well, we can have a look at the chars after you are done, and *then* vote, after everybody is done actually putting their own touches on the whole thing
So, I'm supposed to do all the work, and then if you don't like it it all goes bye-bye?
I also note that you put up a poll to end the GURPSing earlier, before I did so. Interesting.
Snatcher (Permanent, Cosmic [Costs 4 FP], Costs FP (10), Limited Use (max 2 times/day), Magical, Preparation Required (8 hours), Takes Recharge (1 hour), Trigger (Drawing Materials), Untrainable, Unpredictable)
Pacifism (Total Nonviolence)
Combat Paralysis
Selina can turn drawings into real things. She needs to spend eight hours on a proper drawing, but once it is made, she can take it out any time. She can only create two such things per day, and must wait for her energy to recharge (requires at least an hour). There's only about a 50-50 chance that it'll turn out as intended. Normally, she is simply completely exhausted after creation; however, if she tries to make anything big enough (over ~5 pounds) or which is alive, she's knocked unconscious. Creating things that are both big and alive, really big, or sentient (especially magic-capable ones) would probably risk actually harming Selina, let alone if she does more than one of those at once.
Selina will not harm another being she knows to be sentient willingly, and will generally try to dissuade others from doing so. (Not that she'll always succeed; she's still, you know, passive.)
Selina tends to freeze up in dangerous situations. She can make a Health roll to avoid doing so. "Do not roll until the moment you need to fight, run, pull the trigger, or whatever." If it succeeds, she's okay; if not, she can try again next turn.
Alternate Form (Dragon)
-+2 Strength
-Flight (Winged)
-DR 4 3 (Can't Wear Armor)--+1 Defense
-DR 16 (Can't Wear Armor, Fire Only)--Takes 10 fewer points of damage from fire attacks
-Sharp Claws, Sharp Teeth--Weapon (Good)
-Innate Attack (Fire Breath) (Cone, max width 5 yds)
-Healing (Afflictions Only)
-Vulnerability (Cold, x2)
-Quadruped
Alternate Form (Half-Dragon)
-+1 Strength
-Flight (Winged)
-DR 2 (Can't Wear Armor)
-DR 8 (Can't Wear Armor, Fire Only)--Takes 5 less damage from Fire attacks
-Sharp Claws--Weapon (Normal)
-Innate Attack (Fire Breath) (Cone, max width 5 yds)
-Healing (Afflictions Only)
-Vulnerability (Cold, x2)
Regeneration (Slow)
Acute Taste and Smell 3
Sanitized Metabolism
Stella can turn into either a dragon or a halfway-between state. In all forms, she heals quicker1, has more acute smell and taste1, and is, quote the rulebook2, "totally clean".
In her hybrid form, Stella has tough, fire-resistant scales1, +1 Strength, wings that let her fly, claws that act as Normal weapons, and a fiery breath that can reach up to 100 yards away, spreading out to a maximum width of five yards at that distance. The fiery breath can also cure various afflictions, including most curses and many more exotic toxins but not most diseases. I think, I don't have the sourcebook that the advantage Angle recommended came from. Anyways, she also takes double damage from cold attacks. She's also taller and broader, which (along with the wings) makes it impractical for her to wear armor.
In the full dragon form, Stella retains all these additional abilities, but gains new ones. The scales increase in durability1, the Strength bonus increases to +2, the claws are joined by fangs which give her effectively a Good natural weapon. On the other hand, she retains the vulnerability to cold, and is not only large enough to impede her passage in smaller or crowded spaces, but is also quadrupedal, which naturally leaves her unable to manipulate objects in any but the crudest manners as well as making it difficult to use most any facilities designed for humans or wear most armor.
Changing forms requires ten seconds of concentration.
1: Exact numbers will need to wait until I can figure out good conversion factors.
2: Page 101.
Innate Attack (Magic Shot) (Magical Attack) (Stun upon Hit)
Flight (30-foot ceiling)
Morph (Cosmetic, Mass Conservation, Retains Shape)
Detect (Magic)
AI
Machine
Ad Hoc: Explosive abilities
Fragile (Explosive)
Vulnerability (Electricity, x2)
5 points of disadvantages
HILDA has an inbuilt set of weapons. The Magic Shot acts as a typical magic attack and also stuns on hit. Other weapons can be shapeshifted; HILDA can change her form as desired, taking 10 seconds for any change, although she needs to keep the same mass and roughly the same shape, and the changes can't affect her stats. She can also fly, though not higher than 30 feet or so, and has magical sensors that I don't remember the name of. Their range is comparable to eyesight or hearing (including the fading of quality and comprehension when you get far away); it allows HILDA to detect and analyze nearby significant sources of magic. Let's also give her those self-destructive abilities.
She is also an AI in a robot. This means that she isn't affected by metabolic hazards or conventional telepathic powers, can't bleed or be affected by bloodborne things, takes less damage from bullets and other such small piercing projectiles (let's apply a flat 1/3), has perfect timing, never sleeps or forgets, and can access the Internet with her brain. However, she doesn't heal naturally (though she can be repaired) and can be reprogrammed by anyone who has access to her CPU. She also needs to be recharged (refueled?) every several hours rather than needing to eat.
She isn't all-powerful, though. Her body contains unstable ordinance; any single attack that inflicts at least half of her full HP in damage or kills her requires a Health roll to avoid exploding, which would be bad (hurting people nearby and killing HILDA if she wasn't killed by the attack). She also takes double damage from electricity. Also, there's another five points of Disadvantages we need to fill to keep her 100% balanced. If we're going to worry about that, we need another minor disadvantage to add. Got ideas?