Dalkon's Revised & Expanded Potterverse Thread Mk II

Where in all of your character write ups will go.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Flash / The Allies / Champion of Nature

Post by DalkonCledwin »

Image
Art by LucianoVecchio on DeviantArt

The Flash (Jay Garrick) - Arc 1 - PL 11
Age: 20 / Height: 5' 8" / Weight: 170 lbs / Hair Color: Brown / Eye Color: Blue
Group Affiliations: The Wonders of the World / Base of Operations: Mobile
Wealth Rank: +8 / Rep Rank: +15 / Knockback Mod: -6/-1

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

General Advantages
Attractive, Beginner's Luck, Benefit 2: (Renown 2), Connected, Contacts, Great Endurance, Teamwork

Enhanced Advantages
Agile Feint, Close Attack 4, Evasion 2, Improved Initiative 10, Instant Up, Interpose, Move-by Action, Seize Initiative, Takedown

Skills
Acrobatics 4 (+9), Athletics 6 (+7), Close Combat: Unarmed 4 (+8), Expertise: Chemistry 8 (+12), Insight 8 (+10), Investigation 4 (+8), Perception 6 (+8), Ranged Combat: Throwing 6 (+11), Technology 4 (+8)

Powers
Divine Empowerment Physiology
. . Accelerated Healing: Regeneration 5 (racial trait, Every 2 rounds; Persistent)
. . Fast Action: Quickness 20 (racial talent, Perform routine tasks in -20 time ranks)
. . Gravity Defiance: Movement 3 (racial talent, Wall-crawling 2: full speed, Water Walking 1: you sink if you are prone; Limited: Only while moving)
. . Invulnerabilities: Immunity 1 (racial trait, Rare Descriptor: Friction Heat)
. . Lightning Reflexes: Enhanced Trait 44 (racial talent, Dodge +11 (+16), Parry +11 (+16), Advantages: Agile Feint, Close Attack 4, Evasion 2, Improved Initiative 10, Instant Up, Interpose, Move-by Action, Seize Initiative, Takedown)
. . Quick Change: Feature 1 (racial talent, Notes: Jay can change into and out of his heroic costume as a Free Action)
. . Resistances: Immunity 1 (racial trait, Environmental Condition: Cold; Limited - Half Effect)
. . The Speed of Mercury: Speed 20 (racial talent, Speed: 2 million miles/hour, 4000 miles/round)
Speedster Stunts: Array
. . Air Control: Cone Area Move Object 11 (talent, 50 tons; Cone Area: 60 feet cone, DC 21; Reduced Range: close)
. . Air Cushion: Burst Area Movement 1 (talent, Safe Fall; Affects Others, Burst Area: 30 feet radius sphere, DC 11)
. . Catch Bullets: Deflect 16 (talent; Recoverable; Limited: Affects Physical Projectiles Only, Reduced Range: close)
. . Rapid Strikes: Damage 6 (bludgeoning, DC 21; Accurate 2: +4, Multiattack, Selective)
. . Vacuum: Concentration Cumulative Burst Area Affliction 5 (talent, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Burst Area: 30 feet radius sphere, DC 15, Concentration, Cumulative)
. . Vibrational Phasing: Insubstantial 4 (talent, Incorporeal; Precise)
. . Whirlwind: Cylinder Area Move Object 11 (talent, 50 tons; Cylinder Area: 30 feet cylinder, DC 21; Reduced Range: close)
The Armor of Mercury (Removable (indestructible))
. . Insulation: Immunity 2 (unique object, Environmental Condition: Cold, Environmental Condition: Heat)
. . Light Armor: Protection 2 (unique object, +2 Toughness)
The Helmet of Mercury (Removable (indestructible))
. . Pot Helm: Protection 3 (unique object, +3 Toughness)
. . Sensory Shield: Immunity 5 (unique object, Sensory Affliction Effects; Limited: to Visual Sensory Afflictions, Limited - Half Effect)

Offense
Initiative +45
Air Control: Cone Area Move Object 11 (DC 21)
Grab, +8 (DC Spec 11)
Rapid Strikes: Damage 6, +16 (DC 21)
Throw, +11 (DC 16)
Unarmed, +12 (DC 16)
Vacuum: Concentration Cumulative Burst Area Affliction 5 (DC Fort 15)
Whirlwind: Cylinder Area Move Object 11 (DC 21)

Complications
- Accidents: Jay has a hard time stopping once he reaches the speed of sound, and is known to dig up massive trenches of dirt whenever he attempts to hit the breaks, which could lead to disastrous infrastructure damage.
- Clothing Damage: Jay's costume is listed as being "indestructible" simply because he can will it to repair itself after any battle in which it sustains damage, even though it actually can (and usually will) sustain damage during the course of those conflicts. This means he can suffer horribly embarrassing situations where his outfit is almost entirely destroyed, only to have the thing in pristine condition at the start of the next battle.
- Destiny: "Here is a man--a young man - never confident or truly in control since he got his powers. And yet all the time he strives to be a hero. In my madness, when I was with Hawkgirl, I foretold of Jay's coming and how he was destined for great acts." ~~ Doctor Fate (aka Khalid Ben-Hassin)
- Impulsive: Jay didn't have a heroic code name when he first started saving people's lives. So when he happened to save a young couple and said he'd "fix everything in a flash" he became known as "The Flash" and the appellation stuck.
- Motivation: Ready-Made Hero: Jay was quick to agree with his then girlfriend when she broke up with him because he had no prospects for the future, and his first impulse on gaining superpowers is to "right wrongs and triumph over evil!"
- Relationships: Jay loves his mother, which is a problem since the villains know who he is and where she lives. As such, he is one of the few Wonders who still has to call and check up on his loved ones whenever the next villain begins hatching an evil plot! He's also the Wonder who holds the others together, since he's the only one who actually seems to like being a superhero!

Languages
English [Native]

Defense
Dodge 16/5, Parry 16/5, Fortitude 5, Toughness 6, Will 7

Power Points
Abilities 48 + Powers 137 + Advantages 8 + Skills 25 (50 ranks) + Defenses 10 = 228
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Hawkgirl / The Allies / Champion of Nature

Post by DalkonCledwin »

Image
Art by Chowyspizz on DeviantArt

Hawkgirl (Kendra Saunders) - Arc 1 - PL 10
Age: 26 / Height: 5' 4" / Weight: 113 lbs / Hair Color: Brown / Eye Color: Brown
Group Affiliations: The Wonders of the World / Base of Operations: Mobile
Wealth Rank: +8 / Rep Rank: +12 / Knockback Mod: -8

Strength 3, Stamina 4, Agility 5, Dexterity 5, Fighting 9, Intellect 2, Awareness 2, Presence 2

Advantages
Accurate Attack, Agile Feint, All-out Attack, Attractive, Beginner's Luck, Benefit 1: (Renown), Close Attack 2, Connected, Daze (Intimidation), Defensive Attack, Equipment 3, Evasion, Favored Environment: (Aerial), Grabbing Finesse, Improved Aim, Improved Critical: (Claws), Improved Critical: (Crossbow Blaster), Improved Defense, Improved Grab, Improved Initiative, Improved Trip, Instant Up, Jack-of-all-trades, Languages 2, Move-by Action, Power Attack, Startle, Takedown, Teamwork, Uncanny Dodge, Well-informed

Skills
Acrobatics 6 (+11), Close Combat: Archaic Weapons 2 (+11), Close Combat: Unarmed 6 (+15), Deception 4 (+6), Expertise (AWE): Popular Culture 4 (+6), Expertise (AWE): Streetwise 6 (+8), Expertise: History 4 (+6), Expertise: Tactics 4 (+6), Insight 4 (+6), Intimidation 8 (+10), Investigation 4 (+6), Perception 6 (+8), Ranged Combat: Guns 8 (+13), Ranged Combat: Throwing 2 (+7), Stealth 6 (+11)

Powers
Altered Human Physiology
. . Accelerated Healing: Regeneration 1 (racial trait, Every 10 rounds)
. . Enhanced Perception: Senses 9 (racial trait, Accurate (Type): Auditory Senses, Extended: Auditory Senses 1: x10, Extended: Visual Senses 2: x100, Low-light Vision, Ultra-hearing)
. . Feathered Wings: Flight 5 (racial trait, Speed: 60 miles/hour, 900 feet/round; Wings)
. . Invulnerabilities: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Pressure)
. . Power-Lifting: Enhanced Strength 2 (racial trait, +2 STR; Limited to Lifting, Notes: Max Lifting Strength 5: Up to 1,600 lbs)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Falling Damage; Limited - Half Effect)
Crossbow Blaster (Easily Removable)
. . Unusual Weapon: Array
. . . . Crossbow Bolt: Damage 3 (projectile, DC 18; Increased Range: ranged)
. . . . Stun Bolt: Cumulative Affliction 5 (energy, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 15; Cumulative, Increased Range: ranged)
Hawkgirl Costume (Removable)
. . Cowl: Senses 1 (unique object, Infravision)
. . Padded Armor: Protection 4 (unique object, +4 Toughness)

Equipment
Archaic Weapons Arsenal (Battleaxe, Claws, Spear, Warhammer, Xiphos), Medium Shield

Offense
Initiative +9
Battleaxe, +13 (DC 21)
Claws, +13 (DC 19)
Crossbow Bolt: Damage 3, +13 (DC 18)
Grab, +11 (DC Spec 15)
Spear, +13 (DC 21)
Stun Bolt: Cumulative Affliction 5, +13 (DC Fort 15)
Throw, +7 (DC 18)
Unarmed, +17 (DC 18)
Warhammer, +13 (DC 21)
Xiphos, +13 (DC 20)

Complications
- Motivation: Pragmatism: Kendra acts as a superhero mostly because it is either that or she becomes a supervillain, since she is incapable of concealing her wings, and thus has absolutely no sense of privacy whenever she goes out in public.
- Relationship: Kendra has an, as of yet undefined, relationship with Khalid Ben-Hassin, since he can regularly be found sharing her company when not actively wearing the Helmet of Fate.
- Troubled Past: It is unclear how Kendra got her wings, but what is known is that it occurred while she was doing a job for the newly sanctioned World Army, which caused her to desert from the organization due to her resentment about how things transpired on that particular operation.

Languages
Dynastic Egyptian, English, Spanish [Native]

Defense
Dodge 12, Parry 12, Fortitude 8, Toughness 8, Will 8

Power Points
Abilities 64 + Powers 37 + Advantages 35 + Skills 37 (74 ranks) + Defenses 16 = 189
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Post Tenebras Spero Lucem Brainstorm & Notes

Post by DalkonCledwin »

Post Tenebras Spero Lucem
Premise: What if Raven had a brother who was not a malevolent prick? And what if this brother was none other than Harry Potter, the Boy Who Lived? How would their relationship change the fate of every magical, mundane or superhuman individual in the entire world?
Required Inclusions:
- Harry Potter must be one of the sons belonging to the Archdemon known as Trigon, and he must be at least two years older than his sister, Rachel “Raven” Roth.
- Harry and Raven must have demonic forms that are based on one of the Seven Deadly Sins (Pride in Raven’s case), and which won’t be as benevolent as they are by default.
- Harry must possess most, if not all, of the same powers as his sister, but at a higher degree of strength due to having started using them earlier than she did.
- Furthermore, Harry must possess an enhanced degree of Strength, Agility, Durability and Intellect, as is befitting the son of an Archdemon.
- Harry must begin this story as a solo hero, before ultimately joining either the main Justice League, or the group known as Justice League Dark.
- Trigon must begin sending Harry visions that depict the role that the demon wishes for his son to play shortly after Harry’s final battle with the dark wizard known as Voldemort.
- As a result, Harry must track down his sister, and ask for her assistance in defeating their father, which she’ll happily provide once Harry proves worthy of such aid.
- Harry must be one of the more unforgiving heroes when it comes to his encounters with recurring villains, since he’ll be of the opinion that they don’t deserve any more chances.
- Harry’s primary romantic interest must be either Wonder Woman or Zatanna Zatara, though the author is free to include other girls if they secure the approval of his primary girlfriend.
Preferred Inclusions:
- This story should be based on the DC Animated Universe, and could even feature events from the Injustice film, rather than those from the video game that it was based on.
- Harry could be taken under the wing of someone who is considered to be a preeminent spellcaster within the world of DC Comics, bonus points if this individual is Doctor Fate.
- Harry should pick a code name that is at least loosely based on the code name that his sister selected, for instance, he could choose to be known as Nevermore.
- Harry’s control over his emotions should be substantially worse than Raven’s due to a number of factors, not least of which was his treatment at the hands of Severus Snape.
Optional Inclusions:
- Alternatively, this story could be based on the DC Animated Universe (TV Shows) with the Teen Titans animated series being central to this depiction.
- If Harry is taken under Doctor Fate’s wing, then he should avoid the, ahem, fate of being forced into donning Nabu’s helmet, since he can’t be considered an Agent of Order.
Forbidden Things:
- Harry being romantically interested in men.
- Harry the Pathetic Emo Doormat.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Nevermore / The MCs / Post Tenebras Spero Lucem

Post by DalkonCledwin »

Image
Art by Pavel D on ArtStation

Nevermore (Harry Potter) - Arc 1 - PL 10
Age: 18 / Height: 5' 11" / Weight: 172 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: The Potter Estate, San Francisco, California
Wealth Rank: +20 / Rep Rank: +10 / Knockback Mod: -10/-6

Strength 8, Stamina 6, Agility 2, Dexterity 2, Fighting 5, Intellect 4, Awareness 4, Presence 6

General Advantages
Agile Feint, Animal Empathy, Attractive, Benefit 5: (Sixth Sense, Spiritual Diplomat, Wealth 3 [Millionaire]), Connected, Conviction, Defensive Attack, Defensive Roll 3, Equipment 6, Evasion, Fascinate (Persuasion), Improved Grab, Improved Trip, Inspire 3, Interpose, Languages 4, Leadership, Potion Brewing, Power Attack, Quick Draw, Second Chance: (Resisting Mental Control), Teamwork

Enhanced Advantages
Luck 2

Skills
Acrobatics 10 (+12), Athletics 4 (+12), Close Combat: Grab 4 (+9), Expertise (AWE): Cooking 6 (+10), Expertise: Magic 10 (+14), Insight 4 (+8), Investigation 4 (+8), Perception 8 (+14/+12), Persuasion 6 (+12), Ranged Combat: Magic 6 (+8), Stealth 6 (+8), Technology 4 (+10/+8), Vehicles 6 (+8)

Powers
Disciple of Empathic Magic: Array
. . Empathic Control: Cumulative Affliction 6 (empathic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception, Subtle: subtle, Variable Descriptor: close group - Emotions; Tiring)
. . Empathic Probe: Cumulative Mind Reading 10 (empathic magic, DC 20; Cumulative; Limited to Emotions)
. . Hateful Aura: Concentration Burst Area Affliction 10 (empathic magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration, Insidious, Selective, Subtle: subtle; Limited: Can only compel the affected character(s) to attack their normal allies, Limited Degree)
. . Healing Hands: Healing 10 (empathic magic; Restorative; Empathic)
. . Numb Emotions: Linked Effect
. . . . Fascination: Affliction 5 (Linked; empathic magic, 1st degree: Entranced, Impaired, Resisted by: Will, DC 15; Extra Condition, Increased Range 2: perception, Subtle: subtle; Limited Degree 2)
. . . . Soothe Emotions: Nullify 5 (Linked; empathic magic, Counters: Mental Effects, DC 15; Increased Range: perception, Simultaneous, Subtle: subtle; Limited: to Emotion Effects)
. . Personal Dreamscape: Illusion 7 (illusory magic, Affects: All Sense Types, Area: 125 cft., DC 17; Selective, Subtle: subtle; Concentration, Limited to One Subject, Resistible: Will)
Half-Fiend Physiology
. . Dark Flight: Flight 3 (racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Fiendish Empathy: Luck Control 1 (racial talent, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance Checks vs. Empathic Magic)
. . Fiendish Perception: Senses 8 (racial trait, Acute (Type): Mental Senses, Darkvision, Detect: Demons [Mental] 2: ranged, Detect: Emotions [Mental] 2: ranged; Limited: Detect Emotions will only pick up on feelings of anger or wrath [2 ranks only])
. . Invulnerabilities: Immunity 6 (racial trait, Environmental Condition: Cold, Environmental Condition: Heat, Uncommon Descriptor: Diseases (All), Uncommon Descriptor: Poisons (All); Feature: Longevity (Up to 598 years))
. . Resistances: Immunity 5 (racial trait, Damage Effect: Electricity Damage; Limited - Half Effect)
. . Skill Expertise: Enhanced Trait 2 (racial talent, Perception +2 (+14), Technology +2 (+10); Quirk: Technology bonus is for Security checks only)
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Expecto Patronum: Concentration Burst Area Affliction 8 (light of creation, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Expelliarmus: Damage 12 (charm, DC 27; Disarming, Increased Range: ranged; Nonlethal)
. . . . Finite: Nullify 12 (charm, Counters: Magical Effects, DC 22; Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Greater Apparition: Teleport 12 (magical travel, Carry 400 lbs.; Accurate, Change Direction, Extended: 4000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . . . Locomotor: Move Object 7 (charm, 3 tons; Increased Range: perception, Precise, Subtle: subtle)
. . . . Nullum Effugium: Burst Area Nullify 8 (jinx, Counters: Teleportation & Dimension Travel effects, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Increased Duration: concentration, Simultaneous; Distracting, Reduced Range: close)
. . . . Omnifracto: Broad Simultaneous Weaken 6 (curse, Affects: Magic, Resisted by: Fortitude, DC 16; Affects Objects, Broad: Magic, Increased Range 2: perception, Simultaneous; Limited: Affects Defensive Magic or Conjurations Only, Side Effect: on failure - Psychic Backlash)
. . . . Protego Maxima: Create 10 (charm, Volume: 1000 cft., DC 20; Impervious, Stationary, Subtle 2: invisible; Concentration)
. . . . Reducto: Burst Area Weaken 8 (curse, Affects: Toughness, Resisted by: Fortitude, DC 18; Affects Objects Only, Burst Area: 30 feet radius sphere, DC 18, Increased Range: ranged)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Special Qualities
. . Demonic Metamorphosis: Morph 1 (morphic, +20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)
The Cloak of Invisibility (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, Passive, Quirk: Can only conceal a single adult or up to three children at a time)

Equipment
Leather Armor, The Potter Estate, Toolkit (Basic)

Offense
Initiative +2
Empathic Control: Cumulative Affliction 6 (DC Will 16)
Empathic Probe: Cumulative Mind Reading 10 (DC Will 20)
Expecto Patronum: Concentration Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 12, +8 (DC 27)
Fascination: Affliction 5 (DC Will 15)
Finite: Nullify 12, +8 (DC Will 22)
Grab, +9 (DC Spec 18)
Hateful Aura: Concentration Burst Area Affliction 10 (DC Will 20)
Locomotor: Move Object 7 (DC 17)
Nullum Effugium: Burst Area Nullify 8 (DC Will 18)
Omnifracto: Broad Simultaneous Weaken 6 (DC Fort 16)
Reducto: Burst Area Weaken 8 (DC Fort 18)
Soothe Emotions: Nullify 5 (DC Will 15)
Stupefy: Cumulative Affliction 8, +8 (DC Fort 18)
Throw, +2 (DC 23)
Unarmed, +5 (DC 23)

Complications
- Fame: Harry is famous within Wizarding Britain for the part he played in vanquishing the dark wizard who liked to claim that his name was "Lord Voldemort."
- Honor: Harry will always keep his word once he has given it to someone, strives to uphold the common good, and is never underhanded in his dealings.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harry retains a strong loyalty to past friends, such as Hermione Granger, Neville Longbottom and Luna Lovegood. He is also the godfather of Theodore 'Teddy' Lupin and as such, is on call in case Teddy's grandmother needs him for any reason.
- Significant Other: Harry is the elder half-brother of a young woman known as Rachel Roth, with their shared parental unit being known as Trigon the Terrible. Neither Harry or his sister want to have anything to do with Trigon or his plot to conquer the Earth, and have therefore banded together in hopes that they can stop him.

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

Defense
Dodge 10, Parry 8, Fortitude 8, Toughness 10/6, Will 12

Power Points
Abilities 74 + Powers 83 + Advantages 38 + Skills 39 (78 ranks) + Defenses 21 = 255

--------------------
Metamorph Form
Image
Art by Remarin on DeviantArt

Kalavakus Form - PL 10
Knockback Mod: -13

Strength 6, Stamina 6, Agility 2, Dexterity 2, Fighting 7, Intellect 4, Awareness 4, Presence 6

Advantages
Agile Feint, Animal Empathy, Benefit 2: (Sixth Sense, Spiritual Diplomat), Daze (Intimidation), Defensive Attack, Evasion, Fascinate (Intimidation), Improved Disarm, Improved Grab, Improved Trip, Interpose, Languages 4, Move-by Action, Potion Brewing, Power Attack, Quick Draw, Second Chance: (Resisting Mental Control), Startle, Teamwork

Skills
Acrobatics 10 (+12), Athletics 4 (+10), Close Combat: Grab 4 (+11), Expertise (AWE): Cooking 6 (+10), Expertise: Magic 10 (+14), Expertise: Magitech 8 (+12), Insight 4 (+8), Intimidation 8 (+14), Investigation 4 (+8), Perception 8 (+12), Persuasion 6 (+12), Ranged Combat: Magic 6 (+8), Stealth 6 (+8), Technology 4 (+8), Vehicles 6 (+8)

Powers
Demonic Physiology
. . Air Walk: Flight 1 (racial talent, Speed: 4 miles/hour, 60 feet/round; Subtle: subtle)
. . Demonic Perception: Senses 8 (racial trait, Acute (Type): Mental Senses, Darkvision, Detect: Demons [Mental] 2: ranged, Detect: Emotions [Mental] 2: ranged; Limited: Detect Emotions will only pick up on feelings of anger or wrath [2 ranks only])
. . Demonic Resilience: Impervious Toughness 5 (racial trait; Limited: Not vs. Holy Damage or Blessed Weaponry)
. . Horns: Feature 2 (racial trait, Notes: Harry's numerous horns can easily catch weapons and yank them away from his opponents. He gains a Major (+5) circumstance bonus to all Disarm attempts as a result)
. . Invulnerabilities: Immunity 13 (racial trait, Damage Effect: Electricity Damage, Environmental Condition: Cold, Environmental Condition: Heat, Sleep, Starvation & Thirst, Uncommon Descriptor: Diseases (All), Uncommon Descriptor: Poisons (All); Feature: Longevity (Up to 598 years))
. . Natural Weapons: Strength-based Damage 3 (edge, DC 24)
. . Protective Hide: Protection 7 (racial trait, +7 Toughness)
Demonic Powers: Array
. . Dominate Person: Cumulative Progressive Affliction 9 (hypnosis magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 19; Cumulative, Increased Range 2: perception, Progressive; Limited: Affects Humanoid Targets Only)
. . Enslave Soul: Progressive Affliction 9 (soul magic, 1st degree: Dazed, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 19; Increased Range 2: perception, Progressive; Quirk: If this power fails, then the victim is immune to further uses for 24 hours)
. . Greater Murderous Command: Concentration Burst Area Affliction 10 (empathic magic, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration, Increased Range: ranged; Instant Recovery, Limited: The target(s) must attempt to attack their allies for the duration of the effect, Limited Degree (third only))
. . Greater Teleport: Teleport 10 (magical travel, Carry 400 lbs.; Accurate, Change Direction, Extended: 1000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended)
. . Hateful Aura: Concentration Burst Area Affliction 10 (empathic magic, 1st degree: Dazed, 2nd degree: Compelled, Resisted by: Will, DC 20; Burst Area: 30 feet radius sphere, DC 20, Concentration, Insidious, Selective, Subtle: subtle; Limited: Can only compel the affected character(s) to attack their normal allies, Limited Degree)
. . Powerful Charge: Strength-based Damage 7 (piercing, DC 28; Dangerous; Limited: Must be used in conjunction with a Charge Maneuver)
. . Telekinesis: Move Object 10 (kinetic magic, 25 tons; Increased Range: perception, Precise, Subtle: subtle)
. . Telepathy: Linked Effect
. . . . Telepathic Link: Mental Communication 1 (Linked; telepathy; Subtle: encrypted; Concentration)
. . . . Universal Understanding: Comprehend 2 (Linked; telepathy, Languages - Understand All, Languages - You're Understood; Subtle: subtle; Concentration)
Special Qualities
. . Demonic Metamorphosis: Morph 1 (morphic, +20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)

Offense
Initiative +2
Dominate Person: Cumulative Progressive Affliction 9 (DC Will 19)
Enslave Soul: Progressive Affliction 9 (DC Will 19)
Grab, +11 (DC Spec 16)
Greater Murderous Command: Concentration Burst Area Affliction 10 (DC Will 20)
Hateful Aura: Concentration Burst Area Affliction 10 (DC Will 20)
Natural Weapons: Strength-based Damage 3, +7 (DC 24)
Powerful Charge: Strength-based Damage 7, +7 (DC 28)
Telekinesis: Move Object 10 (DC 20)
Throw, +2 (DC 21)
Unarmed, +7 (DC 21)

Complications
- Bane: A demon is considered to be Hindered while moving around on Holy Ground, and Attack Disabled against anyone who presents them with a symbol of faith.
- Obsession: Demons, such as a Kalavakus, seek to destroy the world and all of creation. In this form, Harry is no different from others of his kind.
- Temper: As the Embodiment of Wrath this Kalavakus will relentlessly attack anyone who enters his field of vision.
- Weakness: A Demon is Vulnerable to the attacks of anyone who succeeds in speaking their true name, which is a huge problem for this particular Kalavakus, since all of Harry's friends can guess his true name without any trouble at all!

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

Defense
Dodge 7, Parry 7, Fortitude 10, Toughness 13 (Imp. 5), Will 10

Power Points
Abilities 74 + Powers 96 + Advantages 23 + Skills 47 (94 ranks) + Defenses 15 = 255
--------------------
Home Sweet Home
The Potter Estate - PL 10

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 3 (DC 30), Defensive Enchantments (Blast 10), Floo Aperture, Game Room, Grounds (Colossal), Gym, Kitchen & Mess Hall, Library, Living Space, Mystic Locale, Pool, Ritual Chamber, Sealed, Trophy Room (The Marauders Map), Wards 3 (DC 30)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 20 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 25
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Raven / The MCs / Post Tenebras Spero Lucem

Post by DalkonCledwin »

Image
Art by AyyaSAP on DeviantArt

Raven (Rachel Roth) - Arc 1 - PL 8
Age: 14 / Height: 5' 2" / Weight: 110 lbs / Hair Color: Purplish-Black / Eye Color: Amethyst
Group Affiliations: The Teen Titans / Base of Operations: Titans Tower, San Francisco, California
Wealth Rank: +8 / Rep Rank: +8 / Knockback Mod: -8/-4

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

General Advantages
Accurate Attack, Attractive, Benefit 2: (Sixth Sense, Spiritual Diplomat), Daze (Intimidation), Defensive Roll 3, Enchantment, Equipment 1, Fascinate (Intimidation), Improved Treatment, Improved Trip, Inspire 2, Languages 4, Leadership, Move-by Action, Ritualist, Second Chance: (Resisting Mental Control), Startle, Trance, Uncanny Dodge

Enhanced Advantages
Luck 2

Skills
Close Combat: Unarmed 6 (+10), Deception 4 (+7), Expertise (AWE): Theology 4 (+7), Expertise: Magic 8 (+13), Insight 8 (+11), Intimidation 8 (+11), Perception 4 (+9/+7), Persuasion 6 (+9), Ranged Combat: Magic 6 (+8), Technology 4 (+11/+9), Treatment 8 (+13)

Powers
Disciple of Empathic Magic: Array
. . Empathic Control: Cumulative Affliction 5 (empathic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 15; Cumulative, Increased Range 2: perception, Subtle: subtle, Variable Descriptor: close group - Emotions; Tiring)
. . Empathic Probe: Cumulative Mind Reading 8 (empathic magic, DC 18; Cumulative; Limited to Emotions)
. . Healing Hands: Healing 8 (empathic magic; Restorative; Empathic)
. . Hollow Heroism: Burst Area Healing 6 (empathic magic; Burst Area: 30 feet radius sphere, DC 16, Reversible, Selective; Temporary)
. . Numb Emotions: Linked Effect
. . . . Fascination: Affliction 4 (Linked; empathic magic, 1st degree: Entranced, Impaired, Resisted by: Will, DC 14; Extra Condition, Increased Range 2: perception, Subtle: subtle; Limited Degree 2)
. . . . Soothe Emotions: Nullify 4 (Linked; empathic magic, Counters: Mental Effects, DC 14; Increased Range: perception, Simultaneous, Subtle: subtle; Limited: to Emotion Effects)
. . Personal Dreamscape: Illusion 6 (illusory magic, Affects: All Sense Types, Area: 60 cft., DC 16; Selective, Subtle: subtle; Concentration, Limited to One Subject, Resistible: Will)
Half-Fiend Physiology
. . Dark Flight: Flight 3 (racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Fiendish Empathy: Luck Control 1 (racial talent, Force a Re-roll, Advantages: Luck 2; Limited: to Resistance Checks vs. Empathic Magic)
. . Fiendish Perception: Senses 8 (racial trait, Acute (Type): Mental Senses, Darkvision, Detect: Demons [Mental] 2: ranged, Detect: Emotions [Mental] 2: ranged; Limited: Detect Emotions can only pick up on feelings of Pride or Hubris [2 ranks only])
. . Invulnerabilities: Immunity 3 (racial trait, Environmental Condition: Cold, Environmental Condition: Heat, Rare Descriptor: Mundane Diseases; Feature: Longevity (Up to 601 years))
. . Resistances: Immunity 5 (racial trait, Damage Effect: Electricity Damage; Limited - Half Effect)
. . Skill Expertise: Enhanced Trait 2 (racial talent, Perception +2 (+9), Technology +2 (+11); Quirk: Technology bonus is limited to Security checks)
Soul Self Manipulation: Array
. . On Raven's Wings: Burst Area Flight 6 (magical travel, Speed: 120 miles/hour, 1800 feet/round; Affects Others, Burst Area: 30 feet radius sphere, DC 16, Selective; Concentration, Distracting)
. . Psychokinesis: Move Object 6 (soul magic, 3200 lbs.; Increased Range: perception)
. . Soul Blast: Damage 8 (soul magic, DC 23; Alternate Resistance: Will, Increased Range: ranged)
. . Soul Gate: Movement 2 (soul magic, Dimensional: Mystical Realms 2: group, 50 lbs.; Portal)
. . Soul Jump: Teleport 10 (soul magic, Carry 400 lbs.; Accurate, Change Direction, Extended: 1000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Soul Raven: Cylinder Area Damage 6 (soul magic, DC 21; Alternate Resistance: Will, Cylinder Area: 30 feet cylinder, DC 16, Increased Range: ranged)
Special Qualities
. . Demonic Metamorphosis: Morph 1 (morphic, +20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)

Equipment
Commlink, Light Robes, Toolkit (Basic)

Offense
Initiative +2
Empathic Control: Cumulative Affliction 5 (DC Will 15)
Empathic Probe: Cumulative Mind Reading 8 (DC Will 18)
Fascination: Affliction 4 (DC Will 14)
Grab, +4 (DC Spec 14)
Psychokinesis: Move Object 6 (DC 16)
Soothe Emotions: Nullify 4 (DC Will 14)
Soul Blast: Damage 8, +8 (DC Will 23)
Soul Raven: Cylinder Area Damage 6 (DC Will 21)
Throw, +2 (DC 19)
Unarmed, +10 (DC 19)

Complications
- Enemies: Because of her heritage and the knowledge she has gained over the years, Rachel is the target of many supernatural forces who wish to use her for their own dark purposes.
- Honor: Raven will always keep her word once he has given it to someone, strives to uphold the common good, and is never underhanded in her dealings.
- Motivation: Acceptance: Rachel wants to be accepted for who she is, not feared for what her father could unleash upon the world by using her as an access hatch.
- Relationships: Raven is the younger half-sister of Harry Potter through their mutual parent, Trigon the Terrible, as well as a member in good standing of the Teen Titans.

Languages
Abyssal, Azaranian [Native], English, German, Latin, Sanskrit, Sumerian

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

Power Points
Abilities 54 + Powers 83 + Advantages 26 + Skills 33 (66 ranks) + Defenses 19 = 215

--------------------
Metamorph Form
Image
Art by Morganagod on DeviantArt

Vilsteth Form - PL 8
Knockback Mod: -8

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

Advantages
Accurate Attack, Attractive, Benefit 2: (Sixth Sense, Spiritual Diplomat), Daze (Intimidation), Enchantment, Fascinate (Intimidation), Improved Initiative, Improved Treatment, Improved Trip, Languages 4, Move-by Action, Ritualist, Startle, Trance, Uncanny Dodge

Skills
Close Combat: Unarmed 6 (+10), Deception 4 (+7), Expertise (AWE): Theology 4 (+7), Expertise: Magic 8 (+13), Insight 8 (+11), Intimidation 8 (+11), Perception 4 (+7), Persuasion 6 (+9), Ranged Combat: Magic 6 (+8), Technology 4 (+9), Treatment 8 (+13)

Powers
Demonic Physiology
. . Demonic Perception: Senses 10 (racial trait, Acute (Type): Mental Senses, Counters Concealment: Invisibility [Vision], Darkvision, Detect: Demons [Mental] 2: ranged, Detect: Emotions [Mental] 2: ranged; Limited: Detect Emotions can only pick up on feelings of Pride or Hubris [2 ranks only])
. . Demonic Resilience: Impervious Toughness 5 (racial trait; Limited: Not vs. Holy Damage or Blessed Weaponry)
. . Invulnerabilities: Immunity 17 (racial trait, Custom: Mental Control 5, Damage Effect: Electricity Damage, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Rare Descriptor: Mundane Diseases, Rare Descriptor: Mundane Poisons, Sleep, Starvation & Thirst; Feature: Longevity (Up to 601 years))
. . Mindrending Claws: Strength-based Damage 1 (slashing, DC 22; Alternate Resistance: Will)
. . Protective Hide: Protection 2 (racial trait, +2 Toughness)
. . Unspeakable Truth: Burst Area Concealment Attack 1 (racial trait, Sense - Hearing, DC 11; Burst Area: 30 feet radius sphere, DC 11, Attack: Will, Increased Duration: continuous, Reaction: reaction; Uncontrolled, Notes: Reaction Trigger: When someone enters the area of effect)
Demonic Powers: Array
. . Dominate Person: Cumulative Progressive Affliction 6 (hypnosis magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 16; Cumulative, Increased Range 2: perception, Progressive, Subtle: subtle; Limited: Affects Humanoid Targets Only)
. . Empathic Control: Cumulative Affliction 8 (empathic magic, 1st degree: Impaired, 2nd degree: Disabled, 3rd degree: Controlled, Resisted by: Will, DC 18; Cumulative, Increased Range 2: perception, Subtle: subtle, Variable Descriptor: close group - Emotions)
. . Enthrall: Concentration Burst Area Affliction 8 (hypnosis magic, 1st degree: Entranced, Impaired, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Extra Condition, Selective; Limited Degree 2, Sense-dependent: Visual)
. . Mass Suggestion: Concentration Perception Area Affliction 8 (hypnosis magic, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 18; Perception Area: DC 18 - Visual, Concentration, Insidious, Selective; Limited Degree)
. . Soul Jump: Teleport 11 (magical travel, Carry 50 lbs.; Accurate, Change Direction, Extended: 2000 miles in 2 move actions; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Telepathy: Linked Effect
. . . . Telepathic Link: Mental Communication 1 (Linked; telepathy; Subtle: encrypted; Concentration)
. . . . Universal Understanding: Comprehend 2 (Linked; telepathy, Languages - Understand All, Languages - You're Understood; Subtle: subtle; Concentration)
. . Vengeful Outrage: Progressive Affliction 8 (hypnosis magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Increased Range 2: perception, Progressive, Subtle: subtle; Limited: Can only force the target to hunt down and destroy the specified object or individual)
. . Ventriloquism: Illusion 2 (Affects: One Sense Type - Auditory, Area: 4 cft., DC 12; Indirect 4: any point, any direction; Limited: to mimicking voices)
Special Qualities
. . Demonic Metamorphosis: Morph 1 (morphic, +20 Deception checks to disguise; Single form; Metamorph; Uncontrolled)

Offense
Initiative +6
Dominate Person: Cumulative Progressive Affliction 6 (DC Will 16)
Empathic Control: Cumulative Affliction 8 (DC Will 18)
Enthrall: Concentration Burst Area Affliction 8 (DC Will 18)
Grab, +4 (DC Spec 16)
Mass Suggestion: Concentration Perception Area Affliction 8 (DC Will 18)
Mindrending Claws: Strength-based Damage 1, +4 (DC Will 22)
Throw, +2 (DC 21)
Unarmed, +10 (DC 21)
Unspeakable Truth: Burst Area Concealment Attack 1 (DC Will 11)
Vengeful Outrage: Progressive Affliction 8 (DC Will 18)

Complications
- Bane: A demon is considered to be Hindered while moving around on Holy Ground, and Attack Disabled against anyone who presents them with a symbol of faith.
- Obsession: Demons, such as a Vilsteth, seek to destroy the world and all of creation. In this form, Raven is no different from others of her kind. The difference, however, is that she will not bow to the whims of another Demon, and will be just as happy destroying her would-be oppressor as she is the world at large!
- Weakness: A Demon is Vulnerable to the attacks of anyone who succeeds in speaking their true name, which isn't as big a problem for Raven as it is with Harry, since very few people know what her real name actually is, though Harry is one of the few individuals who does know that information.

Languages
Abyssal [Native], Azaranian, English, German, Latin, Sanskrit, Sumerian

Defense
Dodge 8, Parry 8, Fortitude 6, Toughness 8 (Imp. 5), Will 10

Power Points
Abilities 62 + Powers 84 + Advantages 19 + Skills 33 (66 ranks) + Defenses 17 = 215
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Force of Nature Brainstorm & Notes

Post by DalkonCledwin »

Force of Nature
Premise: Harry Potter was never one to do what the masses expected of him, and they certainly didn’t expect for him to pack up his belongings and leave on a journey of self-discovery shortly after the Battle of Hogwarts. Nor did they expect him to rediscover the long lost art of Druidic Magic, or for him to begin working for the ICW.
Required Inclusions:
- Harry must decide to go on a journey of self-discovery shortly after the Battle of Hogwarts, and his friends and loved ones, including Ginny Weasley, must support his decision.
- In this scenario, Ginny and Harry will keep in touch while he is on his journey until one day she admits to being in a relationship with someone else, at which point they will part amicably.
- The reason for their amicable decision to part ways is because by that point Harry will be romantically interested in a beautiful woman known as Pamela Isley (aka Poison Ivy).
- During his journey, Harry must rediscover the long lost art of Druidic Magic, which will give him some common ground with his new romantic interest.
- Harry must be sent to Gotham by the ICW, who he will be his employers in this fic, so that he can investigate reports sent in by local magic users about what seems to be a Dryad.
- Of course, Ivy is the “dryad” in question, and while her powers actually are magical in nature, the origin of those abilities is far more significant than any of the local magic users realized.
Preferred Inclusions:
- Harry should be around the same age as Ivy when they first meet, and should have a means by which to stay just as perpetually young as she can (e.g. the Druidic Timeless Body feature).
- The reason the ICW takes an interest in Ivy’s activities, rather than the local aurors, is because her actions fall under their jurisdiction as they threaten an International Wizarding Statute.
- Harry should attempt to teach Ivy about the society she was thrust into, and demonstrate to her why her efforts to stop deforestation are actually harmful to the world.0
Optional Inclusions:
- Harry could aid Ivy in figuring out how to save Harley Quinn from the Joker.
- Ivy could take a very keen interest in the wide variety of magical plants that she was previously unaware of after meeting Harry in person for the first time.
Forbidden Things:
- Harry being romantically interested in men.
- Harry the Malevolent Emo Doormat.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Harry Potter / The MCs / Force of Nature

Post by DalkonCledwin »

Image
Art by -JLUO- on ArtStation

Harry James Potter - Arc 1 - PL 10
Age: 24 / Height: 5' 11" / Weight: 185 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The International Confederation of Wizards / Base of Operations: Mobile
Wealth Rank: +20 / Rep Rank: +12 (Wizarding) / +10 (Muggle) / Knockback Mod: -8/-1

Strength 0, Stamina 1, Agility 2, Dexterity 2, Fighting 7, Intellect 2, Awareness 5, Presence 4

General Advantages
Animal Empathy, Attractive, Benefit 6: (Renown, Sixth Sense, Spiritual Diplomat, Wealth 3 (Millionaire]), Connected, Conviction, Defensive Roll 4, Equipment 5, Fascinate (Persuasion), Improved Grab, Inspire 2, Languages 3, Leadership, Potion Brewing, Power Attack, Ranged Attack 3, Teamwork

Enhanced Advantages
Accelerated Climb

Skills
Athletics 4 (+4), Expertise (AWE): Cooking 6 (+11), Expertise (AWE): Survival 6 (+11), Expertise: Magic 12 (+14), Expertise: Nature 8 (+10), Insight 4 (+9), Investigation 6 (+8), Perception 8 (+13), Persuasion 6 (+10), Ranged Combat: Magic 4 (+6), Stealth 6 (+8), Vehicles 6 (+8)

Powers
Disciple of Druidic Magic: Array
. . Arboreal Hammer: Damage 10 (bludgeoning, verdant magic, DC 25; Feature: Can be cast at -2 Effect Ranks using a tree that is between 16 to 32 feet in height, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction, Smashing; Quirk: Requires a Tree that is between 32 to 64 feet tall as Ammo)
. . Blessing of the Salamander: Linked Effect
. . . . Fast Healing: Regeneration 2 (Linked; healing magic, Every 5 rounds; Affects Others, Sustained)
. . . . Fire Resistance: Immunity 10 (Linked; defensive magic, Common Descriptor: Fire Effects; Affects Others, Sustained; Limited - Half Effect)
. . Creeping Doom: Summon 8 (summoning magic; Active, Controlled)
. . Glide: Flight 1 (druidic magic, Speed: 4 miles/hour, 60 feet/round; Gliding)
. . Tar Ball: Linked Effect
. . . . Hot Tar: Damage 6 (Linked; druidic magic, DC 21; Increased Range: ranged)
. . . . Tar Snare: Cumulative Affliction 6 (Linked; druidic magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 16; Cumulative, Extra Condition, Increased Range: ranged; Limited Degree)
Druid Arts
. . A Thousand Faces: Morph 3 (druidic talent, +20 Deception checks to disguise; Broad group, Notes: Any Humanoid Form)
. . Brachiation: Movement 1 (druidic talent, Swinging, Advantages: Accelerated Climb)
. . Nature Sense: Senses 2 (druidic talent, Acute: Environmental Awareness, Awareness: Environmental [Mental])
. . Resist Nature's Lure: Immunity 10 (druidic talent, Custom: Faery Magic 5, Custom: Verdant Magic 5; Limited - Half Effect)
. . Trackless Step: Movement 1 (druidic talent, Trackless: Visual Senses 1)
. . Trap Sense: Immunity 10 (druidic talent, Common Descriptor: Traps; Limited - Half Effect)
. . Venom Immunity: Immunity 2 (druidic talent, Uncommon Descriptor: Poisons (All))
. . Woodland Stride: Movement 3 (druidic talent, Permeate 3: full speed; Limited: to Nonmagical Vegetation)
Holly & Phoenix Feather Wand (Easily Removable)
. . Adept of Wizarding Magic: Array
. . . . Apparition: Teleport 13 (magical travel, Carry 400 lbs.; Accurate, Change Direction, Extended: 8000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . . . Expecto Patronum: Concentration Burst Area Affliction 8 (light of creation, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 18; Burst Area 3: 120 feet radius sphere, DC 18, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area, Noticeable: Manifests as a glowing silvery Stag)
. . . . Expelliarmus: Damage 13 (charm, DC 28; Disarming, Increased Range: ranged; Inaccurate: -2, Nonlethal)
. . . . Finite Incantatem: Burst Area Nullify 8 (charm, Counters: Magical Effects, DC 18; Burst Area: 30 feet radius sphere, DC 18, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . . . Locomotor: Move Object 8 (charm, 6 tons; Increased Range: perception, Precise, Subtle: subtle)
. . . . Saggitario Venenum: Linked Effect
. . . . . . Magical Arrow: Damage 3 (Linked; conjuration, piercing, DC 18; Increased Range: ranged)
. . . . . . Poisonous Arrow: Progressive Weaken 3 (Linked; conjuration, poison, Affects: Stamina, Resisted by: Fortitude, DC 13; Increased Range: ranged, Progressive)
. . . . Stupefy: Cumulative Affliction 8 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 18; Cumulative, Increased Range: ranged)
Human Physiology
. . History of Terrors: Immunity 6 (racial trait, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Limited - Half Effect)
. . Unstoppable Magic: Enhanced Extra 4 (racial trait; Penetrating 4, Variable Descriptor: close group - Any magical attack that Harry wields; Quirk: Limited to the lower value between the Attack or Extra's effect ranks)
Special Qualities
. . Apex Predator: Morph 2 (transfiguration, +20 Deception checks to disguise; Narrow group; Metamorph 3; Increased Action: move, Notes: Animagus Forms: 1 Registered (Stag), 2 Unregistered (Shark & Robin))
The Cloak of Invisibility (Removable (indestructible))
. . That's an Invisibility Cloak!: Concealment 5 (legendary object, All Visual Senses, Other Sense: Black Lantern Spectral Sight; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Passive, Quirk: Can only conceal a single adult or up to three children at a time)

Equipment
Communication Mirror, Expanded Suitcase, Heavy Robes

Offense
Initiative +2
Arboreal Hammer: Damage 10, +9 (DC 25)
Expecto Patronum: Concentration Burst Area Affliction 8 (DC Will 18)
Expelliarmus: Damage 13, +7 (DC 28)
Finite Incantatem: Burst Area Nullify 8 (DC Will 18)
Grab, +7 (DC Spec 10)
Hot Tar: Damage 6, +9 (DC 21)
Locomotor: Move Object 8 (DC 18)
Magical Arrow: Damage 3, +9 (DC 18)
Poisonous Arrow: Progressive Weaken 3, +9 (DC Fort 13)
Stupefy: Cumulative Affliction 8, +9 (DC Fort 18)
Tar Snare: Cumulative Affliction 6, +9 (DC Fort/Will 16)
Throw, +5 (DC 15)
Unarmed, +7 (DC 15)

Complications
- Fame: Harry is famous within Wizarding Britain for the part he played in vanquishing the dark wizard who liked to claim that his name was "Lord Voldemort."
- Honor: Harry will always keep his word once he has given it to someone, strives to uphold the common good, and is never underhanded in his dealings.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Relationships: Harry retains a strong loyalty to past friends, such as Hermione Granger, Neville Longbottom and Luna Lovegood. He is also the godfather of Theodore 'Teddy' Lupin and as such, is on call in case Teddy's grandmother needs him for any reason.
- Significant Other: The International Confederation of Wizards has sent Harry to Gotham City in order to monitor the activities of a woman who is publicly known as Poison Ivy, and hopefully to study her powers in hopes that he can discern if they are as magical as they appear to be. If they are, then he is to use whatever means he deems necessary in order to stop her from making such blatant violations of the International Statute of Wizarding Secrecy!

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

Defense
Dodge 12, Parry 10, Fortitude 5, Toughness 8/1, Will 13

Power Points
Abilities 46 + Powers 118 + Advantages 33 + Skills 38 (76 ranks) + Defenses 25 = 260

--------------------
Home Away from Home
Expanded Suitcase - PL 10

Toughness 10, Size Medium

Features:
Artificer's Lab, Dual Size: (Miniscule), Food Supply, Habitat, Kitchen & Mess Hall, Library, Living Space (Luxury), Movable, Personnel (Forrest, the Owl), Sealed, Secret 4 (DC 35), Trophy Room (The Marauder's Map), Wards 2 (DC 25)

Power Points
Abilities 1 + Powers 0 + Advantages 0 + Features 17 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
--------------------
Animagus Form
Herne - PL 10
Knockback Mod: -9/-5

Strength 4, Stamina 4, Agility 1, Dexterity 0, Fighting 7, Intellect 2, Awareness 5, Presence -2

Advantages
Animal Empathy, Benefit 2: (Sixth Sense, Spiritual Diplomat), Defensive Roll 4, Languages 3, Power Attack, Teamwork

Skills
Athletics 4 (+8), Close Combat: Prongs 2 (+9), Expertise (AWE): Survival 6 (+11), Expertise: Magic 12 (+14), Expertise: Nature 8 (+10), Insight 4 (+9), Intimidation 4 (+2), Investigation 6 (+8), Perception 8 (+13), Stealth 6 (+7)

Powers
Druid Arts
. . Nature Sense: Senses 2 (druidic talent, Acute: Environmental Awareness, Awareness: Environmental [Mental])
. . Resist Nature's Lure: Immunity 10 (druidic talent, Custom: Faery Magic 5, Custom: Verdant Magic 5; Limited - Half Effect)
. . Trackless Step: Movement 1 (druidic talent, Trackless: Visual 1)
. . Venom Immunity: Immunity 2 (druidic talent, Uncommon Descriptor: Poisons (All))
. . Woodland Stride: Movement 3 (druidic talent, Permeate 3: full speed; Limited: to Nonmagical Vegetation)
Human Physiology
. . History of Terrors: Immunity 6 (racial trait, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Limited - Half Effect)
Special Qualities
. . Apex Predator: Morph 2 (transfiguration, +20 Deception checks to disguise; Narrow group; Metamorph 3; Increased Action: move)
Stag Morphology
. . Animalistic Perception: Senses 5 (morphic, Acute (Type): Olfactory Senses, Low-light Vision, Radius (Type): Visual Senses)
. . Fleet of Foot: Speed 3 (morphic, Speed: 16 miles/hour, 250 feet/round)
. . Large Size: Density Growth 1 (morphic, +1 STR, +1 STA, +1 mass rank; Density, Innate; Permanent)
. . Prongs: Strength-based Damage 1 (piercing, DC 20; Dangerous, Reach (melee): 5 ft.)

Offense
Initiative +1
Grab, +7 (DC Spec 14)
Prongs: Strength-based Damage 1, +9 (DC 20)
Throw, +0 (DC 19)
Unarmed, +7 (DC 19)

Complications
- Disability: Deer cannot speak to humans, nor use their hooves to easily manipulate objects.
- Registered Animagus: Harry has registered this Animagus Form with the International Confederation of Wizards, meaning that magical law enforcement agencies the world over will recognize him for who he is while he is in this form.

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

Defense
Dodge 12, Parry 10, Fortitude 7, Toughness 8/4, Will 13

Power Points
Abilities 38 + Powers 42 + Advantages 12 + Skills 30 (60 ranks) + Defenses 25 = 147
Last edited by DalkonCledwin on Mon May 30, 2022 1:49 pm, edited 1 time in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Poison Ivy / The MCs / Force of Nature

Post by DalkonCledwin »

Image
Art by Reivash .Art on ArtStation

Pamela Lillian Isley - Arc 1 - PL 10
Age: 28 / Height: 5' 6" / Weight: 129 lbs / Hair Color: Crimson / Eye Color: Green
Group Affiliations: The Gotham City Sirens / Base of Operations: Various Greenhouses, Gotham City, New Jersey
Wealth Rank: +8 / Rep Rank: +10 / Knockback Mod: -7/-3 (Base) / -9/-5 (Dendrite)

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

Advantages
Alchemist, Attractive 2, Beauty's Never Tarnished, Beloved: (Harleen Quinzel), Benefit 2: (Sixth Sense, Spiritual Diplomat), Charming, Connected, Contacts, Daze (Deception), Defensive Roll 4, Diehard, Eidetic Memory, Equipment 4, Fascinate 2: (Deception, Persuasion), Great Endurance, Languages 4, Poisoner 2, Ranged Attack 4, Skill Mastery: Expertise: Alchemy, Taunt, Teamwork, Throwing Mastery 5

Skills
Acrobatics 6 (+7), Athletics 6 (+7), Close Combat: Poison Touch 6 (+13), Deception 10 (+14), Expertise (PRE): Modeling 6 (+10), Expertise: Alchemy 12 (+17), Expertise: Botany 10 (+19/+15), Expertise: Poisons 8 (+13), Insight 6 (+8), Intimidation 4 (+8), Investigation 6 (+11), Perception 4 (+6), Persuasion 12 (+16), Ranged Combat: Magic 3 (+4), Stealth 6 (+7), Technology 6 (+11), Treatment 4 (+9), Vehicles 4 (+5)

Powers
Bramble Brewer
. . Greater Age Resistance: Immunity 1 (talent, Aging)
. . Poison Immunity: Immunity 2 (talent, Uncommon Descriptor: Poisons (All))
. . Swift Artificing: Quickness 4 (talent, Perform routine tasks in -4 time ranks; Limited to One Task: Artificing, Notes: Artificing covers both the Alchemist & Poisoner advantages)
Greater Dendrite Mutagen (Activation: Standard Action)
. . Barkskin: Protection 2 (morphic, +2 Toughness)
. . Fast Healing: Regeneration 2 (morphic, Every 5 rounds; Source: Bright Light)
. . Verdant Augmentation: Enhanced Trait 4 (morphic, Agility +1 (+2), Dexterity +1 (+2), Strength +2 (+3), Awareness -1 (+1), Intellect -1 (+4))
Master of Verdant Magic: Array
. . Anchored Step: Immunity 10 (verdant magic, Custom: Being Moved (against her will) 10; Sustained; Limited: Only while touching the ground, Side Effect 2: always - Ivy is Hindered while using this power)
. . Charm Person: Cumulative Affliction 10 (pheromones, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Cumulative, Increased Range 2: perception, Subtle: subtle; Limited: Affects Humanoid Targets Only, Limited: Ivy doesn't control the target's actions, they merely act friendly towards her, Sense-dependent: Olfactory)
. . Cure Moderate Wounds: Healing 10 (healing magic; Tiring)
. . Disable Construct: Cumulative Affliction 10 (verdant magic, 1st degree: Hindered, 2nd degree: Immobile, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 20; Affects Objects Only, Cumulative; Grab-based, Quirk: Affects Constructs Only)
. . Disguise Self: Morph 2 (illusory magic, +20 Deception checks to disguise; Narrow group; Resistible: Will, Notes: Any Humanoid Female)
. . Healing Bomb: Burst Area Healing 7 (healing magic; Burst Area: 30 feet radius sphere, DC 17, Increased Range: ranged; Unreliable (5 uses))
. . Massmorph: Create 10 (verdant magic, Volume: 1000 cft., DC 20; Increased Duration: continuous, Innate)
. . Neutralize Poison: Nullify 10 (alchemy, Counters: Poisons, DC 20; Broad, Simultaneous; Reduced Range: close)
. . Precise Briar Bomb: Cumulative Burst Area Affliction 7 (verdant magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 17; Burst Area 2: 60 feet radius sphere, DC 17, Cumulative, Extra Condition, Increased Range: ranged, Selective; Limited Degree, Unreliable (5 uses))
. . Strafing Briar Bomb: Cumulative Line Area Affliction 7 (verdant magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 17; Line Area 2: 5 feet wide by 60 feet long, DC 17, Cumulative, Extra Condition, Increased Range: ranged; Limited Degree, Unreliable (5 uses))
. . Tanglevine: Strength-based Damage 1 (verdant magic, DC 17; Disarming, Grabbing, Reach (melee) 3: 15 ft.)
. . Vine Strike: Cumulative Affliction 10 (verdant magic, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 20; Cumulative, Custom: Linked to Strength Damage, Extra Condition; Limited Degree)
Metahuman Physiology
. . Adaptability: Enhanced Trait 2 (racial talent, Expertise +4 (+19))
. . Dimdweller: Senses 1 (racial trait, Low-light Vision)
. . Photosynthesis: Immunity 2 (racial trait, Sleep, Starvation & Thirst; Limited - Half Effect [1 rank only], Notes: Immunity to Sleep is at Half-Effect)
. . Poison Touch: Progressive Weaken 7 (racial trait, Affects: Stamina, Resisted by: Fortitude, DC 17; Progressive, Triggered: 1 use - When someone (or something) bites into Ivy's flesh)

Equipment
Commandeered Greenhouse

Offense
Initiative +1
Charm Person: Cumulative Affliction 10 (DC Will 20)
Disable Construct: Cumulative Affliction 10, +7 (DC Fort 20)
Grab, +7 (DC Spec 11)
Neutralize Poison: Nullify 10, +7 (DC Will 20)
Poison Touch: Progressive Weaken 7, +13 (DC Fort 17)
Precise Briar Bomb: Cumulative Burst Area Affliction 7 (DC Fort/Will 17)
Strafing Briar Bomb: Cumulative Line Area Affliction 7 (DC Fort/Will 17)
Tanglevine: Strength-based Damage 1, +7 (DC 17)
Throw, +5 (DC 21)
Unarmed, +7 (DC 16)
Vine Strike: Cumulative Affliction 10, +7 (DC Fort/Will 20)

Complications
- Demeaning Perception: Pam regularly flaunts her feminine attributes, which can cause people to make ill-informed judgments regarding her character, even if these judgements do have a remarkable tendency to hit fairly close to the mark.
- Infertility: Pam is unable to carry a child to term due to the toxins that exist within her body, meaning that she would be reliant on alternative methods if she wishes to become a parent.
- Mixed Blood: Ivy counts as both a human and a plant creature for purposes of effects which target one over the other.
- Motivation: Doing Good: Every single time Pam commits a crime, she justifies it to herself by stating that it had to be done in order to help the natural world survive just a little bit longer. She's trying to prevent the planet from becoming inhospitable to the very lifeforms that call it their home, humans included!
- Overconfidence: Pam's confidence in her power over others and her vanity are her true worst enemies, since it isn't overly difficult to defeat her once you've successfully resisted her toxic allure.
- Responsibility: Pam is willing to put her own life in danger in order to protect anyone who is too young to properly defend themselves from the capes and creeps who call Gotham City their home.
- Significant Other: Ivy is romantically involved with Harleen Quinzel, and is attempting (though, largely failing) to convince the girl to forget all about her beloved "Puddin'."

Languages
English [Native], French, Italian, Japanese, Russian, Spanish, Sylvan

Base Defenses
Dodge 10, Parry 8, Fortitude 7, Toughness 7/3, Will 11

Dendrite Defense
Dodge 11, Parry 8, Fortitude 7, Toughness 9/5, Will 10

Power Points
Abilities 48 + Powers 82 + Advantages 42 + Skills 60 (119 ranks) + Defenses 23 = 255

--------------------
Home Sweet Home
Commandeered Greenhouse - PL 10

Toughness 10, Size Large

Features:
Communications, Computer, Concealed 2 (DC 25), Deathtraps (DC 10, Thresh 5), Garage, Grounds (Gargantuan), Gym, Habitat, Library, Living Space, Personnel (Plant Creatures), Power System, Security System 2 (DC 25), Workshop

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 16 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
Last edited by DalkonCledwin on Mon May 30, 2022 11:32 am, edited 2 times in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Harley Quinn / The MCs / Force of Nature

Post by DalkonCledwin »

Image
Art by 法外狂徒--张三 (Shaobing) on ArtStation

Harleen Frances Quinzel - Arc 1 - PL 10
Age: 25 / Height: 5' 7" / Weight: 115 lbs / Hair Color: Blonde / Eye Color: Blue
Group Affiliations: The Gotham City Sirens / Base of Operations: Variable Location, Gotham City, New Jersey
Wealth Rank: +12 / Rep Rank: +12 (Muggle) / +10 (Wizarding)

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

General Advantages
Agile Feint, Animal Empathy, Attractive, Beloved: (Mistah' J), Benefit 3: (Cynical, Renown, Wealth (Well-Off]), Connected, Contacts, Daze (Deception), Defensive Roll 6, Dirty Fighting, Equipment 5, Fascinate (Intimidation), Grabbing Finesse, Improved Disarm, Improved Initiative, Improved Treatment, Improvised Weapon, Instant Up, Languages 3, Ranged Attack, Startle, Taunt, Teamwork, Well-informed

Enhanced Advantages
Assessment, Evasion, Luck 4, Uncanny Dodge

Skills
Acrobatics 12 (+18/+16), Athletics 8 (+10), Close Combat: Blunt Weapons 4 (+11), Close Combat: Unarmed 6 (+13), Deception 6 (+9), Expertise (AGL): Aerobatics 6 (+12/+10), Expertise (AWE): Streetwise 10 (+12), Expertise: Psychology 12 (+16), Handle Animal 8 (+11), Insight 14 (+18/+16), Intimidation 8 (+11), Investigation 4 (+8), Perception 4 (+6), Persuasion 6 (+9), Ranged Combat: Guns 10 (+14), Sleight of Hand 8 (+12), Stealth 8 (+12), Technology 8 (+12), Treatment 8 (+12), Vehicles 6 (+10)

Powers
Amazing Acrobat
. . Developed Poison Immunity: Immunity 2 (talent, Rare Descriptor: Poison Ivy's Touch, Rare Descriptor: Joker Venom)
. . Expert Acrobat: Enhanced Trait 2 (talent, Acrobatics +2 (+18), Expertise (AGL) +2 (+12); Limited: Only while unarmored)
. . Expert Leaper: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
. . Improved Uncanny Dodge: Senses 1 (talent, Danger Sense: Visual, Advantages: Evasion, Uncanny Dodge)
. . Second Chance: Enhanced Trait 4 (talent, Advantages: Luck 4; Limited: to Acrobatics, Athletics (Climbing) & Expertise: Aerobatics skill checks)
. . Sneak Attack: Strength-based Damage 7 (talent, DC 24; Variable Descriptor: close group - Any 1 point modifier based on weapon form or type; Limited: to Vulnerable or Defenseless Targets)
Human Physiology
. . Eye for Talent: Enhanced Trait 2 (racial talent, Insight +2 (+18), Advantages: Assessment; Quirk: Insight bonus is limited to Skill Checks for Evaluation or Assessment)
. . History of Terrors: Immunity 6 (racial trait, Custom: Mental Control 5, Rare Descriptor: Fear Effects; Limited - Half Effect)

Expanded Equipment
Harley's Mallet
. . Mallet Strike: Strength-based Damage 4 (bludgeoning, DC 21; Reach (melee): 5 ft., Smashing)
Roller Skates
. . Skates: Speed 3 (technological, Speed: 16 miles/hour, 250 feet/round)

Equipment
Cell Phone (Smartphone), Harley's Arsenal (Chiappa Rhino 60DS, Fun Gun, Good Night, Harley's Mallet), Roller Skates

Offense
Initiative +8
Chiappa Rhino 60DS, +15 (DC 19)
Fun Gun, +15 (DC 20)
Good Night, +11 (DC 19)
Grab, +7 (DC Spec 14)
Mallet Strike: Strength-based Damage 4, +11 (DC 21)
Sneak Attack: Strength-based Damage 7, +11 (DC 24)
Throw, +5 (DC 17)
Unarmed, +13 (DC 17)

Complications
- Anti-Heroine: Harley enforces justice in her own way, like freeing neglected dogs and punishing their owners, or rescuing old women who've just been robbed and giving them some money despite her own day going wrong in just about every way possible.
- Disability: Harley is known to exhibit several of the symptoms of Histrionic Personality Disorder, but has never officially been diagnosed with said condition. It is known however, that Harley is detached from reality, seeing the world as one big cartoon and regarding her actions as those of a video game character.
- Enemies: Being the Joker's right hand lady has caused Harley to develop a laundry list of enemies, one of whom is known as the Batman!
- Motivation: Recognition: Harleen has cast herself in the roll of a Harlequin, which is to say, the servant of a Noble Lord. Her current "Lord" is the Joker, and she will do whatever it takes in order to make him happy, even if that means she has to hurt her friends.
- Prejudice: Part of the reason Harley became a criminal is because her life prior to meeting the Joker was incredibly stressful, since people kept piling expectation after expectation onto her due to how gifted she is, both physically and mentally. She's also the first, and so far only, person to properly analyze the Joker's psychosis; unfortunately, no one wants to believe her when she says that "Mistah' J" is perfectly rational, even while executing some of the worst attrocities in human history.
- Significant Other: Harleen is romantically involved with the Joker, while also having intimate relations with a woman known as Pamela Isley.

Languages
Chinese (Mandarin), English [Native], German, Italian, Russian

Defense
Dodge 12, Parry 12, Fortitude 6, Toughness 8/2, Will 6

Power Points
Abilities 56 + Powers 18 + Advantages 37 + Skills 78 (156 ranks) + Defenses 21 = 210
Last edited by DalkonCledwin on Mon May 30, 2022 8:11 am, edited 1 time in total.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Catwoman / The Allies / Force of Nature

Post by DalkonCledwin »

Image
Art by AyyaSAP on DeviantArt

Selina Kyle - Arc 1 - PL 10
Age: 29 / Height: 5' 7" / Weight: 128 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Gotham City Sirens / Base of Operations: Unspecified Location, Gotham City, New Jersey
Wealth Rank: +12 / Rep Rank: +10 / Knockback Mod: -8/-1

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

General Advantages
Animal Empathy, Attractive 2, Benefit 2: (Alternate Identity: [Selina Calabrese], Wealth: [Well-Off]), Charming, Chokehold, Connected, Contacts, Defensive Attack, Defensive Roll 5, Equipment 4, Evasion, Fascinate (Persuasion), Flirtation, Grabbing Finesse, Hide in Plain Sight, Improved Disarm, Improved Grab, Improved Hold, Improved Trip, Improvised Tools, Languages 2, Move-by Action, Ranged Attack, Second Chance: (Sleight of Hand checks for Stealing), Second Chance: (Technology checks for Security), Seize Initiative, Skill Mastery: Sleight of Hand

Enhanced Advantages
Favored Environment: (Crowded Areas)

Skills
Acrobatics 10 (+14), Athletics 8 (+10), Close Combat: Whips 9 (+16), Deception 10 (+13), Expertise (AWE): Streetwise 8 (+10), Expertise (AWE): Survival 8 (+14/+10), Expertise: Gotham City 8 (+10), Insight 4 (+6), Investigation 8 (+10), Perception 10 (+12), Persuasion 8 (+11), Ranged Combat: Guns 3 (+7), Sleight of Hand 10 (+16/+14), Stealth 10 (+16/+14), Technology 10 (+12), Vehicles 6 (+10)

Powers
Cat Burglar
. . Expert Leaper: Leaping 2 (talent, Leap 30 feet at 8 miles/hour; Check Required: DC 10 - Acrobatics)
. . Ledge Walker: Movement 1 (talent, Sure-footed 1)
. . Quick Disable: Quickness 4 (talent, Perform routine tasks in -4 time ranks; Limited to One Task: Disabling Traps)
. . Rope Master: Movement 2 (talent, Wall-crawling 2: full speed; Limited: Only while using a rope or whip as a climbing aid)
. . Sneak Attack: Strength-based Damage 7 (talent, DC 24; Variable Descriptor: close group - Any 1 point modifier based on weapon form and type; Limited: to Vulnerable or Defenseless targets)
. . Trap Sense: Immunity 10 (talent, Common Descriptor: Traps; Limited - Half Effect)
. . Trap Spotter: Senses 2 (talent, Detect: Traps [Vision] 2: ranged; Reaction: reaction, Sustained, Notes: Reaction Trigger: [Whenever Selina comes within 10 feet of a trap])
Cat o’ Nine-Tails (Easily Removable)
. . Bull Whip: Strength-based Damage 2 (edge, DC 19; Disarming, Grabbing, Reach (melee) 3: 15 ft.)
Cat's Claws (Removable)
. . Clawed Gloves: Strength-based Damage 2 (slashing, DC 19)
Human Physiology
. . Heart of the Slums: Enhanced Trait 4 (racial trait, Sleight of Hand +2 (+16), Stealth +2 (+16), Expertise (AWE) +4 (+14); Limited: Expertise: Survival bonus applies to Urban and Underground environments only [2 ranks only])
. . Heart of the Streets: Movement 2 (racial trait, Sure-footed 2, Advantages: Favored Environment: (Crowded Areas); Quirk: Limited to Urban Environments)

Equipment
Light Armor, The Catcycle

Offense
Initiative +4
Bull Whip: Strength-based Damage 2, +16 (DC 19)
Clawed Gloves: Strength-based Damage 2, +7 (DC 19)
Grab, +7 (DC Spec 14)
Sneak Attack: Strength-based Damage 7, +7 (DC 24)
Throw, +5 (DC 17)
Unarmed, +7 (DC 17)

Complications
- Enemies: Selina has made many enemies during her time as a professional thief, but none is more dangerous or persistent than the Black Mask. Selina herself is completely disgusted with most of Batman's other foes, except perhaps for Harry, Harley and Ivy.
- Identity: No one's really sure who Selina actually is, in fact the name "Selina Kyle" could easily be one of her many pseudonyms, with other well known examples being Miss Pegg, Marguerite Tone, Elva Barr, Belinda and Madame Moderne.
- Motivation: Thrills: Selina has a difficult time resisting a thrilling challenge, especially if it involves cats or pretty, shiny baubles. This can also work against her, since it wouldn't be very hard to trick her into stealing an object that conceals a tracking device.
- Relationships: Selina regularly acts as a surrogate mother for Holly Robinson, her alleged sister, Maggie, the Alleytown Kids and Kitrina Falcone.
- The Tease: Selina is well known for her tendency to flirt relentlessly with anyone who would attempt to capture her, all in hopes that it will allow her to more easily escape from their clutches.

Languages
Chinese (Mandarin), English [Native], Italian

Defense
Dodge 12, Parry 12, Fortitude 5, Toughness 8/1, Will 8

Power Points
Abilities 50 + Powers 35 + Advantages 37 + Skills 65 (130 ranks) + Defenses 23 = 210

--------------------
D'em Wheels
The Catcycle - PL 10

Strength 2, Defense 0, Toughness 8, Size Medium

Features:
Alarm 3 (DC 30), Hidden Compartments 1 (DC 20, Up to 20 lbs), Improved Handling 2 (Man. Offset -5)

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

Power Points
Abilities 2 + Powers 6 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

The Batman / The Neutrals / Force of Nature

Post by DalkonCledwin »

Image
Art by SourAcid on DeviantArt

The Batman - Arc 1 - PL 12
Age: 30 / Height: 6' 2" / Weight: 210 lbs / Hair Color: Black / Eye Color: Blue
Group Affiliations: The Bat Family / Base of Operations: The Batcave, Gotham City, New Jersey
Wealth Rank: +28 / Rep Rank: +20 (Batman) / +12 (Wayne) / Knockback Mod: -11/-3

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

Advantages
Assessment, Benefit 10: (Alternate Identity: [Bruce Thomas Wayne], Renown 4, Wealth 5: [Billionaire]), Close Attack 2, Connected, Contacts, Daze (Intimidation), Defensive Attack, Defensive Roll 4, Equipment 16, Improved Aim, Improved Initiative, Improvised Tools, Inspire 2, Instant Up, Jack-of-all-trades, Languages 3, Leadership, Move-by Action, Poisoner, Power Attack, Precise Attack (All) 4, Quick Draw, Ranged Attack 2, Redirect, Seize Initiative, Set-up, Skill Mastery: Intimidation, Skill Mastery: Investigation, Skill Mastery: (Stealth), Startle, Takedown 2, Tracking, Trance, Well-informed

Enhanced Advantages
Hide in Plain Sight, Second Chance: (Deception checks for Disguise), Uncanny Dodge

Skills
Acrobatics 10 (+13), Athletics 10 (+13), Close Combat: Unarmed 3 (+11), Deception 10 (+13), Expertise (AWE): Streetwise 10 (+12), Expertise: Business 8 (+12), Expertise: Criminology 14 (+18), Expertise: Gotham City 10 (+14), Expertise: Poisons 10 (+14), Insight 10 (+12), Intimidation 10 (+13), Investigation 14 (+18), Perception 10 (+12), Persuasion 10 (+13), Ranged Combat: Throw 12 (+15), Sleight of Hand 10 (+13), Stealth 10 (+13), Technology 10 (+14), Treatment 6 (+10), Vehicles 8 (+11)

Powers
Ki Pool: Array
. . Burst of Speed: Speed 3 (ki, Speed: 16 miles/hour, 250 feet/round)
. . Darkvision Trick: Senses 2 (ki, Darkvision; Sustained)
. . Rapid Strike: Damage 3 (bludgeoning, DC 18; Multiattack)
. . See the Unseen: Senses 2 (ki, Counters Concealment: Invisibility [Vision]; Sustained)
. . Stealthy Bat: Enhanced Trait 1 (ki, Stealth +2 (+15); Concentration)
. . Vanishing Trick: Concealment 4 (ki, All Visual Senses; Passive)
Sneaky Ninja
. . Improved Uncanny Dodge: Senses 1 (training, Danger Sense: Vision, Advantages: Uncanny Dodge)
. . Light Steps: Movement 3 (training, Sure-footed 2, Water Walking 1: you sink if you are prone)
. . No Trace: Movement 5 (training, Trackless: All Senses 5, Advantages: Hide in Plain Sight, Second Chance: (Deception checks for Disguise))
. . Sneak Attack: Strength-based Damage 8 (bludgeoning, DC 26; Limited: to Vulnerable or Defenseless targets)

Grapnel Gun
. . Swing Line: Movement 1 (technological, Swinging)

Equipment
Flashlight, Grapnel Gun, Heavy Armor, Mini-tracer, Rebreather, Shinobi Tools (Batarang, Bolos, Explosive Batarang, Flash Grenade, Sleep Gas Grenade, Smoke Grenade, Tear Gas Grenade), The Batcave, The Batmobile

Offense
Initiative +7
Batarang, +17 (DC 20)
Bolos, +5 (DC Dog 13)
Explosive Batarang, +17 (DC Dog 15)
Flash Grenade, +17 (DC Dog/Fort 14)
Grab, +10 (DC Spec 13)
Rapid Strike: Damage 3, +10 (DC 18)
Sleep Gas Grenade, +17 (DC Dog/Fort 14)
Smoke Grenade, +17 (DC 19)
Sneak Attack: Strength-based Damage 8, +13 (DC 26)
Tear Gas Grenade, +17 (DC Dog/Fort 14)
Throw, +17 (DC 18)
Unarmed, +13 (DC 18)

Complications
- Chick Magnet: Bruce is one of those individuals who literally can't go anywhere without drawing attention from the fairer gender. This is true regardless of which persona he's currently portraying himself as.
- Enemies: Between the actual supervillains and the rival business tycoons, it's safe to say that Bruce has far more enemies than any one man could ever hope to deal with. Good thing he's actually two men who happen to share a single body, isn't it?
- Motivation: Protector: Bruce considers Gotham City his domain and takes the task of protecting it from criminals very seriously... some might even say he takes crime fighting far too seriously!
- Nemeses: The Gotham Police Department considers the "Batman" to be one of Gotham City's most dangerous, brutal and notorious criminals. As such, they have standing orders to shoot first and ask questions only after confirming a fatality. The irony in all of this, is that their assessment isn't entirely baseless.
- Significant Others: Bruce would be absolutely devastated if anything were to ever happen to his ward(s) or butler.
- Troubled Past: Bruce underwent combat training with the League of Assassins, a fact which will occasionally come back to haunt (or date) him.

Languages
Chinese (Mandarin), English [Native], French, Icelandic, Military Sign

Defense
Dodge 13, Parry 13, Fortitude 7, Toughness 11/3, Will 13

Power Points
Abilities 58 + Powers 35 + Advantages 70 + Skills 98 (195 ranks) + Defenses 30 = 291

--------------------
Home Sweet Home
The Batcave - PL 12

Toughness 10, Size Huge

Features:
Communications, Computer, Concealed 2 (DC 25), Defense System, Dock, Garage, Gym, Hangar, Infirmary, Laboratory, Library, Living Space, Power System, Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 15 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 20
--------------------
D'em Wheels
The Batmobile - PL 12

Strength 8, Defense -2, Toughness 10, Size Huge

Features:
Alarm 3 (DC 30), Caltrops, Hidden Compartments 1 (DC 20, Up to 1,200 lbs), Navigation System 2 (Vehicles +10), Oil Slick, Remote Control

Powers
Armored Hull: Impervious Toughness 8 (technological)
Wheelset: Speed 6 (technological, Speed: 120 miles/hour, 1800 feet/round)

Power Points
Abilities 2 + Powers 14 + Advantages 0 + Features 9 + Skills 0 (0 ranks) + Defenses 3 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 28
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Commissioner Gordon / The Neutrals / Force of Nature

Post by DalkonCledwin »

Image
Art by Doubleleaf on DeviantArt

Commissioner James Gordon - PL 5
Age: 57 / Height: 5' 8" / Weight: 166 lbs / Hair Color: White / Eye Color: Blue
Group Affiliations: Gotham City Police Department / Base of Operations: Police Headquarters, Gotham City, New Jersey
Wealth Rank: +16 / Rep Rank: +7 / Knockback Mod: -3/-1

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

Advantages
Benefit 6: (Renown, Status 3: [Gotham City Police Commissioner], Wealth 2: [Independently Wealthy]), Connected, Contacts, Equipment 1, Improved Aim, Improved Defense, Inspire 2, Inventor, Leadership, Precise Attack (Ranged, Cover), Seize Initiative, Ultimate Effort: (Aim)

Enhanced Advantages
Favored Environment: (Crowded Areas)

Skills
Athletics 2 (+2), Deception 4 (+5), Expertise (AWE): Streetwise 2 (+2), Expertise: Guns 4 (+7), Expertise: Law Enforcement 4 (+9/+7), Insight 8 (+8), Intimidation 4 (+5), Investigation 8 (+11), Perception 6 (+6), Persuasion 4 (+5), Ranged Combat: Guns 2 (+6), Technology 4 (+7)

Powers
Heavy Pistol (Easily Removable)
. . Flawed: Feature 1 (unique object, Notes: The weapon is "battered", and as such, only Jim may make use of it. The weapon simply doesn’t function for anyone else.)
. . Gun Kata: Array
. . . . Blast Lock: Weaken 4 (ballistic, Affects: Toughness, Resisted by: Fortitude, DC 14; Affects Objects Only, Increased Range: ranged; Limited: Affects Locking Mechanisms Only)
. . . . Gun Shot: Damage 4 (ballistic, DC 19; Increased Range: ranged; Bane: Unattended Objects)
. . . . Pistol-Whip: Strength-based Damage 2 (bludgeoning, DC 17; Tripping)
. . . . Stop Bleeding: Healing 4 (talent; Restorative; Limited: Restorative Only)
Human Physiology
. . Focused Study: Enhanced Trait 1 (racial trait, Expertise +2 (+9))
. . Heart of the Streets: Movement 2 (racial trait, Sure-footed 2, Advantages: Favored Environment: (Crowded Areas); Quirk: Limited to Urban Environments)
Mysterious Stranger
. . Lucky: Enhanced Trait 1 (talent, Will +1 (+6))

Equipment
Cell Phone (Smartphone), Handcuffs, Undercover Shirt

Offense
Initiative +4
Blast Lock: Weaken 4, +6 (DC Fort 14)
Grab, +3 (DC Spec 10)
Gun Shot: Damage 4, +6 (DC 19)
Pistol-Whip: Strength-based Damage 2, +3 (DC 17)
Throw, +4 (DC 15)
Unarmed, +3 (DC 15)

Complications
- Motivation: Doing Good: Jim Gordon has always been one of Gotham's most honest and dedicated cops.
- Responsibility: Gordon feels a strong sense of responsibility to protect his fellow officers, Gotham City as a whole, and the people who live in that city.
- Significant Others: James is extremely protective of his daughter, Barbara, and is also one of only a small number of Gotham City Police Officers who believes that the Batman is a good guy, rather than a notorious criminal.

Languages
English [Native]

Defense
Dodge 7, Parry 7, Fortitude 4, Toughness 3, Will 6/5

Power Points
Abilities 32 + Powers 14 + Advantages 18 + Skills 26 (52 ranks) + Defenses 15 = 105
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Mistah' J / The Villains / Force of Nature

Post by DalkonCledwin »

Image
Art by Carstenbiernat on DeviantArt

The Joker - PL 13
Age: 34 / Height: 6' 5" / Weight: 192 lbs / Hair Color: Green / Eye Color: Green
Group Affiliations: Autonomous / Base of Operations: Arkham Asylum, Gotham City, New Jersey
Wealth Rank: +8 / Rep Rank: +15 / Knockback Mod: -9/-6 (Mutagen) / -4/-1 (Base)

Strength 5/1, Stamina 3/1, Agility 6/3, Dexterity 6/3, Fighting 9, Intellect 5/6, Awareness 1/2, Presence -1/0

Advantages
Alchemist, All-out Attack, Benefit 3: (Renown, Sixth Sense, Spiritual Diplomat), Close Attack 4, Daze (Deception), Defensive Roll 3, Diehard, Equipment 7, Fascinate (Deception), Great Endurance, Improved Aim, Improved Initiative, Improved Trip, Inspire 2, Leadership, Luck, Move-by Action, Poisoner 2, Precise Attack (Ranged, Concealment), Precise Attack (Ranged, Cover), Ranged Attack 3, Redirect, Set-up, Skill Mastery: Expertise: Alchemy, Taunt, Throwing Mastery 6

Skills
Acrobatics 4 (+10), Athletics 4 (+9), Close Combat: Clubs 6 (+15), Deception 12 (+11), Expertise: Alchemy 14 (+19), Expertise: Magic 4 (+9), Expertise: Organized Crime 10 (+15), Expertise: Poisons 14 (+19), Expertise: The Batman 14 (+19), Insight 14 (+15), Intimidation 12 (+11), Investigation 8 (+13), Perception 10 (+11), Persuasion 8 (+7), Ranged Combat: Guns 6 (+12), Sleight of Hand 10 (+16), Stealth 8 (+14), Technology 10 (+15), Treatment 12 (+17), Vehicles 4 (+10)

Powers
Alchemical Mastermind: Array
. . Delayed Bomb: Burst Area Damage 9 (alchemy, DC 24; Burst Area: 30 feet radius sphere, DC 19, Triggered: 1 use - Time Delay (13 Combat Rounds); Unreliable (5 uses))
. . Detect Thoughts Extract: Cumulative Mind Reading 13 (alchemy, DC 23; Cumulative; Limited to Surface Thoughts)
. . Disguise Self Extract: Morph 3 (alchemy, +20 Deception checks to disguise; Broad group; Resistible: Will, Notes: Any Humanoid)
. . Elude Time Extract: Immunity 5 (alchemy, Aging, Custom: ongoing biological effects 1, Starvation & Thirst, Suffocation (All); Increased Duration: continuous; Limited: Joker is Incapacitated for the duration of this effect)
. . Explosive Bomb: Burst Area Damage 9 (alchemy, DC 24; Burst Area 2: 60 feet radius sphere, DC 19, Increased Range: ranged; Unreliable (5 uses))
. . Grease Bomb: Burst Area Affliction 9 (alchemy, 1st degree: Vulnerable, 2nd degree: Prone, DC 19; Alternate Resistance (Dodge), Burst Area: 30 feet radius sphere, DC 19, Increased Range: ranged; Limited Degree, Unreliable (5 uses))
. . Madness Bomb: Cloud Area Damage 7 (alchemy, joker venom, DC 22; Alternate Resistance: Will, Cloud Area: 15 feet radius sphere, DC 17, Increased Range: ranged; Unreliable (5 uses))
. . Neutralize Poison Extract: Nullify 13 (alchemy, Counters: Poisons, DC 23; Simultaneous; Reduced Range: close)
. . Orchid's Drop Extract: Healing 8 (alchemy; Triggered: 1 use - When Joker activates his Grand Mutagen power; Limited: Affects Self Only, Tiring)
. . Poison Bomb: Linked Effect
. . . . Poisonous Cloud: Concentration Cumulative Cloud Area Affliction 4 (Linked; alchemy, 1st degree: Fatigued, 2nd degree: Exhausted, 3rd degree: Dying, Resisted by: Fortitude, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Concentration, Cumulative, Increased Range: ranged)
. . . . Smoke: Cloud Area Concealment Attack 4 (Linked; alchemy, All Visual Senses, DC 14; Cloud Area: 15 feet radius sphere, DC 14, Attack: Fortitude, Increased Range: ranged; Concentration, Partial)
. . Remove Disease Extract: Nullify 13 (alchemy, Counters: Diseases, DC 23; Simultaneous; Reduced Range: close)
. . Smoke Bomb: Burst Area Concealment Attack 9 (alchemy, Extra Ranks 7, Sense - Sight, DC 19; Burst Area: 30 feet radius sphere, DC 19, Attack: Fortitude, Increased Range: ranged)
. . True Seeing Extract: Senses 9 (alchemy, Counters All Concealment: Vision, Counters Illusion: Vision, Detect: Hidden Objects [Vision] 2: ranged)
. . Vocal Alteration Extract: Illusion 2 (alchemy, Affects: One Sense Type - Aural, Area: 4 cft., DC 12; Limited: to mimicking Voices, Reduced Range 2: close)
Grand Mutagen (Activation: Standard Action)
. . Alchemical Augmentation: Enhanced Trait 18 (morphic, Strength +4 (+5), Agility +3 (+6), Dexterity +3 (+6), Stamina +2 (+3), Awareness -1 (+1), Intellect -1 (+5), Presence -1 (-1))
. . Protective Hide: Protection 3 (morphic, +3 Toughness)
Mad Clown
. . Elixir of Life: Healing 10 (alchemy; Persistent, Restorative, Resurrection, Triggered: 1 use - When the Joker would die; Limited: Affects Self Only, Tiring)
. . Instant Alchemy: Quickness 19 (talent, Perform routine tasks in -19 time ranks; Limited to One Task: Alchemy)
. . Poison Immunity: Immunity 2 (talent, Uncommon Descriptor: Poisons (All))
. . Swift Poisoning: Quickness 4 (talent, Perform routine tasks in -4 time ranks; Limited to One Task: Poisoning)
Purple Cane (Easily Removable)
. . Voltaic Cane: Linked Effect
. . . . Cane Strike: Strength-based Damage 2 (Linked; bludgeoning, DC 22)
. . . . Voltaic Shock: Cumulative Affliction 3 (Linked; electricity, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 13; Cumulative)

Equipment
Cell Phone (Smartphone), Smiley Car, The Joker's Arsenal (Cold Gold Cup Trophy, Colt M4A1, Norinco Type 56-1)

Offense
Initiative +10
Cane Strike: Strength-based Damage 2, +19 (DC 22/18)
Cold Gold Cup Trophy, +15 (DC 19)
Colt M4A1, +15 (DC 21 )
Delayed Bomb: Burst Area Damage 9 (DC 24)
Detect Thoughts Extract: Cumulative Mind Reading 13 (DC Will 23)
Explosive Bomb: Burst Area Damage 9 (DC 24)
Grab, +13 (DC Spec 15/11)
Grease Bomb: Burst Area Affliction 9 (DC Dog/Fort/Will 19)
Madness Bomb: Cloud Area Damage 7 (DC Will 22)
Neutralize Poison Extract: Nullify 13, +13 (DC Will 23)
Norinco Type 56-1, +15 (DC 20)
Poisonous Cloud: Concentration Cumulative Cloud Area Affliction 4 (DC Fort 14)
Remove Disease Extract: Nullify 13, +13 (DC Will 23)
Smoke Bomb: Burst Area Concealment Attack 9 (DC Fort 19)
Smoke: Cloud Area Concealment Attack 4 (DC Fort 14)
Throw, +9 (DC 26/22)
Unarmed, +13 (DC 20/16)
Voltaic Shock: Cumulative Affliction 3, +19 (DC Fort 13)

Complications
- Arch Nemesis: The Batman regularly thwart's the Joker's villainous schemes, and locks him up in Arkham Asylum, only to groan in annoyance when the Joker inevitably manages to escape from said institution. This seems to be an unending cycle of torment for both the Psycho Clown and the Caped Crusader.
- Hatred: The Joker absolutely despises anyone who forms an intimate connection with the Clown Princess of Crime (Harley Quinn) and will go to extreme lengths in order to eradicate such individuals whenever he encounters them.
- Quirk: The Joker’s ego compels him to taunt, leave clues, and otherwise make it clear he is responsible for his crimes.
- Reputation: The Joker likes to present himself as someone who is completely insane, which means he is prone to irrational and unpredictable behavior. He thrives on chaos and goes out of his way to create a state of anarchy in places where it would not ordinarily exist.

Languages
English [Native]

Base Defense
Dodge 14, Parry 14, Fortitude 5, Toughness 4/1, Will 14

Mutagenic Defense
Dodge 17, Parry 14, Fortitude 7, Toughness 9/6, Will 13

Power Points
Abilities 50 + Powers 105 + Advantages 48 + Skills 92 (184 ranks) + Defenses 32 = 327

--------------------
D'em Wheels
Smiley Car - PL 13

Strength 5, Defense -2, Toughness 8, Size Large

Features:
Alarm 3 (DC 30), Hidden Compartments 1 (DC 20, Up to 160 lbs), Navigation System 2 (Vehicles, +10)

Powers
Wheelset: Speed 7 (technological, Speed: 250 miles/hour, 0.5 miles/round)

Power Points
Abilities 2 + Powers 7 + Advantages 0 + Features 6 + Skills 0 (0 ranks) + Defenses 1 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 16
--------------------
Build Comments
Yeah, so it turns out that there is another reason for the ICW to be interested in Gotham City...

Oh, and I scaled Joker's Power Level in such a way as to present a serious challenge for three PL 10 characters, rather than having him be scaled for a battle with the Bat.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Re: Dalkon's Revised & Expanded Potterverse Thread Mk II

Post by DalkonCledwin »

Ugh, I'm just having a hard time getting my head into this idea, so I'll likely have to switch thought trains.
User avatar
DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Mischief Managed Brainstorm & Notes

Post by DalkonCledwin »

Mischief Managed
Premise: Not everything about James Potter was what it seemed to be. In reality, he was the Norse god of mischief, Loki Odinson, and he was yet another survivor of Voldemort’s assault on Godric’s Hollow. This is the story of his reunion with the son he left behind, and the adventures young Harry has after learning about his status as an Asgardian Demigod.
Required Inclusions:
- James Potter must have actually been an incarnation of the Norse god of mischief, Loki Odinson, who was sent to Midgard as a form of punishment after one of his many “pranks.”
- This means that young Harry Potter will actually be an Asgardian Demigod, with the full suite of powers and abilities that are normally expected among such individuals.
- Harry must inherit his father’s affinity for magic, and be particularly gifted with illusion-casting, as is his father, though whether that is his specialty or not will be up to the author.
- Harry must have access to either the hereditary cryokinetic powers of his paternal grandfather, or else the shapeshifting abilities that his father is well known for.
- Regardless of Loki’s feelings on the matter, it must be Harry who is the one that ultimately has to vanquish Voldemort, even if others can aid him in achieving that lofty goal.
- Harry’s primary romantic interest must be Wanda Maximoff, though other girls are permissible provided they gain her approval.
Preferred Inclusions:
- Each Asgardian, or at least those in the royal court, should have their own color palette, with Harry’s color scheme being dominated by silvers and blues.
- Harry should, with a bit of training, be more than capable of using his magic without the assistance of a wand, even if he may still need to employ spell incantations.
- Harry should be far more physically fit in this scenario than he is in canon, since his Asgardian / Jotun biology will keep him in pristine health in spite of the Dursley’s neglectful behavior.
Optional Inclusions:
- Harry could survive an assassination attempt by Yelena, leading to another romantic interest.
- If Harry is in New Mexico when Thor is banished from Asgard, then perhaps he could be the one who proves to be worthy of Mjolnir, much to the Thunder God’s distress.
Forbidden Things:
- Harry being romantically interested in men.
- Harry the Malevolent Emo Doormat.
Post Reply