Dalkon's Revised & Expanded Potterverse Thread Mk II

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DalkonCledwin
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A Reluctant Hero Brainstorm & Notes

Post by DalkonCledwin »

A Reluctant Hero
Premise: Harry Potter had always been skilled at putting up a front. So good, in fact, that he even fooled his closest friends about his mental state after the war. He was not fine, far from it; even if his physical wounds healed in no time at all. This is why he disappeared into the night, only to put down roots in Yorktown, NY.
Required Inclusions:
- Harry was able to survive so much hell in his young life because his maternal grandmother, henceforth known as Rosalind Evans, was actually an Amazon Warrior.
- Rosalind’s quasi-divine abilities bypassed her two daughters, even if Lily did acquire the ability to use magic, and was instead reborn in her grandson, enhancing his Sorcerous Resilience.
- Due to his crappy childhood, Harry was always very gifted at putting up a believable, yet false, front, since speaking of his troubles in an abusive environment only made things worse.
- This ability made it so everyone he associated with after the Blood War believed him to be perfectly well adjusted, when the reality was that he was badly damaged by the conflict.
- When Harry realizes that the wizarding world won’t let him retire from the role of a Folk Hero, he will leave that society behind and go on a grand tour of the world.
- After an indeterminate amount of time, Harry will cease his travels and set down roots in the rural community of Yorktown in Westchester, New York.
- Harry’s primary romantic interest must be the Amazon Warrior known as Donna Troy (aka Troia); however, other girls can join the pairing if they gain Donna’s approval.
- Harry must be capable of channeling his magic through his fists and body, allowing him to take on the role of a Magical Pugilist, which will give him an advantage against Kryptonians.
- Much to his chagrin, Harry will quickly come to realize that leaving Great Britain didn’t succeed in curing him of his Chronic Hero Syndrome, since he can’t seem to stop saving people.
Preferred Inclusions:
- Amazons should have a way to distinguish a regular woman from their sisters, and also be capable of identifying someone as the descendant of an Amazon.
- After Harry sets down roots in the colonies, he should extend an invitation to Andromeda, offering both her and Teddy a place in his new home.
- Harry should brutally put down a costumed supervillain who threatens his godson’s life, though whether he kills the villain, or not, will be left up to the author’s prerogative.
- Harry should learn at least one form of the Martial Arts during a protracted stay in Asia; though, it’d probably be best if this occurred after Bruce Wayne left that corner of the world.
Optional Inclusions:
- It could be Donna who builds a harem for Harry, rather than our protagonist, since she grew up in a society that focuses on sisterly bonds.
- The gods of the hellenistic pantheon could still be hale and hearty, with at least a few of them taking a very keen interest in our protagonist.
Forbidden Things:
- Harry taking over as the Big Apple’s primary superhero.
- Harry and Donna, the malevolent emo doormats.
- Harry being involved in a male-slash pairing.
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Valiant / The MCs / A Reluctant Hero

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Harry J. Potter-Black - Arc 1 - PL 11
Age: 23 / Height: 5' 11" / Weight: 199 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The Titans (Ally) / Base of Operations: The Potter Estate, Yorktown, Westchester, NY
Wealth Rank: +24 / Rep Rank: +13 / Knockback Mod: -12/-10

Strength 10, Stamina 10, Agility 2, Dexterity 2, Fighting 8, Intellect 2, Awareness 3, Presence 4

General Advantages
Ace Pilot, All-out Attack, Attractive, Benefit 5: (Renown, Wealth 4: [Multimillionaire]), Charming, Connected, Daze (Deception), Durable Lie, Equipment 5, Fascinate (Persuasion), Improved Aim, Improved Defense, Inspire 2, Languages 4, Leadership, Potion Brewing, Power Attack, Ranged Attack 3, Ritualist, Second Chance: (When Resisting Mental Control), Skill Mastery: Expertise: Magic, Tactical Training, Takedown, Taunt

Enhanced Advantages
Animal Empathy

Skills
Close Combat: Unarmed 2 (+10), Deception 8 (+12), Expertise (AWE): Cooking 6 (+9), Expertise (AWE): Tactics 8 (+11), Expertise: Magic 12 (+14), Insight 4 (+7), Investigation 6 (+8), Perception 8 (+11), Persuasion 8 (+12), Ranged Combat: Magic 6 (+8), Stealth 6 (+8), Vehicles 6 (+8)

Powers
Adept of the Mystic Arts: Array
. . Apparition: Teleport 7 (magical travel, 0.5 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Extended: 120 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . Confundo: Concentration Affliction 7 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 17; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Distracting, Limited Degree)
. . Devicto: Damage 7 (hex, DC 22; Increased Range: ranged, Multiattack; Nonlethal)
. . Expecto Patronum: Concentration Burst Area Affliction 7 (light of creation, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 3: 120 feet radius sphere, DC 17, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: to Dementors, Lethifolds & Black Lantren Corpsemen, Limited: to Forcing Targets Away from Warded Area)
. . Expelliarmus: Move Object 11 (charm, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . Finite Incantatem: Burst Area Nullify 7 (charm, Counters: Magical Effects, DC 17; Burst Area: 30 feet radius sphere, DC 17, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . Langlock: Progressive Affliction 10 (jinx, 3rd degree: Controlled, Resisted by: Will, DC 20; Feature: Also prevents spellcasters from speaking their incantations, Increased Range: ranged, Progressive; Limited: to Preventing Communication, Limited Degree (third only))
. . Locomotor: Move Object 6 (charm, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
. . Reducto: Strength-based Damage 5 (curse, DC 30; Penetrating 5; Activation: move action, Inaccurate 2: -4, Limited: Affects Objects Only)
. . Stupefy: Cumulative Affliction 11 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Cumulative, Custom: Linked to Strength Damage)
Battle Armor (Removable)
. . Cestus: Strength-based Damage 1 (bludgeoning, DC 26)
. . Light Plating: Protection 2 (armor, +2 Toughness)
Son of Themyscira Physiology
. . Divine Durability: Impervious Toughness 6 (racial trait)
. . Divine Perception: Senses 5 (racial trait, Awareness: Divine Effects [Mental], Awareness: Magical Effects [Mental], Low-light Vision, Radius (Type): Mental Senses)
. . Divine Tongue: Comprehend 4 (racial talent, Languages - Speak All, Languages - Understand All, Spirits - Communicate, Spirits - Medium; Sustained)
. . Invulnerabilities: Immunity 3 (racial trait, Disease, Environmental Condition: Heat, Poison; Feature: Longevity (Up to 38,700 years))
. . Powerful Build: Enhanced Strength 4 (racial talent, +4 STR; Distracting, Limited to Lifting, Notes: Max Lifting Strength 14: Up to 400 tons)
. . Surprising Vigor: Healing 6 (racial talent; Action: move; Limited: Affects Self Only, Unreliable (5 uses))
Special Qualities
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)
The Helm of Darkness (Removable (indestructible))
. . Cloth of Invisibility: Array
. . . . Deeper Darkness: Obscure 14 (legendary action, Affects: Two Sense Types - Visual Senses, Area: 30 miles radius; Selective; Build Up, Reduced Range: close)
. . . . Veil of Death: Concealment 7 (legendary object, All Visual Senses, Other Sense: Remote Sensing, Other Sense Type: Mental Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at a time)
. . The Cap of Hades: Impervious Toughness 3 (legendary object; Quirk: Harry's vision is Impaired while wearing this object)

Equipment
Cell Phone (Smartphone), Communication Mirror, The Potter Estate

Offense
Initiative +2
Cestus: Strength-based Damage 1, +10 (DC 26)
Confundo: Concentration Affliction 7 (DC Will 17)
Devicto: Damage 7, +11 (DC 22)
Expecto Patronum: Concentration Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Move Object 11, +11 (DC 21)
Finite Incantatem: Burst Area Nullify 7 (DC Will 17)
Grab, +8 (DC Spec 20)
Langlock: Progressive Affliction 10, +11 (DC Will 20)
Locomotor: Move Object 6 (DC 16)
Reducto: Strength-based Damage 5, +6 (DC 30)
Stupefy: Cumulative Affliction 11, +10 (DC Fort 21)
Throw, +5 (DC 25)
Unarmed, +10 (DC 25)

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 Weasley (née Granger), Neville Longbottom and Luna Scammander (née Lovegood). He is also the godfather of Theodore 'Teddy' Lupin and as such, is on call in case Teddy's grandmother needs him for any reason.

Languages
Ancient Greek, English [Native], French, Japanese, Latin, Sanskrit

Defense
Dodge 10, Parry 10, Fortitude 11, Toughness 12/10 (Imp. 9/6), Will 11

Power Points
Abilities 82 + Powers 81 + Advantages 38 + Skills 40 (80 ranks) + Defenses 19 = 260

--------------------
Home Sweet Home
The Potter Estate - PL 11

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 1 (DC 20), Fire Prevention Charms, Floo Aperture, Garage, Gym, Infirmary, Library, Living Space, Mystic Locale, Personnel (Winky), Ritual Chamber, Trophy Room (Various Portraits), Wards 1 (DC 20)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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Alpha Effect Brainstorm & Notes

Post by DalkonCledwin »

Alpha Effect
Premise: Once, there existed a powerful force of darkness in the world, and when it ‘died’, its spirit did not move on to the Next Great Adventure, but instead, chose a new vessel to inhabit. This vessel was a young wizard by the name of Harry Potter, and he would go on to become the new King of the Vampires.
Required Inclusions:
- Harry is allowed to have any moral and ethical alignment that the author prefers, though those which are in tune with his new vampiric nature are, of course, preferred.
- Harry must be at least as powerful as Varnae was, though he can eventually grow to be as powerful as Dracula himself. This of course means the story will be a Marvel crossover.
- When the story begins will be left up to the individual author, but it should begin no earlier than Harry’s fourth year at Hogwarts, and more preferably after the conclusion of his final year.
- At some point during the first chapter, Harry must undergo a transformation that sees him becoming a Vampire-Wizard Hybrid, in much the same vein as Varnae.
- When the transformation is complete, Harry discovers that he isn’t just another vampire, but is actually the receptacle for Varnae’s spirit as the King of the Vampires, much like Dracula was.
- As the King of the Vampires, Harry has the ability to mentally dominate other Vampires, and also to curse other people with Vampirism independently from his Blood Consumption.
- As the King of the Vampires, Harry must have the ability to walk in sunlight, as well as an immunity to the scent of garlic, even if other vampiric weaknesses still affect him.
- As the King of the Vampires, Harry must have at least one power that other Vampires lack, or which has long since become lost to antiquity as far as other Vampires are concerned.
- Harry’s status as the King of the Vampires must cause tension, both among the wand-wavers, and also among the actual vampires, who thought themselves free of said entity long ago.
Preferred Inclusions:
- Harry should take at least three beautiful young ladies on as his Brides, though whether he actually transforms them into Vampires or not will be left up to the author.
- Harry should have full access to the powers he has developed over the years, including the ability to utilize what the fandom knows as Parsel Magic.
- Harry’s new status as the King of the Vampires should come with the benefit of making him just as immortal as any other vampire would be.
- Harry should develop a proficiency in Hemomancy (Blood Magic), which is considered to be an A or S class Dark Art by the British Ministry for Magic.
Optional Inclusions:
- Harry could have a “True Form” which resembles the grotesque Simian-like appearance that Varnae was known for in Marvel Comics, though this need not be his default appearance.
- Harry could use his mastery over Hemomancy in order to cure the Greengrass Blood Malediction, thereby winning at least one of the sisters’ undying devotion.
Forbidden Things:
- Everyone accepting Harry’s new Creature status.
- Harry being involved in a male-slash pairing.
- Harry rejecting his newfound powers.
- Harry, the pathetic emo doormat.
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Harry Potter / The MCs / Alpha Effect

Post by DalkonCledwin »

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Harry J. Potter-Black - Arc 1 - PL 11
Age: 17 (20) / Height: 5' 11" / Weight: 183 lbs / Hair Color: Black / Eye Color: Aqua
Group Affiliations: The Vampires of Earth / Base of Operations: The Potter Estate, Queens, New York
Wealth Rank: +20 / Rep Rank: +13 / Knockback Mod: -12/-11

Strength 8, Stamina -, Agility 3, Dexterity 3, Fighting 7, Intellect 5, Awareness 4, Presence 4

General Advantages
Artificer, Attractive, Benefit 4: (Renown, Wealth 3: [Millionaire]), Connected, Contacts, Conviction, Defensive Attack, Defensive Roll, Equipment 5, Evasion, Fascinate (Persuasion), Fast Grab, Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 4, Leadership, Ritualist, Second Chance: (When Resisting Mental Control), Uncanny Dodge, Well-informed

Enhanced Advantages
Animal Empathy

Skills
Close Combat: Grab 4 (+11), Deception 4 (+8), Expertise (AWE): Cooking 8 (+12), Expertise (AWE): Tactics 8 (+12), Expertise: Magic 10 (+15), Expertise: Politics 6 (+11), Expertise: Vampire Lore 6 (+11), Insight 4 (+8), Investigation 6 (+11), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 8 (+11), Stealth 6 (+9), Vehicles 6 (+9)

Powers
Adept of Eclectic Magic: Array
. . Agonizing Touch: Cumulative Affliction 11 (blood magic, 1st degree: Dazed, Vulnerable, 2nd degree: Stunned, Defenseless, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 21; Cumulative, Extra Condition; Grab-based)
. . Apparition: Teleport 11 (magical travel, 8 miles in a move action, carrying 400 lbs.; Accurate, Change Direction, Change Velocity, Increased Mass 3, Turnabout; Check Required 5: DC 14 - Expertise: Magic, Distracting)
. . Blood Bending: Concentration Affliction 7 (blood magic, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Fortitude, DC 17; Concentration, Increased Range 2: perception; Instant Recovery)
. . Blood is Power: Healing 7 (blood magic; Energizing, Restorative; Empathic)
. . Expelliarmus: Move Object 11 (charm, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . Hemokinesis: Move Object 11 (blood magic, 50 tons; Increased Range: perception, Precise, Subtle: subtle; Limited Material 2: Blood)
. . Protego Duo: Burst Area Deflect 7 (charm; Burst Area: 30 feet radius sphere, DC 17, Reflect, Selective; Reduced Range: close)
. . Reducto: Burst Area Damage 7 (curse, DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range: ranged; Limited: Affects Objects Only)
. . Stupefy: Cumulative Affliction 7 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Creature of the Night: Array
. . Blood Bond: Mental Communication 4 (blood magic; Subtle: encrypted; Limited: to targets on whom Harry has used Blood Drain, Notes: Range: Worldwide)
. . Blood Drain: Linked Effect
. . . . Refreshing Drink: Healing 8 (Linked; vampirism; Restorative; Limited: Affects Self Only)
. . . . Vampire Bite: Concentration Weaken 8 (Linked; vampirism, Affects: Stamina, Resisted by: Fortitude, DC 18; Concentration; Grab-based, Limited: to one rank of lost Stamina per Combat Round)
. . Children of the Night: Summon 4 (summoning magic; Active, Controlled, Horde, Multiple Minions 2: 4 minions, Type (General): Bats, Rats & Wolves; Self-Powered)
. . Hypnotic Gaze: Cumulative Affliction 11 (mystic eyes, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Cumulative, Increased Range 2: perception; Sense-dependent: Visual)
. . Lord of the Vampires: Concentration Cumulative Perception Area Affliction 11 (hypnosis magic, 1st degree: Dazed, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 21; Affects Objects Only, Perception Area: DC 21 - Hearing, Concentration, Cumulative, Selective; Limited 2: Affects Vampires Only)
. . Our Minds Are One: Remote Sensing 12 (blood magic, Affects: 2 Types, inc. Visual - Visual, Hearing, Range: 16 miles; Subtle: DC 20+rank; Medium: Targets on whom Harry has used Blood Drain)
. . Wealth of Power: Morph 4 (morphic, +20 Deception checks to disguise; Any form; Increased Duration: continuous, Metamorph 4; Quirk: Limited to Masculine Forms, Notes: Metamorphs into mist, a bat, a wolf, or a giant 25' tall simian-like creature)
Siegfried's Cloak of Invisibility (Removable)
. . Power-Lifting: Enhanced Strength 6 (legendary object, +6 STR; Limited to Lifting, Notes: Max Lifting Strength 14: Up to 400 tons)
. . Veil of Invisibility: Concealment 4 (legendary object, All Visual Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at a time)
Special Qualities
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)
Vampire Lord Physiology
. . Claws: Strength-based Damage 2 (slashing, DC 25; Dangerous)
. . Deathless: Immortality 6 (racial trait, Return after 16 hours; Limited: ot vs. the Montesi Formula, Decapitation or Incineration)
. . Fast Healing: Regeneration 4 (racial trait, Every 2.5 rounds)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 31 (racial trait, Aging, Fortitude Effects)
. . Superior Toughness: Protection 11 (racial trait, +11 Toughness; Impervious [5 ranks only])
. . Vampiric Perception: Senses 12 (racial trait, Acute (Type): Olfactory Senses, Awareness: Magical Effects [Mental], Darkvision, Extended: Auditory Senses 1: x10, Extended: Olfactory Senses 1: x10, Extended: Visual Senses 1: x10, Low-light Vision, Radius: Magic Awareness, Tracking: Olfactory Senses 1: -1 speed rank, Ultra-hearing)

Equipment
Cell Phone (Smartphone), Signet Ring, The Potter Estate

Offense
Initiative +3
Agonizing Touch: Cumulative Affliction 11, +11 (DC Fort 21)
Blood Bending: Concentration Affliction 7 (DC Fort 17)
Claws: Strength-based Damage 2, +7 (DC 25)
Expelliarmus: Move Object 11, +11 (DC 21)
Grab, +11 (DC Spec 18)
Hemokinesis: Move Object 11 (DC 21)
Hypnotic Gaze: Cumulative Affliction 11 (DC Will 21)
Lord of the Vampires: Concentration Cumulative Perception Area Affliction 11 (DC Will 21)
Reducto: Burst Area Damage 7 (DC 22)
Stupefy: Cumulative Affliction 7, +11 (DC Fort 17)
Throw, +3 (DC 23)
Unarmed, +7 (DC 23)
Vampire Bite: Concentration Weaken 8, +11 (DC Fort 18)

Complications
- Blood Dependency: Harry must consume the blood of living creatures in order to survive. If he doesn't drink said substance on a regular basis, then he'll become Impaired & Hindered after one week has passed, Disabled & Defenseless after two weeks, and he'll be forced into a Blood Frenzy at the end of the third week.
- Fame: The people of Wizarding Britain see Harry as a hero for the effort he put into vanquishing the self-proclaimed "Dark Lord Voldemort."
- Motivation: Protector: Harry believes that it is his duty to protect and care for the people who fall under his aegis, no matter what their social standing is when compared to his own.
- Mythic Weakness: Harry will be rendered Vision Impaired while exposed to Bright Light, such as that from the sun at high noon. He is also unable to enter a private dwelling without receiving an invitation from a permanent resident of that domicile.
- Power Loss: Harry's Toughness is not Impervious against Silver or Magical Weapons & fire-based Attacks.
- Quirk: Harry has a nearly insatiable desire for carnal pleasures, which is something he seems to share in common with his vampiric predecessor, Vlad Dracula.
- Temper: Harry's favor, once lost, is lost forever, and those who do him injury will learn the hard way that he's the sort of Vampire who will crush his enemies, ruin their names, and salt their fields.
- Weakness: Harry will be rendered Immobile & Defenseless if he is stabbed in the heart by a wooden stake, however, he will not be killed in such a manner. He also suffers an additional degree of damage from fire-based attacks.

Languages
English [Native], French, Latin, Old Norse, Sanskrit, Welsh

Defense
Dodge 10, Parry 10, Fortitude Immune, Toughness 12/11 (Imp. 5), Will 11

Power Points
Abilities 58 + Powers 162 + Advantages 33 + Skills 45 (90 ranks) + Defenses 17 = 315

--------------------
Home Sweet Home
The Potter Estate - PL 11

Toughness 10, Size Huge

Features:
Artificer's Lab, Concealed 1 (DC 20), Fire Prevention Charms, Floo Aperture, Garage, Gym, Infirmary, Library, Living Space, Mystic Locale, Personnel (Winky), Ritual Chamber, Trophy Room (Various Portraits), Wards 1 (DC 20)

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 19
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The Wizard of Avalon Brainstorm & Notes

Post by DalkonCledwin »

The Wizard of Avalon
Premise: The Merlin of Britain was not alone when he came to collect King Uther’s wayward son. There was in fact a young brown haired mage in his company. Only, this wizard had come from across the mists of time and was destined for such greatness, that no other magician, save perhaps Morgan Le Fay, could rival him.
Required Inclusions:
- Harry Potter must somehow find himself being flung backwards in time when he is no younger than his fifth year at Hogwarts, and no older than his nineteenth year of life.
- Harry’s blind luck must have worked in his favor, since he is quickly found and adopted by none other than the current Merlin of Britain, who is already an elderly man.
- Merlin’s powers of clairvoyance must inform him that Harry is from the distant future, and that his presence in the current era could alter the fate of Britain, and possibly the world as a whole.
- While Harry will be at odds with Arthur, he must develop a deep and powerful bond with Arthur’s half-sister, Morgan Le Fay, which will ultimately develop into a romantic relationship.
- Harry must be present when Arthur pulls Caliburn from the Stone, though whether he helps the young King build his kingdom will be left up to the author.
- Harry must be immune to annoying problems like the Grandfather Paradox, allowing him to continue to exist even if he alters history in a way to prevent his parents from getting together.
- While Harry will be annoyed with how Mordred came to exist, he must be willing to help Morgan raise her child as though the lad were his own son.
- While Morgan will be Harry’s primary romantic interest, other women are allowed to join their marital bed provided that Morgan gives them her approval.
Preferred Inclusions:
- This story should be heavily inspired by the Mists of Avalon (2001) movie, with additional elements being taken from the Merlin (2008) television series.
- Harry should employ a magical staff, instead of a wand, for the purpose of channeling his magical abilities, which should be inspired by Potterverse and Merlin (2008).
- Harry should ultimately be the one who replaces his mentor as the Merlin of Britain, with Morgan being the one who replaces Vivien as the Lady of the Lake.
- Morgan is not evil or antagonistic toward Arthur and his reign. Rather, the tension should come from the conflict between followers of the Old Religion and Christianity.
Optional Inclusions:
- Harry having had a previous romance with Nimue, or possibly having an ongoing threesome with her and Morgan, though the specifics of said relationship are up to the author.
- The people of Harry’s original time sphere could make an attempt to forcibly retrieve him, though whether this succeeds or not is up to the author.
Forbidden Things:
- Harry and Morgan, the Malevolent Emo Doormats.
- Harry being involved in a male-slash pairing.
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Harri Potter / The MCs / The Wizard of Avalon

Post by DalkonCledwin »

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Harri ap Iago - Arc 1 - PL 10
Age: 21 / Height: 5' 11" / Weight: 183 lbs / Hair Color: Brown / Eye Color: Green
Group Affiliations: The Keepers of the Old Faith / Base of Operations: Tintagel Castle, Cornwall, England
Wealth Rank: +8 / Rep Rank: +12 / Knockback Mod: -10/-5

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

General Advantages
Attractive, Benefit 6: (Alternate Identity: [Harry James Potter], Apprentice Merlin, Mage Rank 3: [Heir Apparent], Renown), Chronal Bulwark, Chronal Memory, Connected, Conviction, Defensive Attack, Defensive Roll 2, Dual-Casting, Enchantment, Equipment 5, Extraordinary Effort, Fascinate (Persuasion), Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 2, Leadership, Potion Brewing, Power Attack, Ranged Attack 2, Ritualist, Second Chance: (When Resisting Mental Control), Trance

Enhanced Advantages
Animal Empathy

Skills
Athletics 4 (+9), Close Combat: Blunt Weapons 2 (+9), Expertise (AWE): Tactics 8 (+12), Expertise (AWE): Theology 6 (+10), Expertise: Engineering 6 (+9), Expertise: Magic 10 (+13), Expertise: Politics 6 (+9), Insight 8 (+12), Investigation 6 (+9), Perception 8 (+12), Persuasion 8 (+12), Ranged Combat: Magic 4 (+7), Riding 6 (+9), Stealth 6 (+9), Treatment 4 (+7)

Powers
Dreamwatcher (Easily Removable)
. . Guardian of Time-Lost Memories: Array
. . . . Atmofulmus: Environment 10 (transmutation, Other: 3 points worth of effect 3, Radius: 2 miles; Selective; Build Up)
. . . . Expelliarmus: Move Object 11 (evocation, force, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . . . Herbivicus: Burst Area Affliction 7 (plant, transmutation, 1st degree: Hindered and Vulnerable, 2nd degree: Defenseless and Immobilized, Resisted by: Dodge, Overcome by Damage, DC 17; Burst Area: 30 feet radius sphere, DC 17, Extra Condition, Increased Range: ranged, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . . . Locomotor: Move Object 10 (transmutation, 25 tons; Increased Range: perception, Precise, Subtle: subtle; Concentration)
. . . . Reparifors: Healing 11 (conjuration; Restorative; Tiring)
. . . . Staff Strike: Strength-based Damage 2 (bludgeoning, DC 22; Double, Reach (melee): 5 ft.)
. . . . Stupefy: Cumulative Affliction 7 (evocation, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Magical Human Physiology
. . Expanded Awareness: Senses 3 (racial trait, Awareness: Magical Effects [Mental], Extended: Vision 1: x10, Radius: Magic Awareness)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Heroic Durability: Impervious Toughness 4 (racial trait)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 561 years))
. . Resistances: Immunity 10 (racial trait, Common Descriptor: Magical Damage; Limited - Half Effect)
Novice of Wandless Magic: Array
. . Animal Trance: Concentration Burst Area Affliction 7 (enchantment, parsel, 1st degree: Entranced, Impaired, Resisted by: Will, DC 17; Burst Area 3: 120 feet radius sphere, DC 17, Concentration, Extra Condition; Limited: Affects Animals Only, Limited Degree 2, Sense-dependent: Auditory)
. . Astral Projection: Remote Sensing 11 (necromantic, Affects: All Types, Range: 8 miles; Feedback, Side Effect 2: always - Harri's physical body is defenseless and immobile while using this power)
. . Levitation: Flight 10 (transmutation, Speed: 2000 miles/hour, 4 miles/round)
. . Polymorph: Morph 4 (transmutation, +20 Deception checks to disguise; Any form; Affects Others)
Special Qualities
. . Parseltongue: Comprehend 2 (magical talent, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)
. . Rewind: Senses 4 (magical talent, Precognition; Feature 2: Retcon Events (as per Edit Scene aspect of Hero Points); Limited: Precognition of the Immediate Future Only)
. . Subtle Acceleration: Quickness 3 (magical talent, Perform routine tasks in -3 time ranks; Subtle: subtle; Distracting, Limited to One Type: Physical Tasks)

Equipment
Arsenal (Crossbow, Silver Dagger), Explorer's Pack, Heavy Robes

Offense
Initiative +3
Animal Trance: Concentration Burst Area Affliction 7 (DC Will 17)
Crossbow, +5 (DC 18)
Expelliarmus: Move Object 11, +9 (DC 21)
Grab, +7 (DC Spec 15)
Herbivicus: Burst Area Affliction 7 (DC Fort/Will 17)
Locomotor: Move Object 10 (DC 20)
Silver Dagger, +7 (DC 21)
Staff Strike: Strength-based Damage 2, +9 (DC 22)
Stupefy: Cumulative Affliction 7, +9 (DC Fort 17)
Throw, +5 (DC 20)
Unarmed, +7 (DC 20)

Complications
- Cultural Awkwardness: Harri has a tendency to express affection and contempt in ways that were common in the time period he originates from, but which are little understood by the people he is surrounded by in the times of King Arthur and his Knights of the Round Table.
- Honor: Harri 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: Thrills: Harri is a long way from what he considers to be his home, and finds that everything in this new world is strange and wonderful.
- Relationships: Though he had no choice, Harri laments having to leave his friends and loved ones behind as he traveled into the past, and hopes that he will one day be reunited with them, even though he isn't actively going about trying to return himself to the time period he came from.
- Rivalry: Harri considers the adherents of Christianity to be deluded innocents at best, and ignorant fools at worst. Meanwhile, their staunchest supporters of Christianity see him as a heathen that needs to be erased from existence.

Languages
Cumbric, Latin, Modern English [Native]

Defense
Dodge 10, Parry 10, Fortitude 8, Toughness 10/5 (Imp. 4), Will 11

Power Points
Abilities 68 + Powers 76 + Advantages 38 + Skills 46 (92 ranks) + Defenses 20 = 248
Last edited by DalkonCledwin on Thu Nov 03, 2022 8:10 am, edited 1 time in total.
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Morgaine Le Fae / The MCs / The Wizard of Avalon

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Morgen vch Gwrlais - Arc 1 - PL 10
Age: 23 / Height: 5' 4" / Weight: 108 lbs / Hair Color: Black / Eye Color: Brown
Group Affiliations: The Daughters of Avalon / Base of Operations: Tintagel Castle, Cornwall, England
Wealth Rank: +16 / Rep Rank: +12 / Knockback Mod: -12/-4

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

General Advantages
Assessment, Attractive 2, Benefit 9: (Religious Rank 3: [Votary], Renown, Status 3: [Duchess of Cornwall], Wealth 2: [Independently Wealthy]), Charming, Connected, Daze (Deception), Equipment 7, Fascinate (Persuasion), Herbalist, Improved Treatment, Inspire 2, Languages 2, Leadership, Luck, Potion Brewing, Ritualist, Teamwork, Trance

Enhanced Advantages
Eidetic Memory

Skills
Athletics 4 (+9/+7), Close Combat: Blunt Weapons 2 (+6), Deception 6 (+13), Expertise: Magic 10 (+16), Expertise: Nature 8 (+14), Expertise: Politics 4 (+14/+10), Insight 8 (+12), Investigation 4 (+10), Perception 4 (+8), Persuasion 8 (+15), Ranged Combat: Magic 5 (+8), Riding 4 (+7), Sailing 4 (+10/+8), Stealth 4 (+7), Treatment 12 (+18)

Powers
External Sorcery: Array
. . Arcane Abjuration: Concentration Burst Area Affliction 10 (channel energy, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 20; Burst Area 3: 120 feet radius sphere, DC 20, Concentration; Distracting, Limited: Affects Arcane Creatures Only, Limited: to Forcing Targets Away from Warded Area)
. . Control Weather: Environment 10 (transmutation, Other: 3 points worth of effect 3, Radius: 2 miles; Selective; Build Up)
. . Destroy Undead: Burst Area Damage 10 (channel energy, DC 25; Affects Insubstantial 2: full rank, Burst Area 3: 120 feet radius sphere, DC 20; Limited: Affects Undead Creatures Only)
. . Hydraulic Torrent: Concentration Cumulative Line Area Affliction 8 (conjuration, water, 1st degree: Dazed, 2nd degree: Prone, DC 18; Alternate Resistance (Dodge), Line Area 2: 5 feet wide by 60 feet long, DC 18, Concentration, Cumulative; Instant Recovery, Limited Degree)
. . Hypnotic Pattern: Concentration Burst Area Affliction 7 (illusion, 1st degree: Entranced, Impaired, Resisted by: Will, DC 17; Burst Area: 30 feet radius sphere, DC 17, Concentration, Extra Condition, Increased Range: ranged; Limited Degree 2)
. . Immolate: Damage 8 (evocation, fire, DC 23; Increased Duration: concentration, Increased Range 2: perception)
. . Minor Image: Illusion 10 (illusion, Affects: Three Sense Types - Visual, Auditory, Area: 1000 cft., DC 20; Selective; Resistible: Will)
. . Part the Mists: Movement 1 (conjuration, Dimensional: Avalon 1: one dimension, 50 lbs.; Portal; Medium: Mist)
. . Raise Dead: Healing 8 (conjuration; Resurrection; Limited: to One use per character)
. . Tanglevines: Burst Area Affliction 8 (plant, transmutation, 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, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
Half-Fey Physiology
. . Adaptability: Enhanced Trait 2 (racial talent, Expertise +4 (+14))
. . Child of the Sea: Enhanced Trait 2 (racial talent, Sailing +2 (+10), Athletics +2 (+9); Quirk: Athletics bonus is for Swimming only)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 556 years); Limited: to Mundane Diseases & Poisons)
. . Magical Awareness: Senses 2 (racial trait, Awareness: Magical Effects [Mental], Radius: Magic Awareness)
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Sleep; Limited - Half Effect)
Internal Sorcery: Array
. . Astral Projection: Remote Sensing 12 (necromantic, Affects: All Types, Range: 16 miles; Feedback, Side Effect 2: always - Morgen's physical body is defenseless and immobile while using this power)
. . Polymorph Self: Morph 4 (transmutation, +20 Deception checks to disguise; Any form)
. . Shield & Flight: Grouped Effect
. . . . Levitation: Flight 8 (transmutation, Speed: 500 miles/hour, 1 mile/round)
. . . . Mystic Shield: Protection 8 (abjuration, +8 Toughness; Impervious, Sustained)
. . Spell Breaker: Linked Effect
. . . . Cure Wounds: Healing 7 (Linked; conjuration)
. . . . Dispel Magic: Nullify 7 (Linked; abjuration, Counters: Magical Effects, DC 17; Broad, Simultaneous; Reduced Range: close)
Special Qualities
. . Keen Mind: Senses 2 (talent, Direction Sense, Time Sense, Advantages: Eidetic Memory)

Equipment
Acolyte's Pack, Arsenal (Mace, Silver Dagger), Holy Symbol, Signet Ring, Tintagel Castle

Offense
Initiative +3
Arcane Abjuration: Concentration Burst Area Affliction 10 (DC Will 20)
Destroy Undead: Burst Area Damage 10 (DC 25)
Dispel Magic: Nullify 7, +4 (DC Will 17)
Grab, +4 (DC Spec 13)
Hydraulic Torrent: Concentration Cumulative Line Area Affliction 8 (DC Dog/Fort/Will 18)
Hypnotic Pattern: Concentration Burst Area Affliction 7 (DC Will 17)
Immolate: Damage 8 (DC 23)
Mace, +6 (DC 21)
Silver Dagger, +4 (DC 19)
Tanglevines: Burst Area Affliction 8 (DC Fort/Will 18)
Throw, +3 (DC 18)
Unarmed, +4 (DC 18)

Complications
- Cultural Awkwardness: Morgen has spent so long training on the Isle of Avalon that she has little practical experience dealing with people in the outside world.
- Fey Blood: Morgen counts as both a Fairy and a Human for effects which target one species over the other.
- Motivation: Responsibility: Morgen truly believes that the ancient traditions of worship and sacrifice found in the British Isles must be preserved and upheld if the balance of nature is to be maintained.
- Obnoxious: Like her mother, Morgen is known for taking Biblical passages and quoting them out of context so that they seem to favor the beliefs held by the British practitioners of the Old Faith. Naturally, this tends to annoy Christian clergymen.
- Relationship: Morgen is the half-sister of England's young High King, Arthur Pendragon.
- Responsibility: Morgen is one of the Keepers of the Old Faith, and she will do whatever it takes in order to protect those who worship the ancient deities of the British Isles.

Languages
Ancient Irish, Cumbric [Native], Latin

Defense
Dodge 8, Parry 8, Fortitude 8, Toughness 12/4 (Imp. 8/0), Will 11

Power Points
Abilities 68 + Powers 93 + Advantages 35 + Skills 44 (87 ranks) + Defenses 20 = 260

--------------------
Home Sweet Home
Tintagel Castle - PL 10

Toughness 10, Size Huge

Features:
Armory (100 ep), Barrier (DC 15, Thresh 5), Defensive Enchantments (Blast 10), Holding Cells (Tough 15), Library, Living Space, Mystic Locale, Personnel, Ritual Chamber, Trophy Room, Wards 1 (DC 20), Workshop

Power Points
Abilities 3 + Powers 0 + Advantages 0 + Features 12 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 17
Last edited by DalkonCledwin on Thu Nov 03, 2022 8:36 pm, edited 1 time in total.
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Lady Nimue / The MCs / The Wizard of Avalon

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Nimue vch Pelleas - Arc 1 - PL 8
Age: 18 / Height: 5' 3" / Weight: 115 lbs / Hair Color: Pink / Eye Color: Brown
Group Affiliations: The Daughters of Avalon / Base of Operations: Caer Avalon, the Misty Isle, England
Wealth Rank: +8 / Rep Rank: +8 / Knockback Mod: -8/-3

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

Advantages
Animal Empathy, Attractive, Benefit, Religious Rank 2 (Devotee), Charming, Connected, Conviction, Dazzling Performance (Expertise: String Instruments), Enchantment, Equipment 4, Fascinate (Persuasion), Herbalist, Inspire, Languages 3, Leadership, Luck, Ritualist, Second Chance: (When Resisting Mental Control), Teamwork, Trance

Skills
Expertise (PRE): String Instruments 6 (+12), Expertise: Magic 10 (+17), Expertise: Nature 6 (+13), Handle Animal 6 (+12), Insight 4 (+8), Investigation 4 (+11), Perception 4 (+8), Persuasion 6 (+16/+12), Riding 4 (+9), Stealth 4 (+9), Treatment 4 (+11)

Powers
External Sorcery: Array
. . Balm of the Summer Court: Healing 6 (conjuration; Increased Range: ranged; Tiring)
. . Hidden Paths: Teleport 11 (conjuration, 8 miles in a move action, carrying 50 lbs.; Change Direction, Change Velocity, Turnabout; Medium: Mist)
. . Immolate: Damage 8 (evocation, fire, DC 23; Increased Duration: concentration, Increased Range 2: perception)
. . Material Transmutation: Transform 6 (transmutation, Affects: Anything, Transforms: 50 lbs., DC 16; Permanent)
. . Part the Mists: Movement 1 (conjuration, Dimensional: Avalon 1: one dimension, 50 lbs.; Portal; Medium: Mist)
. . Tanglevines: Burst Area Affliction 8 (plant, transmutation, 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, Indirect 3: any point in fixed direction or fixed point in any direction; Limited Degree)
. . Wall of Force: Create 8 (evocation, force, Volume: 250 cft., DC 18; Impervious, Stationary, Subtle 2: invisible; Limited: to Creating Walls or Domes)
Half-Fey Physiology
. . Adaptability: Enhanced Trait 2 (racial talent, Persuasion +4 (+16))
. . Expanded Awareness: Senses 4 (racial trait, Awareness: Magical Effects [Mental], Extended: Visual Senses 1: x10, Low-light Vision, Radius: Magic Awareness)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 452 years); Limited: to Mundane Diseases & Poisons)
. . Resistances: Immunity 6 (racial trait, Custom: Mental Control 5, Sleep; Limited - Half Effect)
Internal Sorcery: Array
. . Astral Projection: Remote Sensing 12 (necromantic, Affects: All Types, Range: 16 miles; Feedback, Side Effect 2: always - Nimue's physical body is defenseless and immobile while using this power)
. . Hearth of Moonlight & Shadow: Obscure 3 (abjuration, Affects: Two Sense Types - Visual, Area: 120 feet radius; Selective; Reduced Range: close)
. . Mystic Shield: Protection 5 (abjuration, +5 Toughness; Impervious, Sustained)
. . Thought-Casting: Mental Communication 4 (divination; Subtle: encrypted; Concentration, Source: The Well in Avalon, Notes: Range: Worldwide)
. . Wild Shape: Morph 3 (transmutation, +20 Deception checks to disguise; Broad group, Notes: Any Animal)

Equipment
Arsenal (Bow, Silver Dagger), Explorer's Pack

Offense
Initiative +5
Bow, +5 (DC 18)
Grab, +1 (DC Spec 13)
Immolate: Damage 8 (DC 23)
Material Transmutation: Transform 6, +1 (DC Dog 16)
Silver Dagger, +1 (DC 19)
Tanglevines: Burst Area Affliction 8 (DC Fort/Will 18)
Throw, +5 (DC 18)
Unarmed, +1 (DC 18)

Complications
- Empathic: Nimue feels the pains and joys of everyone around her, be they friend or foe, which is why she has chosen to sequester herself on the Holy Isle of Avalon.
- Fey Blood: Nimue counts as both a Fairy and a Human for purposes of effects which target one over the other.
- Honor: Seeing illness or injury in others saddens Nimue, and she tends to go out of her way in order to alleviate such things, even though her understanding of medicine is far more limited than that of her honorary sister, Morgaine le Fae.
- Motivation: Doing Good: Nimue believes that preserving life and nature is always a worthwhile endeavor, and goes out of her way in order to accomplish said task.
- Relationships: Nimue is the daughter of Sir Pelleas and Lady Niniane, making her the maternal 1st cousin of Lancelot du Lac, Morgaine Le Fay and King Arthur.
- Responsibility: Nimue loves beasts and plants of all kinds, and is loathe to harm them. Instead, she has chosen to take up the task of caretaker for the animals and exotic plants that are kept on Avalon.

Languages
Cumbric [Native], Druidic (Secret), Latin, Sylvan

Defense
Dodge 8, Parry 6, Fortitude 5, Toughness 8/3 (Imp. 5/0), Will 11

Power Points
Abilities 68 + Powers 81 + Advantages 25 + Skills 29 (58 ranks) + Defenses 17 = 220
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King Arthur / Camelot / The Wizard of Avalon

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Arthur Pendragon - Arc 1 - PL 11
Age: 17 / Height: 6' 3" / Weight: 196 lbs / Hair Color: Blonde / Eye Color: Brown
Group Affiliations: The Knights of Camelot / Base of Operations: Caer Pendragon, Camelot, England
Wealth Rank: +20 / Rep Rank: +17 / Knockback Mod: -9/-5

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

General Advantages
Assessment, Attractive, Benefit 12: (Ambidexterity, Renown 3, Status 5: [King of All Britain], Wealth 3: [Millionaire]), Close Attack 2, Connected, Conviction, Dual-Wielding, Equipment 10, Fascinate (Persuasion), Fighting Style: Martial Arts B, Inspire 3, Instant Up, Interpose, Languages 2, Leadership, Move-by Action, Ritualist, Skill Mastery: (Athletics), Stunning Strike, Ultimate Effort: (Will Resistance Checks)

Fighting Style Advantages
Agile Feint, All-out Attack, Defensive Attack, Power Attack, Takedown

Enhanced Advantages
Improved Initiative, Uncanny Dodge

Skills
Athletics 8 (+13), Close Combat: Swords 4 (+11), Expertise (AWE): Governing 8 (+12), Expertise: History 8 (+10), Expertise: Magic 6 (+8), Expertise: Strategy 8 (+10), Insight 8 (+12), Intimidation 4 (+10), Investigation 4 (+6), Perception 4 (+8), Persuasion 8 (+14), Ranged Combat: Magic 4 (+6), Riding 8 (+10), Stealth 4 (+6), Treatment 4 (+6)

Powers
Avalon (Removable (indestructible))
. . The Everdistant Utopia: Regeneration 15 (legendary object, 1.5 per round; Feature: Also functions as a Scabbard for Caliburn & Excalibur, Persistent)
Caliburn (Removable (indestructible))
. . Sword of the Dawn: Array
. . . . Dimensional Slash: Movement 1 (conjuration, Dimensional: Avalon 1: one dimension, 50 lbs.; Portal)
. . . . Golden Sword of the Victorious: Line Area Damage 8 (evocation, radiant, DC 23; Line Area 3: 5 feet wide by 120 feet long, DC 18, Feature: Extraordinary Effort for +2 effect rank; Tiring)
. . . . Static Charge: Move Object 10 (electricity, evocation, 25 tons)
. . . . Sword Strike: Strength-based Damage 4 (slashing, DC 24; Dangerous, Penetrating 4)
Magical Human Physiology
. . Expanded Awareness: Senses 4 (racial trait, Awareness: Magical Effects [Mental], Danger Sense: Vision, Extended: Visual Senses 1: x10, Radius: Magic Awareness, Advantages: Improved Initiative, Uncanny Dodge)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Heroic Durability: Impervious Toughness 4 (racial trait)
. . Invulnerabilities: Immunity 2 (racial trait, Disease, Poison; Feature: Longevity (Up to 626 years); Limited: to Mundane Diseases & Toxins)
. . Resistances: Immunity 10 (racial trait, Common Descriptor: Magical Damage; Limited - Half Effect)
Pendragon Magic: Array
. . Pendragon Fire: Damage 10 (electricity, evocation, DC 25; Increased Range: ranged, Multiattack; Distracting)
. . Raise Dead: Healing 10 (conjuration; Resurrection; Limited: to One use per character)
. . Spell Turning: Deflect 10 (abjuration; Reflect; Limited: Affects Magical Attacks Only, Reduced Range: close)
Predwin (Easily Removable)
. . Faery War Shield: Enhanced Trait 6 (legendary object, Dodge +3 (+13), Parry +3 (+13))
Special Qualities
. . Animal Dialogue: Comprehend 2 (bestowed, Animals - Speak To, Animals - Understand; Narrow Type: Owls)
. . Second Wind: Healing 6 (talent; Triggered: 1 use - When Arthur is suffering from two or more degrees of damage; Limited: Affects Self Only, Tiring)
Wygar (Removable)
. . Mithral Chainmail: Protection 4 (legendary object, +4 Toughness; Impervious)

Expanded Equipment
Hand Axe
. . Axe Strike: Strength-based Damage 2 (slashing, DC 22; Breaking, Dangerous)

Equipment
Caer Pendragon, Explorer's Pack, Hand Axe, Signet Ring

Offense
Initiative +6
Axe Strike: Strength-based Damage 2, +9 (DC 22)
Golden Sword of the Victorious: Line Area Damage 8 (DC 23)
Grab, +9 (DC Spec 15)
Pendragon Fire: Damage 10, +6 (DC 25)
Static Charge: Move Object 10, +6 (DC 20)
Sword Strike: Strength-based Damage 4, +13 (DC 24)
Throw, +2 (DC 20)
Unarmed, +9 (DC 20)

Complications
- Honor: Arthur 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: Noblesse Oblige: Arthur feels that it is his duty to protect and care for the people who live in the social ranks that lay beneath his own.
- Power Loss: Caliburn will immediately shatter if Arthur ever uses it in a manner that lacks the virtues of chivalry.
- Relationships: Arthur feels that nothing is more important than the other members of his family, which includes Morgaine, Lancelot, and Nimue, among numerous others.
- Secret: While he isn't aware of it, the fact still remains that Arthur is the father of Morgaine's first-born son, Mordred Pendragon, and that the boy's existence, once discovered, could throw Arthur's entire kingdom into a period of civil unrest that might ultimately lead to Arthur's removal as the High King of Britain.
- Temper: If you do Arthur an injury, he will crush you, ruin your name, and salt your fields. This means that his favor, once lost, is lost forever.

Languages
Cumbric [Native], Latin, Sylvan

Defense
Dodge 13/10, Parry 13/10, Fortitude 7, Toughness 9/5 (Imp. 8/4), Will 10

Power Points
Abilities 66 + Powers 107 + Advantages 48 + Skills 45 (90 ranks) + Defenses 19 = 285

--------------------
Home Sweet Home
Caer Pendragon - PL 11

Toughness 14, Size Awesome (Village)

Features:
Armory (110 ep), Artificer's Lab, Barrier (DC 15, Thresh 5), Chapel, Concealed 3 (DC 30), Defensive Enchantments (Blast 11), Fire Prevention Charms, Grounds (Awesome IV [City]), Gym, Infirmary, Kitchen & Mess Hall, Library, Living Space 2: (Barracks & Luxury), Mystic Locale, Personnel (Knights & Retainers), Ritual Chamber, Sovereign, Stables, Trophy Room, Wards 2 (DC 25), Workshop

Power Points
Abilities 6 + Powers 0 + Advantages 0 + Features 25 + Skills 0 (0 ranks) + Defenses 4 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 35
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The Knights / Camelot / The Wizard of Avalon

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The Knights of Camelot - PL 7
Minion Rank: 5 / Sidekick Rank: 15
Knockback Mod: -8/-4

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

Advantages
All-out Attack, Benefit, Status 2: (Knighthood, Minor Nobility), Defensive Roll, Equipment 2, Inspire 2, Languages 1, Leadership, Lionheart 2, Power Attack

Skills
Athletics 4 (+8), Expertise: History 4 (+5), Intimidation 4 (+7), Persuasion 2 (+5), Ranged Combat: Archery 2 (+4)

Expanded Equipment
Greatsword
. . Sword Strike: Strength-based Damage 4 (slashing, DC 23; Dangerous)

Equipment
Ancient Arsenal (Bow, Greatsword), Chain-mail

Offense
Initiative +2
Bow, +4 (DC 18)
Grab, +6 (DC Spec 14)
Sword Strike: Strength-based Damage 4, +6 (DC 23)
Throw, +2 (DC 19)
Unarmed, +6 (DC 19)

Languages
Cumbric [Native], Latin

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

Power Points
Abilities 46 + Powers 0 + Advantages 13 + Skills 8 (16 ranks) + Defenses 8 = 75
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Legacy of Atlantis Brainstorm & Notes

Post by DalkonCledwin »

Legacy of Atlantis
Premise: When Harry Potter was younger, his happiest memories had always been when he could surround himself with water. Little did he know, however, that this preference was due to an incredibly rare magical heritage, at least among surface dwellers. For you see, Harry is the long lost Prince of Atlantis!
Required Inclusions:
- Harry Potter must be born from a union between Lily Evans and Orvax Marius. However, the specifics of said union will be left up to the author’s interpretation.
- As such, Harry will be a legitimate heir to the Throne of Atlantis, even if he isn’t particularly high up in the line of succession, with both Orm and Arthur ranking higher than he does.
- Harry must discover his Atlantean heritage while in the Black Lake during the second task of the Triwizard Tournament. Although, it will be up to the author to decide how this happens.
- Harry’s powers must include the ability to manipulate water (Hydrokinesis), the ability to generate electricity, and the general powers of an Atlantean.
- Harry must eventually take a wife who is a Queen Suo Jure, so that he can act as her Co-Regent, since not even that would be possible for him in Atlantis Proper.
- While the aforementioned wife must be Harry’s primary romantic interest, other girls are allowed to join in on the pairing, provided they acquire his Queen’s approval.
Preferred Inclusions:
- Any girls that Harry is romantically involved with that lack the ability to breathe underwater should be provided with jewelry that gives them that ability while it is being worn.
- Harry and his magical descendants should have the ability to use water as a medium for teleportation, though there may be additional limitations imposed on said power.
- The Queen whom Harry marries should be none other than Lady Nuada of Thierna na Oge, from DC’s New Earth world setting.
Optional Inclusions:
- If Nuada is used as a romantic interest, then Harry could rescue her before she loses her arm to Sreng of the Atlantic Trench Firbolgs, thus ensuring her continued rule over Thierna na Oge.
- This story could be set in the DC Cinematic Universe, or the DC New 52 continuity.
Forbidden Things:
- Harry being romantically involved with Ginny or Hermione.
- People convincing Harry to give up on his heritage.
- Harry being involved in a male-slash pairing.
- Harry the malevolent emo doormat.
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Riptide / The MCs / Legacy of Atlantis

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Harry James Potter - Arc 1 - PL 10
Age: 14 / Height: 5' 6" / Weight: 169 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Atlantean Royal Family (Minor Prince) / Base of Operations: Potter Manor, Aarborn, Co. Donegal, ROI
Wealth Rank: +16 / Rep Rank: +12 / Knockback Mod: -10/-8

Strength 11, Stamina 8, Agility 3, Dexterity 3, Fighting 5, Intellect 2, Awareness 4, Presence 4

General Advantages
Attractive, Benefit 6: (Renown, Social Class 3: [Nobility], Wealth 2: [Independently Wealthy]), Connected, Conviction, Defensive Attack, Defensive Roll 2, Diehard, Equipment 4, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Grab, Improved Hold, Improved Trip, Inspire 2, Languages 2, Leadership, Lionheart, Potion Brewing, Power Attack, Quick Draw, Second Chance: (When Resisting Mental Control), Strong Swimmer, Teamwork

Enhanced Advantages
Animal Empathy

Skills
Athletics 4 (+15), Expertise (AWE): British Cookery 6 (+10), Expertise (AWE): Tactics 6 (+10), Expertise: Magic 8 (+10), Insight 4 (+8), Investigation 6 (+8), Perception 8 (+12), Persuasion 6 (+10), Ranged Combat: Magic 5 (+8), Stealth 6 (+9), Treatment 4 (+6), Vehicles 6 (+9)

Powers
Adept of Atlantean Magic: Array
. . Aqua Porta: Teleport 11 (magical travel, Carry 50 lbs.; Accurate, Extended: 2000 miles in 2 move actions, Portal; Check Required 5: DC 14 - Expertise Magic, Limited: Can't be activated while fully submerged in a body of water, Limited to Extended, Medium: Bodies of Water)
. . Hydrokinesis: Move Object 12 (water magic, 100 tons; Limited Material: Water)
. . Rain Proofing: Burst Area Immunity 1 (water magic, Rare Descriptor: Natural Rain; Affects Others, Burst Area: 30 feet radius sphere, DC 11, Selective, Sustained)
. . Rough Waters: Environment 10 (water magic, Impede Movement (2 ranks), Radius: 2 miles; Build Up, Limited: to large bodies of water)
. . Shock Bolt: Cumulative Affliction 9 (lightning magic, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 19; Cumulative, Increased Range: ranged)
. . Water Shaping: Create 8 (water magic, Volume: 250 cft., DC 18; Movable, Selective; Concentration)
. . Water Solidification: Movement 1 (water magic, Water Walking 1: you sink if you are prone)
. . Water Trident: Strength-based Damage 3 (piercing, DC 29; Dangerous, Disarming, Reach (melee): 5 ft.)
Atlantean Hybrid Physiology
. . Built for the Depths: Impervious Toughness 5 (racial trait)
. . Expanded Awareness: Senses 9 (racial trait, Accurate (Type): Auditory Senses, Awareness: Magical Effects [Mental], Extended: Auditory Senses 1: x10, Low-light Vision, Radius: Magic Awareness, Ultra-hearing)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Pressure, Poison, Suffocation: Drowning; Feature: Longevity (Up to 5,940 years))
. . Marine Telepathy: Mental Communication 1 (racial talent; Concentration, Limited: Only while underwater)
. . Resistances: Immunity 5 (racial trait, Damage Effect: Cold Damage; Limited - Half Effect)
. . Water Freedom: Movement 1 (racial trait, Environmental Adaptation: Aquatic)
Holly & Phoenix Feather Wand (Easily Removable)
. . Aguamenti: Feature 2 (magical talent, Notes: Allows Harry to make use of his Hydrokinetic abilities even when there isn't a sizable body of water in his immediate vicinity, and can produce clean, drinkable water at will, at rank –5 volume ranks per round)
. . Disciple of Wizarding Magic: Array
. . . . Confundo: Concentration Affliction 6 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 16; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Distracting, Limited Degree)
. . . . Expecto Patronum: Concentration Burst Area Affliction 6 (light of creation, 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; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: to Dementors, Lethifolds & Black Lantern Corpsemen, Limited: to Forcing Targets Away from Warded Area)
. . . . Expelliarmus: Move Object 10 (charm, 25 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . . . 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)
. . . . Reparifors: Healing 10 (healing magic; Restorative; Tiring)
. . Water Proof: Feature 1 (artifice, Notes: This wand will never get wet or suffer water damage, unless Harry does something to compromise the object's structural integrity, even if he is fully immersed in a body of water)
Incredible Moves: Array
. . Hyper-Running: Speed 3 (racial talent, Speed: 16 miles/hour, 250 feet/round)
. . Speed-Swimming: Swimming 10 (racial talent, Speed: 500 miles/hour, 1 mile/round)
. . Super-Leaping: Leaping 3 (racial talent, Leap 60 feet at 16 miles/hour)
Special Qualities
. . Parseltongue: Comprehend 2 (racial trait, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents (including Sea Serpents))

Equipment
Communication Mirror, Potter Manor

Offense
Initiative +3
Confundo: Concentration Affliction 6 (DC Will 16)
Expecto Patronum: Concentration Burst Area Affliction 6 (DC Will 16)
Expelliarmus: Move Object 10, +8 (DC 20)
Finite Incantatem: Burst Area Nullify 6 (DC Will 16)
Grab, +5 (DC Spec 21)
Hydrokinesis: Move Object 12, +8 (DC 22)
Shock Bolt: Cumulative Affliction 9, +8 (DC Fort 19)
Throw, +3 (DC 26)
Unarmed, +5 (DC 26)
Water Trident: Strength-based Damage 3, +5 (DC 29)

Complications
- Destiny: It is Harry's destiny to be the one who ultimately vanquishes the self-proclaimed "Dark Lord Voldemort."
- Honor: Harry will always keep his word once he has given it to someone, strives to uphold the common good, and is never underhanded in his dealings.
- Motivation: Protector: Harry is highly motivated to use his powers to protect others. He willingly puts himself at risk to defend innocents and those he cares about.
- Nemesis: Albus Dumbledore is attempting 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.
- Weakness: Spending extended time away from water (about 24 hours) causes Harry to dehydrate and weaken, leading to a situation where he begins gaining levels of Fatigue as per the rules regarding Starvation & Thirst in the Deluxe Hero's Handbook on page 238.

Languages
Atlantean Script, English [Native], Latin

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

Power Points
Abilities 80 + Powers 97 + Advantages 35 + Skills 35 (69 ranks) + Defenses 18 = 265

--------------------
Home Sweet Home
Potter Manor - PL 10

Toughness 10, Size Large

Features:
Artificer's Lab, Concealed 1 (DC 20), Defensive Enchantments (Blast 10), Dock, Floo Aperture, Grounds (Gargantuan), Library, Living Space, Ritual Chamber, Wards 2 (DC 25)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 11 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 15
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DalkonCledwin
Posts: 6996
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Aurora Borealis Brainstorm & Notes

Post by DalkonCledwin »

Aurora Borealis
Premise: Harry Potter always knew deep down that his life would be short. His tumultuous school career was proof of that. But what he didn’t expect was for his afterlife to be much more fulfilling than his so-called “Destiny” should have allowed for. Swan-winged warrior babes and Norse gods? Of course he’s interested!
Required Inclusions:
- In this scenario, Harry must become a follower of Germanic Heathenism, having never been satisfied with the Church of England’s teachings.
- During one of his yearly death defying adventures, Harry must perish with a weapon in hand, allowing him to be ferried to Valhalla by a Valkyrie, though the specifics are up to the author.
- For all their fallings, the Wizarding world does not generally discriminate by gender, race or religion, being more than happy to use the blood purity argument instead.
- Harry’s Valkyrie will be a pretty silver-haired woman named Rossweisse, and she will become his primary romantic partner. Other women are allowed should they obtain Rose’s blessings.
- Harry’s life was fraught with so many dangers due to the ownership of his soul being contested by multiple pagan pantheons, all wanting to claim the next big hero for fame, prestige & worship.
- In the end, Asgard had the strongest claim due to the Deathly Hallows that were bestowed upon the Peverell Brothers by Hela and Harry’s constant use of the Invisibility Cloak.
- Due to his heroics and selfless sacrifice, Harry will be offered to feast for eternity in Odin’s Hall or to become an Einherjar and continue fighting the good fight; naturally, he’ll choose the latter.
- While Harry’s rebirth as an Einherjar will free him from the prophecy linking him to Tom Riddle, he must still go back to Midgard to finish what he started. His honor will demand nothing less.
- Of course, Harry’s return will cost him the friendship of several people, who will see it as a sure sign that he has dabbled in some pretty dark stuff, which isn’t actually true.
- Harry must continue to age, both physically and mentally, until he is in his prime, at which point his aging process will slow to a rate that is typical for the average Asgardian.
- Harry must develop an intense rivalry with a demigod from another pantheon, though the specific demigod will be left up to the author’s interpretation.
Preferred Inclusions:
- The various divine, and semi-divine, entities who dwell on Earth and the adjacent dimensions should be vulnerable to a substance that is similar to Eternium from the DCEU.
- Harry should be one of Odin’s pet projects, since the young man has so much untapped potential that a promotion to godhood in a century or two is a very real possibility.
- Harry and Rossweisse should be sent to Earth with Thor in order to assist him in locating and retrieving both Loki and the Tesseract.
- The magical enclaves of Earth should be an agreed upon neutral territory where all the various pantheons can interact without breaking any edicts that were set forth by the primordial deities.
- The creatures that wizarding society knows as “Veela” could actually be one and the same with the Vila of Slavic mythology, meaning that they are loosely related to the Light Elves.
Optional Inclusions:
- Unlike the Greek Moirai, the Norns of Norse Mythology could employ highly seductive forms when interacting with impressionable and young heroes, such as Harry Potter.
- During one of their field assignments on Midgard, Harry and Rossweisse could encounter and deprogram Yelena Belova, which may result in Harry gaining yet another romantic partner.
- The original Super-Soldier Serum may have only been successful since Steve is a Squib.
Forbidden Things:
- Harry and Rossweisse being full-time members of Thor’s circle of friends.
- Harry and Rossweisse allowing Tony Stark to decide their codenames.
- Harry and Rossweisse, the malevolent emo doormats.
- Asgard being destroyed like it was in the MCU.
- Harry engaging in a male-slash pairing.
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DalkonCledwin
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Location: Gallifrey

Harry Potter / The MCs / Aurora Borealis

Post by DalkonCledwin »

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Art by Lalita Wipulanusat on ArtStation

Harry James Potter - Arc 1 - PL 11
Age: 20 (21) / Height: 6' 1" / Weight: 187 lbs / Hair Color: Black / Eye Color: Green
Group Affiliations: The Avengers (Ally) / Base of Operations: Potter Heights, Manhattan, New York
Wealth Rank: +20 / Rep Rank: +13 (Magical) / +11 (Muggle) / Knockback Mod: -12/-9

Strength 9, Stamina 9, Agility 5, Dexterity 5, Fighting 10, Intellect 3, Awareness 4, Presence 4

General Advantages
Attractive, Beginner's Luck, Benefit 4: (Renown, Wealth 3: [Millionaire]), Connected, Conviction, Defensive Attack, Diehard, Eidetic Memory, Enchantment, Equipment 4, Extraordinary Effort, Fascinate (Persuasion), Great Endurance, Improved Grab, Improved Hold, Improved Trip, Inspire 2, Interpose, Jack-of-all-trades, Languages 3, Leadership, Potion Brewing, Power Attack, Second Chance: (When Resisting Mental Control), Teamwork

Enhanced Advantages
Animal Empathy, Luck

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

Powers
Adept of Wizarding Magic: Array
. . Confundo: Concentration Affliction 7 (charm, 1st degree: Entranced, 2nd degree: Compelled, Resisted by: Will, DC 17; Affects Objects, Concentration, Increased Range 2: perception, Insidious; Distracting, Limited Degree)
. . Expecto Patronum: Concentration Burst Area Affliction 7 (charm, 1st degree: Entranced, 2nd degree: Compelled, 3rd degree: Controlled, Resisted by: Will, DC 17; Burst Area 3: 120 feet radius sphere, DC 17, Concentration, Feature: Untapped Potential for +3 effect ranks, Increased Range: ranged; Custom: Manifests as a glowing silvery Stag, Distracting, Limited: Affects Creatures of Chaos Only, Limited: to Forcing Targets Away from Warded Area)
. . Expelliarmus: Move Object 11 (charm, 50 tons; Precise; Concentration, Limited: to Disarm Maneuvers)
. . Finite Incantatem: Burst Area Nullify 7 (charm, Counters: Magical Effects, DC 17; Burst Area: 30 feet radius sphere, DC 17, Broad, Simultaneous; Limited: Not vs. Alteration Effects)
. . Greater Apparition: Teleport 11 (magical travel, Carry 400 lbs.; Accurate, Change Direction, Extended: 2000 miles in 2 move actions, Increased Mass 3; Check Required 5: DC 14 - Expertise: Magic, Limited to Extended, Tiring)
. . Legilimens: Cumulative Mind Reading 7 (divination, DC 17; Cumulative, Subtle: subtle)
. . Locomotor: Move Object 6 (charm, 3200 lbs.; Increased Range: perception, Precise, Subtle: subtle)
. . Reducto: Burst Area Damage 7 (curse, DC 22; Burst Area 2: 60 feet radius sphere, DC 17, Increased Range: ranged; Limited: Affects Objects Only)
. . Reparifors: Healing 11 (healing magic; Restorative; Tiring)
. . Stupefy: Cumulative Affliction 7 (charm, 1st degree: Dazed, 2nd degree: Stunned, 3rd degree: Incapacitated, Resisted by: Fortitude, DC 17; Cumulative, Increased Range: ranged)
Dáinsleif (Easily Removable (indestructible))
. . Vorpal Strike: Strength-based Damage 4 (slashing, DC 28; Dangerous 4, Incurable, Penetrating 4, Smashing; Inaccurate: -2)
Heavy Longcoat (Removable)
. . Quilted Armor: Protection 3 (armor, +3 Toughness)
Midgard-Bound Einherjar Physiology
. . Divine Durability: Impervious Toughness 3 (racial trait)
. . Divine Perception: Senses 4 (racial trait, Awareness: Magical Effects [Mental], Darkvision, Radius: Magic Awareness)
. . Eternal Hope: Immunity 1 (racial trait, Rare Descriptor: Fear Effects, Advantages: Luck; Limited - Half Effect)
. . Fast Healing: Regeneration 2 (racial trait, Every 5 rounds)
. . Ghost Whisperer: Comprehend 2 (racial trait, Spirits - Communicate, Spirits - Medium)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison)
. . Longevity: Feature 1 (racial trait, Notes: Harry can expect to live for up to 6,836 years; he'll reach middle age at 1,474 years, old age at 3,262 years, and become venerable at 4,950 years)
. . Natural Athlete: Speed 4 (racial trait, Speed: 30 miles/hour, 500 feet/round; Athletics Check Required)
Siegfried's Cloak of Invisibility (Removable (indestructible))
. . Heroic Might: Enhanced Strength 6 (legendary object, +6 STR; Limited to Lifting, Notes: Max Lifting Strength 14: Up to 400 tons)
. . That's an Invisibility Cloak!: Concealment 4 (legendary object, All Visual Senses; Affects Others, Feature: Can't be nullified by Thief's Downfall; Distracting, Quirk: Can only conceal a single adult or up to three children at a time)
Special Qualities
. . Parseltongue: Comprehend 2 (racial trait, Animals - Speak To, Animals - Understand, Advantages: Animal Empathy; Narrow Type: Serpents)

Equipment
Cell Phone (Smartphone), Potter Heights

Offense
Initiative +5
Confundo: Concentration Affliction 7 (DC Will 17)
Expecto Patronum: Concentration Burst Area Affliction 7 (DC Will 17)
Expelliarmus: Move Object 11, +11 (DC 21)
Finite Incantatem: Burst Area Nullify 7 (DC Will 17)
Grab, +10 (DC Spec 19)
Legilimens: Cumulative Mind Reading 7 (DC Will 17)
Locomotor: Move Object 6 (DC 16)
Reducto: Burst Area Damage 7 (DC 22)
Stupefy: Cumulative Affliction 7, +11 (DC Fort 17)
Throw, +5 (DC 24)
Unarmed, +10 (DC 24)
Vorpal Strike: Strength-based Damage 4, +8 (DC 28)

Complications
- Death Awaits You: Once drawn, Dáinsleif is unable to be sheathed again until it has claimed at least one life.
- Fame: Most of the people who reside in Wizarding Britain see Harry as a hero for the effort he put into vanquishing the Dark Lord known as Voldemort, when he no longer needed to such a thing after being killed by said Dark Lord and becoming a member of the Einherjar.
- 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 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 romantically involved with a beautiful young Valkyrie known only as Rossweisse, with the woman in question also being the one who guided him safely into the Norse afterlife.

Languages
Celestial, English [Native], German, Latin, Old Norse

Defense
Dodge 10, Parry 10, Fortitude 9, Toughness 12/9 (Imp. 3), Will 11

Power Points
Abilities 98 + Powers 78 + Advantages 34 + Skills 38 (76 ranks) + Defenses 12 = 260

--------------------
Home Sweet Home
Potter Heights - PL 11

Toughness 10, Size Large

Features:
Artificer's Lab, Defensive Enchantments (Blast 11), Dual Size: (Small), Fire Prevention Charms, Floo Aperture, Gym, Infirmary, Library, Living Space, Mystic Locale, Personnel (Winky), Ritual Chamber, Trophy Room, Wards 1 (DC 20)

Power Points
Abilities 2 + Powers 0 + Advantages 0 + Features 14 + Skills 0 (0 ranks) + Defenses 2 + Equipment 0 (0 ep) + Weapons & Armor 0 (0 ep) = 18
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DalkonCledwin
Posts: 6996
Joined: Thu Oct 25, 2018 11:42 pm
Location: Gallifrey

Rose White / The MCs / Aurora Borealis

Post by DalkonCledwin »

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Art by Wickellia on DeviantArt

Rossweisse - Arc 1 - PL 12
Age: 25 (468) / Height: 5' 8" / Weight: 390 lbs / Hair Color: Silver / Eye Color: Blue
Group Affiliations: The Avengers (Ally) / Base of Operations: Potter Heights, Manhattan, New York
Wealth Rank: +12 / Rep Rank: +14 (Asgard) / +12 (Midgard) / Knockback Mod: -16/-13

Strength 11, Stamina 11, Agility 2, Dexterity 2, Fighting 10, Intellect 5, Awareness 5, Presence 3

General Advantages
All-out Attack, Animal Empathy, Attractive, Benefit 2: (Renown, Wealth: [Well-Off]), Connected, Conviction, Daze (Intimidation), Defensive Attack, Defensive Roll 3, Diehard, Equipment 1, Fascinate (Persuasion), Ghost Punch, Great Endurance, Languages 4, Power Attack, Ritualist, Runesmith, Startle, Takedown, Teamwork

Enhanced Advantages
Luck

Skills
Expertise: History 8 (+13), Expertise: Magic 6 (+11), Expertise: Norse Mythology 8 (+13), Insight 4 (+9), Intimidation 6 (+9), Investigation 6 (+11), Perception 4 (+9), Persuasion 4 (+7), Ranged Combat: Throwing 8 (+10), Riding 8 (+10), Stealth 8 (+10), Treatment 6 (+11)

Powers
Asgardian Plate Mail (Removable)
. . Battle Armor: Impervious Toughness 6 (armor)
Incredible Moves: Array
. . Flight of the Valkyrie: Flight 8 (racial talent, Speed: 500 miles/hour, 1 mile/round; Feature: Concealable; Wings)
. . Natural Athlete: Speed 4 (racial talent, Speed: 30 miles/hour, 500 feet/round; Athletics Check Required)
Iron Spear (Easily Removable)
. . Asgardian Weaponry: Array
. . . . Spear Strike: Strength-based Damage 4 (piercing, DC 30; Dangerous, Reach (melee): 5 ft.; Inaccurate: -2)
. . . . Spear Throw: Strength-based Damage 3 (piercing, DC 29; Dangerous, Increased Range: ranged; Side Effect 2: always - Rose must retrieve the spear once it is thrown before using it again)
Novice of Divine Magic: Array
. . Divine Blessing: Healing 7 (divine; Tiring)
. . Divine Wrath: Damage 7 (divine, DC 22; Limited: Affects Undead Creatures Only, Tiring)
. . Greater Invisibility: Concealment 4 (divine, All Visual Senses; Affects Others)
Valkyrie Spear-Maiden Physiology
. . Allspeak: Comprehend 4 (racial talent, Languages - Understand All, Languages - You're Understood, Spirits - Communicate, Spirits - Medium; Sustained)
. . Dense Tissue: Density Growth 2 (racial trait, +2 STR, +2 STA, +2 mass ranks; Density, Innate; Permanent)
. . Divine Durability: Impervious Toughness 4 (racial trait)
. . Divine Perception: Senses 8 (racial trait, Awareness: Divine Effects [Mental], Awareness: Magical Effects [Mental], Darkvision, Detect: Dying [Visual] 2: ranged, Radius (Type): Mental Senses)
. . Invulnerabilities: Immunity 5 (racial trait, Disease, Environmental Condition: Cold, Environmental Condition: Heat, Environmental Condition: Radiation, Poison; Quirk: Rose is only immune to mundane diseases & poisons)
. . Longevity: Feature 1 (racial trait, Notes: Rose can expect to live for up to 6,141 years; she'll reach middle age at 1,474 years, old age at 3,262 years, and become venerable at 4,950 years)
. . Resistances: Immunity 11 (racial trait, Common Descriptor: Magical Damage, Rare Descriptor: Fear Effects, Advantages: Luck; Limited - Half Effect)
. . Visions of Death: Senses 4 (racial talent, Precognition; Limited: to predicting when someone is about to die, Uncontrolled)

Equipment
Cell Phone (Smartphone)

Offense
Initiative +2
Divine Wrath: Damage 7, +10 (DC 22)
Grab, +10 (DC Spec 21)
Spear Strike: Strength-based Damage 4, +8 (DC 30)
Spear Throw: Strength-based Damage 3, +10 (DC 29)
Throw, +10 (DC 26)
Unarmed, +10 (DC 26)

Complications
- Honor: Rose's sense of honor is more important to her than her very life.
- Motivation: Protector: Rose believes that it is her duty to safeguard the innocents of the world so that they don't suffer due to the arrogance of the powerful.
- Relationships: Rose's fellow Valkyrie are her family, since almost all of them are also her biological sisters. She is also the younger sister of Thor & Loki.
- Significant Other: Rose is incredibly fascinated by the ways of the people who live on Midgard, which is what ultimately led to her romantic relationship with Harry Potter.
- Temper: Like her eldest brother, Rose's righteous wrath is easily inflamed by the slightest of iniquities!

Languages
Celestial [Native], English, French, German, Japanese, Latin, Old Norse

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

Power Points
Abilities 90 + Powers 72 + Advantages 27 + Skills 38 (76 ranks) + Defenses 13 = 240
Last edited by DalkonCledwin on Mon Nov 07, 2022 10:30 am, edited 1 time in total.
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