge

Skills
Acrobatics 6 (+9), Athletics 4 (+4), Close Combat: Daggers 3 (+6), Deception 4 (+6), Expertise: Alchemy 10 (+12), Expertise: Magic 6 (+8), Expertise: Magitek 8 (+10), Insight 6 (+8), Investigation 6 (+8), Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Firearms 2 (+5), Stealth 8 (+11), Technology 8 (+16/+10), Vehicles 6 (+9)

Powers
Al Bhed Physiology
. . Desert Nomad: Movement 1 (racial trait, Environmental Adaptation: Deserts)
. . Superior Lung Capacity: Immunity 1 (racial talent, Suffocation: Drowning; Quirk: limited to approximately 30 minutes at a time)
. . Technologist: Enhanced Trait 5 (racial talent, Technology +6 (+16), Advantages: Improvised Tools, Takedown; Custom: Takedown is limited to Machina, Quirk: Rikku can only Improvise Tools for the Technology skill)
. . Trap Knowledge: Enhanced Trait 2 (racial talent, Advantages: Luck 2; Limited: to Improving Resistance Checks vs. Mechanical Traps)
Thief Talents
. . Fast Stealth: Feature 1 (class ability, Notes: Rikku can ignore the -5 penalty for moving at full speed while using the Stealth skill)
. . Ledge Walker: Movement 1 (class ability, Sure-footed 1)
. . Sneak Attack: Enhanced Extra 4 (class ability; Incurable, Penetrating 4, Variable Descriptor: close group - Any Attack Effect that Rikku Wields; Limited: to Vulnerable or Defenseless Targets, Quirk: Limited to the lower between the Attack or Extra's Effect Rank)
. . Spherechange: Morph 1 (class ability, +20 Deception checks to disguise; Single form; Metamorph)
. . Thief Senses: Senses 3 (class ability, Danger Sense: Visual, Detect: Traps [Vision] 2: ranged, Advantages: Uncanny Dodge)
Thief's Daggers (Easily Removable)
. . Debilitating Injury: Cumulative Affliction 10 (martial, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 20; Cumulative, Triggered: 1 use - When Rikku makes a successful Sneak Attack; Instant Recovery, Limited Degree)
. . Decisive Edge: Array
. . . . Dagger Strike: Strength-based Damage 4 (slashing, DC 19; Dangerous)
. . . . Perfect Defense: Linked Effect
. . . . . . Perfect Dodge: Impervious Dodge 10 (Linked; limit break; Sustained)
. . . . . . Perfect Parry: Impervious Parry 10 (Linked; limit break; Sustained; Tiring)
. . Shroud in Darkness: Concealment 4 (limit break, All Visual Senses; Feature: All attacks made while this power is active benefit from Rikku's Sneak attack power; Limited: to areas of shadow or darkness, Tiring)

Equipment
Commlink

Offense
Initiative +3
Dagger Strike: Strength-based Damage 4, +6 (DC 19)
Debilitating Injury: Cumulative Affliction 10, +6 (DC Will 20)
Grab, +3 (DC Spec 10)
Throw, +3 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Fame: Rikku is quite famous within the world of Spira since she is one of several individuals who accompanied the Legendary Summoner, Yuna, on her Pilgrimage and aided her in bringing about the Eternal Calm.
- Honor: Rikku will always keep her word once she has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Marked: While Spirans have been known to have green eyes, only the Al Bhed have both green eyes and spiral-shaped pupils.
- Motivation: Thrills: Rikku wouldn't be the Genki Girl that she is if she wasn't an adventurer solely for the enjoyment she gets from being in potentially dangerous situations!
- Phobia: Rikku exchanged her fear of lightning and thunder for a healthy fear of "Snake? SNAKE! SNAAAAAAAAKEEE!"
- Relationships: Not only is Rikku the cousin of the Grand Summoner known as Yuna, but she is also the daughter of the current leader of the Al Bhed, a man known only as Cid.
- Temper: Rikku is one of the nicest girls you could ever hope to meet, but you better watch out if you dare try to hurt her cousin, Yunie!

Languages
Al Bhed (Secret) [Native], English, Spiran

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

Power Points
Abilities 34 + Powers 42 + Advantages 37 + Skills 44 (87 ranks) + Defenses 24 = 181

--------------------
Black Mage Sphere
Rikku the Black Mage - PL 8
Knockback Mod: -8/-1

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

General Advantages
Accurate Attack, Agile Feint, Attractive 2, Beginner's Luck, Beloved: (Harry Potter), Benefit, Renown, Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Charming, Connected, Daze (Deception), Defensive Roll 4, Equipment 1, Fascinate (Persuasion), Flirtation, Improved Grab, Inspire 2, Languages 2, Luck 2, Move-by Action, Quick Draw, Set-up, Skill Mastery: (Expertise: Alchemy), Teamwork

Enhanced Advantages
Extraordinary Effort, Improvised Tools, Magitek Engineer, Precise Attack (Ranged, Concealment), Skill Mastery: (Expertise: Magic), Takedown

Skills
Acrobatics 4 (+6), Athletics 4 (+3), Deception 4 (+6), Expertise: Alchemy 10 (+14), Expertise: Magic 6 (+14/+10), Expertise: Magitek 8 (+12), Insight 6 (+8), Investigation 6 (+10), Perception 4 (+6), Persuasion 6 (+8), Ranged Combat: Firearms 2 (+4), Ranged Combat: Magic 4 (+6), Technology 6 (+16/+10), Vehicles 6 (+8)

Powers
Al Bhed Physiology
. . Desert Nomad: Movement 1 (racial trait, Environmental Adaptation: Deserts)
. . Superior Lung Capacity: Immunity 1 (racial trait, Suffocation: Drowning; Quirk: limited to approximately 30 minutes at a time)
. . Technologist: Enhanced Trait 5 (racial talent, Technology +6 (+16), Advantages: Improvised Tools, Takedown; Custom: Takedown is limited to Machina, Quirk: Rikku can only Improvise Tools for the Technology skill)
Black Mage Talents
. . Arcane Builder: Quickness 4 (class ability, Perform routine tasks in -4 time ranks, Advantages: Magitek Engineer; Limited to One Task: Designing Magitek)
. . Black Magery: Enhanced Extra 4 (class ability; Penetrating 4, Variable Descriptor: close group - Any Spell Effect Rikku Wields; Quirk: Limited to the lower between the Attack or Extra's Effect Ranks)
. . Elemental Seal: Enhanced Trait 1 (class ability, Advantages: Extraordinary Effort; Limited: to Spell Attacks)
. . Focused Caster: Enhanced Trait 3 (class ability, Expertise +4 (+14), Advantages: Skill Mastery)
. . Knowledge is Power: Enhanced Strength 4 (class ability, +4 STR; Limited to Lifting, Notes: Max Lifting Strength 3: Up to 400 lbs)
. . Spell Proficiency: Enhanced Trait 1 (class ability, Advantages: Precise Attack (Ranged, Concealment); Limited: to Spell Attacks)
. . Spherechange: Morph 1 (class ability, +20 Deception checks to disguise; Single form; Metamorph)
Disciple of Black Magic: Array
. . Aero II: Move Object 10 (wind magic, 25 tons, DC 25; Damaging; Limited Direction: Repulsion)
. . Blizzard: 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)
. . Elemental Shield: Burst Area Immunity 40 (defensive magic, Custom: Energy Attacks 40; Affects Others, Burst Area: 30 feet radius sphere, DC 50, Selective; Concentration, Distracting, Limited: to earth, fire, ice, lightning, water, and wind, Limited - Half Effect)
. . Fire: Damage 10 (fire magic, DC 25; Increased Range: ranged)
. . Glide: Flight 5 (magical travel, Speed: 60 miles/hour, 900 feet/round; Gliding)
. . Imperil: Linked Effect
. . . . Elemental Blast: Damage 7 (Linked; elemental, DC 22; Increased Range: ranged)
. . . . Mortal Peril: Affliction 7 (Linked; status, 1st degree: Impaired, 2nd degree: Disabled, Resisted by: Will, DC 17; Increased Range: ranged; Limited: to Resistance Checks vs. Elemental Damage, Limited Degree)
. . Mana Wall: Immunity 80 (limit break, Toughness Effects; Concentration, Distracting, Limited - Half Effect)
. . Thunder: Affliction 10 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Increased Range: ranged)
. . Ultima Weapons: Burst Area Luck Control 1 (limit break, Force a Re-roll; Burst Area: 30 feet radius sphere, DC 11, Selective; Increased Action 2: move, Limited: to Resistance Checks vs. Weapon Damage, Reduced Range 2: close)

Equipment
Commlink, Heavy Robes

Offense
Initiative +2
Aero II: Move Object 10, +6 (DC 25)
Blizzard: Affliction 10, +6 (DC Fort/Will 20)
Elemental Blast: Damage 7, +6 (DC 22)
Fire: Damage 10, +6 (DC 25)
Grab, +2 (DC Spec 9)
Mortal Peril: Affliction 7, +6 (DC Will 17)
Throw, +2 (DC 14)
Thunder: Affliction 10, +6 (DC Fort 20)
Unarmed, +2 (DC 14)

Complications
- Fame: Rikku is quite famous within the world of Spira since she is one of several individuals who accompanied the Legendary Summoner, Yuna, on her Pilgrimage and aided her in bringing about the Eternal Calm.
- Honor: Rikku will always keep her word once she has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Marked: While Spirans have been known to have green eyes, only the Al Bhed have both green eyes and spiral-shaped pupils.
- Motivation: Thrills: Rikku wouldn't be the Genki Girl that she is if she wasn't an adventurer solely for the enjoyment she gets from being in potentially dangerous situations!
- Phobia: Rikku exchanged her fear of lightning and thunder for a healthy fear of "Snake? SNAKE! SNAAAAAAAAKEEE!"
- Relationships: Not only is Rikku the cousin of the Grand Summoner known as Yuna, but she is also the daughter of the current leader of the Al Bhed, a man known only as Cid.
- Temper: Rikku is one of the nicest girls you could ever hope to meet, but you better watch out if you dare try to hurt her cousin, Yunie!

Languages
Al Bhed (Secret) [Native], English, Spiran

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

Power Points
Abilities 28 + Powers 58 + Advantages 33 + Skills 38 (76 ranks) + Defenses 24 = 181
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EternalPhoenix
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Re: Dalkon's Kingdom Keys Thread

Post by EternalPhoenix »

I'm excited to see the rest of these, if your brain hasn't already declared that it is now bored.
The Phoenixverse (A 2e OC 'verse!)
The Archetype Blendarama!
You, Dear Reader, may comment on any build at any time. I will be happy regardless.
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DalkonCledwin
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Hydaelyn's Son Brainstorm & Notes

Post by DalkonCledwin »

Hydaelyn’s 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 it’s aggression, Harry, Quistis, Squall, and the others must unravel a plot, and defeat a foe from the distant future…
Required Inclusions:
- Harry must be considered an “Out of Context Problem” as far as the Guardian Force’s memory erasure goes. This means that he will retain his memory even if he Junctions a GF.
- 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 the result of Hydaelyn’s interference, since the Mother Crystal is connected to all worlds in which her crystals exist.
- 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 must be connected to the Guardian Force on a deeper level than most heroes, which is another thing that could explain his ability to remember the past in spite of his Junctions.
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.
- Harry’s ability to remember things in spite of his Junctions should be the result of the Echo working to his advantage, meaning that he’ll also get flashes of insight into the future.
- 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.
- Male-on-male relationships in the foreground.
- Harry being a pushover or pacifistic.
- Harry being irredeemably evil.
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DalkonCledwin
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Harry Kramer / The MCs / Hydaelyn's Son

Post by DalkonCledwin »

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Harry Kramer - Disc 1 - PL 10
Age: 18 / Height: 5' 9" / Weight: 168 lbs / Hair Color: Brown / Eye Color: Aqua
Group Affiliations: Balamb Garden SeeD Division / Base of Operations: Balamb Garden, Balamb Island
Wealth Rank: +16 / Knockback Mod: +12 / Knockback Mod: -9/-4

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

General Advantages
All-out Attack, Animal Empathy, Assessment, Attractive, Beloved: (Quistis Trepe), Benefit, Renown, Benefit, Security Clearance 2: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Defensive Attack, Defensive Roll 3, Equipment 1, Fascinate (Persuasion), Favored Environment: (Aquatic), Inspire 2, Languages 3, Leadership, Power Attack, Ritualist, Second Chance: (Resisting Mental Control), Teamwork, Untapped Potential, Well-read

Enhanced Advantages
Skill Mastery: (Expertise: Magic)

Skills
Athletics 4 (+8), Close Combat: Swallow 4 (+10), Expertise (AWE): Research 6 (+10), Expertise: Magic 10 (+16/+12), Expertise: Triple Triad 10 (+12), Handle Animal 6 (+10), Insight 6 (+10), Investigation 4 (+6), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Firearms 2 (+5), Ranged Combat: Magic 5 (+8), Stealth 6 (+9), Technology 4 (+6), Vehicles 6 (+9)

Powers
Descendant of Hyne: Array
. . Deplete Magic: Progressive Affliction 12 (limit break, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Transformed, Resisted by: Will, DC 22; Increased Range: ranged, Progressive; Limited: to a single spell effect, Tiring, Notes: Magic: [Impaired/Disabled]; Transformed: [Powerless])
. . Hydaelyn's Echo: Senses 8 (sorcery, Postcognition, Precognition; Sustained; Uncontrolled)
. . Magic Strike: Linked Effect
. . . . Water in the Ears: Affliction 10 (Linked; limit break, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Reach (melee): 5 ft.; Limited: Affects Auditory Senses Only, Tiring)
. . . . Water Strike: Strength-based Damage 3 (Linked; limit break, DC 22; Reach (melee): 5 ft.)
Sea Swallow (Easily Removable)
. . Double-Bladed Glaive: Array
. . . . Blizzara: Burst Area Affliction 8 (ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Burst Area: 30 feet radius sphere, DC 18, Extra Condition, Increased Range: ranged; Limited Degree, Unreliable (5 uses))
. . . . Blizzard: Affliction 12 (ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 22; Extra Condition, Increased Range: ranged; Limited Degree, Unreliable (5 uses))
. . . . Curaga: Burst Area Healing 8 (life; Burst Area: 30 feet radius sphere, DC 18, Selective; Unreliable (1 use))
. . . . Cure: Healing 10 (life; Unreliable (5 uses))
. . . . Life: Healing 8 (life; Resurrection; Unreliable (5 uses))
. . . . Protect: Immunity 40 (support, Custom: Weapons 40; Affects Others, Sustained; Custom: Has 5 charges, but they aren't linked to the activations, Distracting, Limited - Half Effect, Quirk: Limited to Physical Weaponry)
. . . . Silence: Progressive Affliction 8 (status, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive; Limited: to Preventung Communication, Limited Degree (third only), Unreliable (5 uses))
. . . . Swallow Strike: Strength-based Damage 4 (slashing, DC 23; Double, Reach (melee): 5 ft.)
. . . . Thunder: Cumulative Affliction 8 (lightning, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged; Unreliable (5 uses))
. . . . Tsunami: Cone Area Affliction 8 (guardian force, water, 1st degree: Dazed and Vulnerable, 2nd degree: Stunned and Prone, 3rd degree: Incapacitated, Resisted by: Dodge, Overcome by Fortitude, DC 18; Cone Area: 60 feet cone, DC 18, Extra Condition; Build Up)
. . . . Ultima: Burst Area Damage 8 (forbidden, DC 23; Burst Area 3: 120 feet radius sphere, DC 18, Feature: Extraordinary Effort for +2 effect ranks, Increased Range: ranged; Tiring, Unreliable (1 use))
. . . . Water: Cumulative Line Area Affliction 8 (water, 1st degree: Dazed, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Line Area 2: 5 feet wide by 60 feet long, DC 18, Cumulative; Limited Degree, Unreliable (5 uses))
Sorcerous Human Physiology
. . Invulnerabilities: Immunity 1 (racial trait, Disease; Quirk: Harry is only immune to Mundane diseases)
. . Longevity: Feature 1 (racial trait, Notes: Harry can expect to live for up to 154 years)
. . Magical Focus: Enhanced Trait 3 (racial talent, Expertise +4 (+16), Advantages: Skill Mastery)

Equipment
Combat Fatigues, Flashlight, Multi-tool

Offense
Initiative +3
Blizzara: Burst Area Affliction 8 (DC Fort/Will 18)
Blizzard: Affliction 12, +8 (DC Fort/Will 22)
Deplete Magic: Progressive Affliction 12, +8 (DC Will 22)
Grab, +6 (DC Spec 14)
Silence: Progressive Affliction 8 (DC Will 18)
Swallow Strike: Strength-based Damage 4, +10 (DC 23)
Throw, +3 (DC 19)
Thunder: Cumulative Affliction 8, +8 (DC Fort 18)
Tsunami: Cone Area Affliction 8 (DC Fort/Will 18)
Ultima: Burst Area Damage 8 (DC 23)
Unarmed, +6 (DC 19)
Water in the Ears: Affliction 10, +10 (DC Fort 20)
Water Strike: Strength-based Damage 3, +10 (DC 22)
Water: Cumulative Line Area Affliction 8 (DC Dog/Fort/Will 18)

Complications
- 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.
- Hyne's Curse: Any Descendant of Hyne who lacks a Knight, or who is too far from their Knight to receive combat support during battle, will suffer from a gradual moral decay that is echoed by a gradual warping of their physical appearance.
- Motivation: Acceptance: Descendants of Hyne are both loved and feared due to the vast power that they hold within their bodies. It is for this reason that Harry desires nothing more or less than to be accepted as a valuable member of society, rather than being feared for what he may one day become if separated from his Knight.
- Power Loss (Draw): Harry is unable to regain the “Charges” on his Unreliable spells unless he either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Assessment so that he can draw that magic into himself.
- Relationships: It is unknown who Harry's birth parents were, or if he even had any. What is known is that he was a toddler when he was found in close proximity to Edea Kramer's Orphange and quickly adopted by the kindly Sorceress and her valiant Knight/husband, Cid Kramer. While at the Orphanage, he would make close friends with Ellone, Squall, Quistis and several other children, some of whom he is still friends with in the present as a resident of Balamb Garden.

Languages
Centraian, Common [Native], Galbadian, Parseltongue (Secret)

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

Power Points
Abilities 60 + Powers 49 + Advantages 33 + Skills 44 (87 ranks) + Defenses 25 = 211
Last edited by DalkonCledwin on Sun Feb 20, 2022 9:01 am, edited 4 times in total.
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DalkonCledwin
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Quistis Trepe / The MCs / Hydaelyn's Son

Post by DalkonCledwin »

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Quistis Trepe - Disc 1 - PL 9
Age: 18 / Height: 5' 6" / Weight: 136 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: Balamb Garden Instructor Division / Base of Operations: Balamb Garden, Balamb Island
Wealth Rank: +16 / Rep Rank: +11 / Knockback Mod: -8/-3

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

General Advantages
Animal Empathy, Assessment, Attractive, Beloved: (Harry Kramer), Benefit, Renown, Benefit, Security Clearance 2: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Conviction, Defensive Attack, Defensive Roll 3, Equipment 1, Fascinate (Persuasion), Favored Foe: (Descendants of Hyne), Improved Grab, Improved Hold, Inspire 2, Interpose, Languages 1, Leadership, Power Attack, Set-up, Teamwork, Ultimate Effort: (Expertise: Military Tactics), Ultimate Effort: (Expertise: Pedagogy)

Enhanced Advantages
Tactical Training

Skills
Acrobatics 4 (+6), Athletics 4 (+6), Close Combat: Scorpion Whips 4 (+12), Expertise (AWE): Pedagogy 8 (+12), Expertise: Magic 6 (+9), Expertise: Military Tactics 10 (+17/+13), Expertise: Triple Triad 14 (+17), Handle Animal 4 (+8), Insight 6 (+10), Investigation 6 (+9), Perception 4 (+8), Persuasion 6 (+10), Ranged Combat: Magic 6 (+8), Stealth 6 (+8), Technology 4 (+7), Vehicles 6 (+8)

Powers
Blue Magic Specialist: Array
. . Degenerator: Affliction 6 (limit break, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Dying, Resisted by: Will, DC 16; Increased Range 2: perception; Sense-dependent: Auditory, Tiring)
. . Laser Eyes: Damage 8 (limit break, DC 23; Increased Range 2: perception; Tiring)
Chain Whip (Easily Removable)
. . Scorpion Whip: Array
. . . . Cure: Healing 10 (life; Unreliable (5 uses))
. . . . Dark Messenger: Burst Area Weaken 6 (guardian force, time, Affects: Toughness, Resisted by: Fortitude, DC 16; Burst Area 2: 60 feet radius sphere, DC 16, Increased Range: ranged; Build Up, Quirk: Limited to one half of targeted characters’ current toughness)
. . . . Demi: Weaken 10 (time, Affects: Toughness, Resisted by: Fortitude, DC 20; Increased Range: ranged; Quirk: Limited to 1/4th of target’s current Toughness, Unreliable (5 uses))
. . . . Fire: Damage 10 (fire, DC 25; Increased Range: ranged; Unreliable (5 uses))
. . . . Whip Strike: Strength-based Damage 1 (slashing, DC 18; Disarming, Impressive, Reach (melee) 2: 10 ft., Tripping)
Militaristic Human Physiology
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect, Quirk: Immunity to Aging didn't kick in until Quisty's 17th birthday)
. . Military Focus: Enhanced Trait 3 (racial talent, Expertise +4 (+17), Advantages: Tactical Training)

Equipment
Combat Fatigues, Flashlight, Multi-tool

Offense
Initiative +2
Dark Messenger: Burst Area Weaken 6 (DC Fort 16)
Degenerator: Affliction 6 (DC Will 16)
Demi: Weaken 10, +8 (DC Fort 20)
Fire: Damage 10, +8 (DC 25)
Grab, +8 (DC Spec 12)
Laser Eyes: Damage 8 (DC 23)
Throw, +2 (DC 17)
Unarmed, +8 (DC 17)
Whip Strike: Strength-based Damage 1, +12 (DC 18)

Complications
- Guy Magnet: Even though her relationship with Harry is common knowledge within Garden, it still doesn't stop Quistis' students from lusting after her, since she is definitely one of the more attractive (and youngest) instructors to teach at Balamb Garden. She even has her own Fanclub known as the Trepies.
- Honor: Quistis will always keep her word once she has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Protector: As the Knight bound to a Descendant of Hyne, it is Quistis' duty to defend Harry from anything that may cause him harm, even if that means defending him from himself.
- Power Loss (Draw): Quistis is unable to regain the “Charges” on her Unreliable spells unless she either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Assessment so that she can draw that magic into herself.
- Relationships: Quistis is one of several children who grew up at Edea Kramer's Orphanage, and though she doesn't really remember much of the time she spent at that orphanage, she does cherish the friendships she still holds with the other children from her childhood home that joined her at Balamb Garden.
- Unlockable Content: Quistis is unable to use the Demi spell or Dark Messenger GF until her teammates help her to defeat Diablo and win his loyalty.

Languages
Common [Native], Galbadian

Defense
Dodge 10, Parry 10, Fortitude 7, Toughness 8/3, Will 10

Power Points
Abilities 56 + Powers 34 + Advantages 32 + Skills 49 (98 ranks) + Defenses 20 = 191
Last edited by DalkonCledwin on Sun Feb 20, 2022 10:21 am, edited 2 times in total.
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Xu Xinyi / The MCs / Hydaelyn's Son

Post by DalkonCledwin »

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Xu Xinyi - Disc 1 - PL 9
Age: 19 / Height: 5' 4" / Weight: 133 lbs / Hair Color: Brown / Eye Color: Brown
Group Affiliations: Balamb Garden SeeD Division / Base of Operations: Balamb Garden, Balamb Island
Wealth Rank: +16 / Rep Rank: +9 / Knockback Mod: -7/-3

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

Advantages
All-out Attack, Assessment, Attractive, Benefit, Security Clearance 3: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth 2 (Independently Wealthy), Connected, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Equipment 1, Fascinate (Intimidation), Favored Foe: (Descendants of Hyne), Great Endurance, Improved Aim, Languages 1, Leadership, Power Attack, Set-up, Startle, Teamwork, Uncanny Dodge, Well-read

Enhanced Advantages
Tactical Training

Skills
Acrobatics 4 (+8), Athletics 4 (+7), Close Combat: Unarmed 2 (+8), Expertise (AWE): Research 8 (+13), Expertise: Magic 6 (+9), Expertise: Military Tactics 10 (+17/+13), Expertise: Triple Triad 12 (+15), Insight 6 (+11), Intimidation 8 (+13), Investigation 6 (+9), Perception 4 (+9), Persuasion 4 (+9), Ranged Combat: Magic 4 (+8), Ranged Combat: Pistols 6 (+10), Stealth 6 (+10), Technology 4 (+7), Vehicles 8 (+12)

Powers
Ferrous Gun (Easily Removable)
. . Magical Gunner: Array
. . . . 1,000 Needles: Damage 8 (guardian force, piercing, DC 23; Dangerous 4, Increased Range: ranged, Multiattack; Build Up)
. . . . Aura: Healing 10 (support; Energizing; Limited: Energizing Only, Unreliable (1 use))
. . . . Bio: Affliction 6 (status, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 16; Increased Range: ranged, Secondary Effect; Unreliable (5 uses))
. . . . Cure: Healing 10 (life; Unreliable (5 uses))
. . . . Desperado: Damage 8 (limit break, DC 23; Increased Range: ranged, Multiattack; Diminished Range, Tiring)
. . . . Esuna: Healing 10 (support; Restorative; Limited: Restorative Only, Unreliable (5 uses))
. . . . Gun Shot: Damage 3 (ballistic, DC 18; Increased Range: ranged)
. . . . Holy: Damage 10 (life, DC 25; Increased Range: ranged; Bane: Undead Creatures, Unreliable (1 use))
. . . . Life: Healing 6 (life; Resurrection; Unreliable (5 uses))
. . . . Pain: Damage 6 (status, DC 21; Alternate Resistance: Fortitude, Increased Range: ranged; Unreliable (5 uses))
. . . . Scan: Senses 3 (support, Analytical: Detect Weaknesses, Detect: Weaknesses [Vision] 2: ranged; Sustained; Unreliable (5 uses))
. . . . Shell: Immunity 20 (support, Very Common Descriptor: Magical Effects; Affects Others, Sustained; Custom: Has 5 charges, but they aren't linked to the activations, Distracting, Limited - Half Effect)
. . . . Zombie: Progressive Affliction 6 (life, 3rd degree: Transformed, Resisted by: Fortitude, DC 16; Increased Range: ranged, Progressive; Limited Degree (third only), Unreliable (5 uses), Notes: Transformed: [Into an Undead Creature])
Militaristic Human Physiology
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect, Quirk: Immunity to Aging didn't kick in until Xu's 17th birthday)
. . Military Focus: Enhanced Trait 3 (racial talent, Expertise +4 (+17), Advantages: Tactical Training)

Equipment
Flashlight, Multi-tool, SeeD Uniform

Offense
Initiative +4
1,000 Needles: Damage 8, +8 (DC 23)
Bio: Affliction 6, +8 (DC Fort 16)
Desperado: Damage 8, +10 (DC 23)
Grab, +6 (DC Spec 13)
Gun Shot: Damage 3, +10 (DC 18)
Holy: Damage 10, +8 (DC 25)
Pain: Damage 6, +8 (DC Fort 21)
Throw, +4 (DC 18)
Unarmed, +8 (DC 18)
Zombie: Progressive Affliction 6, +8 (DC Fort 16)

Complications
- Honor: Xu will always keep her word once she has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Responsibility: Xu is the SeeD who is responsible for overseeing the various field mission assignments that are handed out by the organization, and therefore rarely ever gets to go on missions of her own due to all of the paperwork that comes with her position, but at the same time, the position is one that she thoroughly enjoys since it allows her to meet some of the world's most interesting people.
- Power Loss (Draw): Xu is unable to regain the “Charges” on her Unreliable spells unless she either finds a Draw Point with the spell in question, or else manages to locate a monster that knows that particular bit of magic, and then succeeds on an Insight check for Assessment so that she can draw that magic into herself.
- Relationships: Xu is close personal friends with both Harry Kramer and Quistis Trepe, since all three of them graduated from Balamb Garden during the same Field Exam.

Languages
Common [Native], Galbadian

Defense
Dodge 11, Parry 11, Fortitude 7, Toughness 7/3, Will 10

Power Points
Abilities 66 + Powers 24 + Advantages 29 + Skills 51 (102 ranks) + Defenses 21 = 191
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DalkonCledwin
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Squall Leonhart / The SCs / Hydaelyn's Son

Post by DalkonCledwin »

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Art by Valkhar on DeviantArt

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

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

General Advantages
Ace Pilot, Agile Feint, All-out Attack, Animal Empathy, Assessment, Benefit, Security Clearance: (SeeD Operations), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth (Well-Off), Connected, Conviction, Equipment 1, Evasion, Extraordinary Effort, Fascinate (Persuasion), Favored Foe: (Descendants of Hyne), Inspire 2, Interpose, Languages 1, Leadership, Lionheart 2, Power Attack, Quick Draw, Set-up, Takedown, Teamwork

Enhanced Advantages
Tactical Training

Skills
Acrobatics 8 (+11), Athletics 4 (+6), Expertise: Magic 4 (+6), Expertise: Military Tactics 6 (+12/+8), Handle Animal 4 (+6), Insight 6 (+9), Investigation 4 (+6), Perception 4 (+7), Persuasion 6 (+8), Ranged Combat: Magic 3 (+6), Stealth 4 (+7), Technology 4 (+6), Vehicles 8 (+11)

Powers
Militaristic Human Physiology
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect, Quirk: Immunity to Aging didn’t kick in until Squall reached his 17th birthday)
. . Military Focus: Enhanced Trait 3 (racial talent, Expertise +4 (+12), Advantages: Tactical Training)
Revolver (Easily Removable)
. . Gunblade Specialist: Array
. . . . Blind: Cumulative Affliction 10 (status, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Unaware, Resisted by: Fortitude, DC 20; Cumulative, Increased Range: ranged; Limited: Affects Visual Senses Only, Unreliable (5 uses))
. . . . Blizzard: Affliction 10 (ice, 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, Unreliable (5 uses))
. . . . Diamond Dust: Cone Area Affliction 6 (guardian force, ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, 3rd degree: Incapacitated, Resisted by: Dodge, Overcome by Damage, DC 16; Cone Area: 60 feet cone, DC 16, Extra Condition; Build Up)
. . . . Dispel: Nullify 6 (support, Counters: Magical Effects, DC 16; Broad, Simultaneous; Unreliable (5 uses))
. . . . Gunblade Strike: Linked Effect
. . . . . . Gunblade Trigger: Cumulative Affliction 8 (Linked; kinetic, 1st degree: Dazed, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Cumulative; Instant Recovery, Limited Degree)
. . . . . . Sword Strike: Strength-based Damage 3 (Linked; slashing, DC 20; Dangerous)
. . . . Renzokuken: Strength-based Damage 3 (limit break, DC 20; Multiattack [2 extra ranks], Penetrating 5; Tiring [2 extra ranks])
Special Qualities
. . Inhuman Accuracy: Immunity 2 (talent, Uncommon Descriptor: Visual Sensory Afflictions; Limited: Only while wielding a Gunblade)
. . Second Wind: Healing 8 (talent; Triggered: 1 use - when suffering two or more degrees of damage; Limited: Affects Self Only, Tiring)

Equipment
Combat Fatigues, Flashlight, Multi-tool

Offense
Initiative +3
Blind: Cumulative Affliction 10, +6 (DC Fort 20)
Blizzard: Affliction 10, +6 (DC Fort/Will 20)
Diamond Dust: Cone Area Affliction 6 (DC Fort/Will 16)
Dispel: Nullify 6, +6 (DC Will 16)
Grab, +8 (DC Spec 12)
Gunblade Trigger: Cumulative Affliction 8, +8 (DC Dog/Fort/Will 18)
Renzokuken: Strength-based Damage 3, +8 (DC 20)
Sword Strike: Strength-based Damage 3, +8 (DC 20)
Throw, +3 (DC 17)
Unarmed, +8 (DC 17)

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

Languages
Common [Native], Galbadian

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

Power Points
Abilities 54 + Powers 21 + Advantages 28 + Skills 33 (65 ranks) + Defenses 18 = 154

--------------------
Build Comments
Renzokuken and the ensuing combo moves really can't be accurately represented in M&M, so I'm just using Damage + Multiattack to cover them all. The same will basically be true for Zell's Limit Break.
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DalkonCledwin
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Rinoa Heartilly / The SCs / Hydaelyn's Son

Post by DalkonCledwin »

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Art by TheTakemi on DeviantArt

Rinoa Heartilly - Disc 1 - PL 8
Age: 17 / Height: 5' 4" / Weight: 106 lbs / Hair Color: Black / Eye Color: Dark Brown
Group Affiliations: The Forest Owls / Base of Operations: Forest Owls Mobile HQ, Timber, Galbadia Continent
Wealth Rank: +12 / Rep Rank: +8 / Knockback Mod: -6/-1

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

General Advantages
Animal Empathy, Assessment, Attractive 2, Beginner's Luck, Benefit, Alternate Identity: (Rinoa Caraway), Benefit, Sixth Sense, Benefit, Spiritual Diplomat, Benefit, Wealth (Well-Off), Charming, Connected, Defensive Attack, Defensive Roll 4, Equipment 1, Fascinate (Persuasion), Inspire 2, Languages 1, Leadership, People Person, Ranged Attack 5, Set-up, Teamwork, Well-read

Enhanced Advantages
Conviction

Skills
Acrobatics 4 (+7), Athletics 4 (+4), Expertise (AWE): Research 6 (+11), Expertise (PRE): Dancing 6 (+11), Expertise: Magic 8 (+12), Expertise: Resistance Movements 6 (+10), Handle Animal 8 (+13), Insight 4 (+9), Perception 4 (+9), Persuasion 8 (+17/+13), Stealth 4 (+7), Technology 4 (+8), Vehicles 4 (+7)

Powers
Defiant Human Physiology
. . Defiant Focus: Enhanced Trait 3 (racial talent, Persuasion +4 (+17), Advantages: Conviction; Quirk: Persuasion bonus is for use with Conviction only)
. . Longevity: Immunity 1 (racial trait, Aging; Limited - Half Effect, Quirk: Immunity to Aging didn't kick in until Rinoa's 17th birthday)
Pet Companion ~ Combine: Array
. . Angelo Cannon: Damage 8 (limit break, projectile, DC 23; Increased Range: ranged; Tiring)
. . Angelo Recover: Healing 1 (limit break; Increased Range: ranged; Tiring)
. . Angelo Strike: Damage 5 (limit break, piercing, DC 20; Increased Range 2: perception; Tiring)
Pinwheel (Removable)
. . Float: Flight 1 (support, Speed: 4 miles/hour, 60 feet/round; Affects Others; Levitation, Platform, Unreliable (5 uses))
. . World's Worst Chakram: Array
. . . . Blaster Edge: Damage 2 (projectile, DC 17; Increased Range: ranged)
. . . . Blizzard: Affliction 8 (ice, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 18; Extra Condition, Increased Range: ranged; Limited Degree, Unreliable (5 uses))
. . . . Fira: Burst Area Damage 6 (fire, DC 21; Burst Area: 30 feet radius sphere, DC 16, Increased Range: ranged; Unreliable (5 uses))
. . . . Silent Voice: Linked Effect
. . . . . . Noise Cancelation: Cumulative Cone Area Affliction 6 (Linked; guardian force, sonic, 3rd degree: Controlled, Resisted by: Will, DC 16; Cone Area: 60 feet cone, DC 16, Cumulative, Subtle: subtle; Build Up, Limited: Affects Communication Only, Limited Degree (third only))
. . . . . . Sonic Wave: Cone Area Damage 6 (Linked; guardian force, sonic, DC 21; Cone Area: 60 feet cone, DC 16, Subtle: subtle; Build Up)
Special Qualities
. . Angelo Rush: Damage 2 (projectile, DC 17; Increased Range 2: perception, Reaction 3: reaction; Unreliable (roll), Notes: Reaction Trigger: [When Rinoa is struck by an attack])
. . Sorceress Candidate: Feature 1 (wild talent, Notes: Rinoa has the potential to inherit innate magical power from a Sorceress)

Equipment
Heavy Jacket

Offense
Initiative +3
Angelo Cannon: Damage 8, +8 (DC 23)
Angelo Rush: Damage 2 (DC 17)
Angelo Strike: Damage 5 (DC 20)
Blaster Edge: Damage 2, +8 (DC 17)
Blizzard: Affliction 8, +8 (DC Fort/Will 18)
Fira: Burst Area Damage 6 (DC 21)
Grab, +2 (DC Spec 10)
Noise Cancelation: Cumulative Cone Area Affliction 6 (DC Will 16)
Sonic Wave: Cone Area Damage 6 (DC 21)
Throw, +8 (DC 15)
Unarmed, +2 (DC 15)

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

Languages
Common, Galbadian [Native]

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

Power Points
Abilities 46 + Powers 39 + Advantages 31 + Skills 35 (70 ranks) + Defenses 22 = 173

--------------------
Builder's Rant
How in the world did this woman become the main heroine of an entire video game? In case you are wondering about the "not keeping her word" part, I'm specifically remembering the part regarding her escape from her father's mansion, though I could be remembering it wrong.
marcoasalazarm
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Re: Dalkon's Kingdom Keys Thread

Post by marcoasalazarm »

DalkonCledwin wrote: Tue Feb 15, 2022 12:55 pm
marcoasalazarm wrote: Sat Oct 17, 2020 7:16 am Is this a bad moment to ask if you've got stats for any of the KH heroes around?
Sorry it took me so long to get back to you, Marco. Unfortunately, I do not as yet have any stat blocks for the characters in question. I will try to remember that you wish to be informed once I get around to creating some.
OK, dude, thanks.
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DalkonCledwin
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Re: Dalkon's Kingdom Keys Thread

Post by DalkonCledwin »

marcoasalazarm wrote: Thu Feb 24, 2022 7:35 am
DalkonCledwin wrote: Tue Feb 15, 2022 12:55 pm
marcoasalazarm wrote: Sat Oct 17, 2020 7:16 am Is this a bad moment to ask if you've got stats for any of the KH heroes around?
Sorry it took me so long to get back to you, Marco. Unfortunately, I do not as yet have any stat blocks for the characters in question. I will try to remember that you wish to be informed once I get around to creating some.
OK, dude, thanks.
No problem! Unfortunately, I have no idea when I'll actually get around to making Kingdom Hearts characters, as I'll actually need to replay those games in order to accomplish the task.
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DalkonCledwin
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The Black Mage of Wutai Brainstorm & Notes

Post by DalkonCledwin »

The Black Mage of Wutai
Premise: Yuffie Kirasagi was in a rage about her father's inaction against SHINRA's efforts to destroy Wutai's culture and heritage by making the village into a tourist trap. Leaving the village in a fit of anger, she never expected to stumble upon a stranger who kept talking to thin air, but who was gifted with incredible skills.
Required Inclusions:
- Harry Potter must make his way to the Veil of Death after having suffered through a far more devastating version of the 2nd Battle at Hogwarts.
- Harry must voluntarily throw himself through the veil due to having nothing left to live for in the aftermath of said battle, hoping that in doing so, he will be reunited with his loved ones.
- Unfortunately, things don’t work out as Harry expected, and he finds himself being snatched up by the consciousness of another planet, one called Minerva, and being brought to Gaia.
- Since Minerva’s options are limited, she will pull Harry through a natural Lifestream source located on the Western Continent, near the village of Wutai.
- Harry’s brief exposure to the Lifestream will alter his physiology, giving him similar abilities to three legendary members of SOLDIER, all without needing to undergo experimentation.
- Harry will be found wandering in the wilderness by Yuffie Kisaragi and despite the young man’s eccentricities, they will soon become the best of friends and eventually lovers.
- After a certain amount of time, Harry must begin to heal mentally from his past tragedies, even if the road to normalcy is full of potholes and wrong turns.
- Eventually, Harry and Yuffie must join Cloud’s crusade against Sephiroth, even if only because the One-Winged Angel is particularly bad news.
- Harry must be capable of siring children since he wasn’t exposed to the various chemical treatments that the members of SOLDIER are treated with in addition to the Lifestream.
- At some point, Harry must infiltrate the consciousness of a Jenova creature and free it from Sephiroth’s influence, leading to the true Jenova gaining a foothold on Gaia.
- Harry must have a good influence on Jenova, making her more humane as time goes on, even if only by very small increments.
Preferred Inclusions:
- Minerva should accidentally create a link between herself and Harry when she pulls him through the Lifestream, permitting him to speak to her whenever he pleases.
- While Yuffie will be Harry’s primary romantic interest, nothing is stopping him from pursuing additional lovers, so long as they can all get along with one another.
- Harry should have a few run-ins with Turk Operatives prior to the start of the canonical series, with our young hero gaining significant enjoyment from giving them the runaround.
- Harry should save Aerith from Sephiroth’s attempt on her life, which could have the side effect of shifting her romantic interest from Cloud over to Harry.
- Harry could consider infiltrating Shinra HQ to play the gremlin, but ultimately decide that the risks aren’t worth the reward.
Optional Inclusions:
- Harry’s wand may not have made the trip between worlds unscathed, thus forcing him to improvise a solution if he still wishes to use Terran magic.
- The combination of Harry’s Mako infused eyes and talent for magic could confuse a lot of people, making some think he’s an unholy union of SOLDIER and Cetra.
- Yuffie could comment that Harry’s glowing eyes make wonderful nightlights.
Forbidden Things:
- Harry suffering from Jenova Sickness, like Angeal and Genesis.
- Harry failing to poke fun at Vincent’s constant grouchiness.
- Harry and Yuffie, the Malevolent Emo Doormats.
- Harry being romantically interested in men.
- Harry helping Yuffie steal Materia.
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