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Kaede Kimura

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Posts posted by Kaede Kimura

  1. Muirne looked thoughtful as she considered Klara's words, "So it is not like fighting a battle, more like a... I don't know the word. Like killing lots of rats? We have to snare as close to all of them as we can. That way their numbers cannot surpass what the cats can handle. These Chelseas, Sweeneys and Russov Petrova are nests and the people selling the drugs are foraging to feed the nest?" She mulled it over in her head as she reconsidered the scenario.

     

    "So the reason my plan to battle them wouldn't work is the nests would feel threatened and burrow deeper, but would not be stopped so the rats would return. So instead we have to hit the nests and foraging groups at the same time, but we can't go after the nest unless we can prove that it's truly a rat warren, and if we cannot get all three nests all we would have done is freed the others to expand. And we have to do all of this before the warriors clash." She fiddles with a stray length of hair while she thinks. "So we still need to keep track of the warriors, especially with powers involved, while tracking the nests. We still need to scout, and if we can we delay in a way that does not blame the other gangs. So we need a new  enemy that threatens them all while being something they think they can fight so they do not hide. What if at night I go out, gather information and begin delay tactics if they move too quickly?"

  2. Muirne felt the cold sweat beginning. She'd turned on the television, and started watching one of the movies that was being played. She'd missed the start, tuning in as the massive, muscular man with a strange-sounding voice fought a giant snake. That was not what bothered her. That came after. Her fear struck as the sorcerer ordered a woman to leap to her death. She felt her panic rise, even as a small part of her protested. It knew this wasn't real, yet that voice was drowned out, and she began to panic. She could feel the transformation coming. She had to get away, to calm down before it took hold. Her hands shook while she pulled on her shoes, the box blaring the sounds of battle against ghosts behind her. She managed to muster the presence of mind to turn off the television before leaving. She'd planned this trip before as a fantasy. But she started to run, her feet taking her across the city. It was early in the morning, and the train had several people on board, some looked at her curiously, others pretended she wasn't there.

     

    It took about an hour and a half to complete the trip. After which she ran for another thirty minutes, before arriving at the place she was after. She knew what she'd find, but the empty field struck her heart nonetheless. "Mín húswist... Mín cynn! Oþ déaþsele eac unc Dougal!" She roared her rage to the sky, before collapsing to her knees in the field that once contained her village. She felt the shadow creeping through the connection to what Dee had called the Schattenwelt. Muirne didn't fight it this time, feeling more inclined to wallow in her impotent rage. The wind seemed to whisper of her failure. Taunted her with Dougal’s voice while her sobs began to warp into the inhuman cries of a Shadowbeast. For a few hours she sat there, cursing Dougal with all the words she knew, until her transformation faded and she collapsed fully to the ground, exhausted.

    She didn't know how long she lay there, drained both physically and emotionally, the wind continuing to hurl barbs at her in Dougal’s voice, about her failure, about how she could never be a hero, about how no one would ever accept her. She watched as a vixen walked past, her cubs played in the grass next to her. She smiled slightly as they pounced and growled. As she watched them frolic she began to hum gently. It was a simple tune that she’d learnt as a child. The vixen’s ears twitched and she looked over at Muirne, while she began to sing. The wind quieted, and her voice carried over the field. The foxes watched her curiously.

     

    She sang and sang, singing of the past, of her home and family, and of her new life. At first she'd been hesitant. She had been surrounded by strangers who spoke a language she hadn't known, barring some half shared words that sounded like a child talking with their mouth full. Who pronounced it "Wolf" anyway? Her lips quirked up at that recollection. And then there were Dee and Erick. She had been so shocked. The men in suits who had been trying to talk to her had brought in some woman with metal studs in their face and a streak of colour through their hair and she had been scandalized at that. And then she spoke, and for the first time since she'd been found she could understand her. After Dee had taken her home she'd once again been mortified as she learned of her relationship with Erick, and the train of culture shock had just kept stopping off. Electricity and plumbing had caught her off guard completely. She'd stabbed her first phone when it had started screaming at her. Yet here she was. Spring had always been the time of new things and rebirth, and she supposed it still held true.

    She didn't begrudge the foxes her old home. She had a new one now.

  3. Muirne listened closely to Erick's explanation, quickly schooling her expression, although no small amount of excitement bubbled inside of her. She could help with this, she could fall back on what she'd been told. "I don't know who Wally is, but in terms of the fighting, we should gather information on their forces and positions. Then, we can..." She searched for the words to express what she's talking about, "strike?" She nodded. "We can strike, thinning their numbers and weakening their hold on their, uh, land?" She looked up at the heroes surrounding her, trying to gauge their reaction.

  4.  Muirne had to hold herself back from sprinting into the Haven, but couldn't have stopped herself from from gawking if she'd wanted to. She stared around at the base of Vanguard, keeping pace with Dee while she swiveled to keep track of everything, until she heard a voice behind her. She turned around and looked up, and up. And a bit further up. Klara towered over the short girl, holding the piece of machinery higher than her head height. "S- sweoster1?" she wasn't sure how to respond to being welcomed as family by a member of the Vanguard. Upon Klara's gesture to the great piece of metal she carried that was larger than the car she arrived in.  

    "I- I will keep that in mind, thank you Síþwíf Klara." She jumped slightly at Erick's outburst, listening closely as he argued with the base's computers. "Is Breogo Sloane alright?" as he turns and denied responsibility she chuckled lightly, before she turned to Dee "Is there anything that needs doing?"

     

    1 Sister

  5. Muirne had a large grin as she walked down the stairs, bag in hand. She was going to the Haven she would be in the place that Vanguard operated from. Dee had told her to bring her armour, so if something happened she could help. She quickly packed her bag into the boot of the car, then crossed to the passenger side, hopping in nimbly. This was it. A short drive, then she'd be amongst other Powers. Among Heroes. She hoped one day that she could be counted amongst their numbers.

  6. Muirne probably wouldn't deny having skipped out of the room, but that would depend on who asked. She rummaged through her closet, grabbing her armour, spear and shield. She began to look through her clothes for something to wear that wouldn't be too much of a hassle getting in and out of if she ended up wearing her armour. She settled on a burgundy button up shirt that fit better than her previous t-shirt, and some black jeans, with black sneakers. She bundled the gear into a hockey bag, removing the spear head and securing it against the inside of the bag. She was about to head out the door, before she paused, went back into her closet and retrieved her Domino mask, tucking it into her pocket, and grabbed her phone. With everything put together, she rushed out the door, bag in hand, coming to a stop before Dee. "I've got everything Síþwíf Dee."

  7. Muirne nodded, meeting Dee's eyes again, "I know I've been through a lot, and I know that I could try to be normal but... I don't know how. I barely knew how to be normal in my own time, and now the only only normal I know is what I was taught." She perked up as Dee mentioned going out, before quickly rocketing out of her seat at the mention of going to the Haven. "I would love to go to the Haven!" She looked at the clothes she's wearing before grinning sheepishly. "I think I should get changed into something more suitable for going out. Should I wear my armour, or normal clothes?"

  8. Muirne pauses at the news, but finds herself again soon after, "Congratulations! If there is anything I can do for you, please let me know. It's the least I could do after all you've done for me." She sits down across from Dee, listening closely about the school. "A school for Powers? If you and Breogo Sloane think it would be for the best, and it might allow me to control my transformations, then I shall prepare to depart come the fall. I do think I would like to come back to London in the breaks." She hesitates for a second before continuing, clasping her hands together before taking a breath, "Uhm- until then, could I maybe... work with you? And Vanguard, it's just, my entire life I've been told that 'You're going to be a great hero one day.', slaying dragons and protecting the innocent but... I haven't done anything. I go out to stop Dougal and be a hero and end up here. Then I spend a few seasons learning how to read and write in English and do mathematics and just trying to catch up on so much. So I try to relax and not think about it and everything on the television is superheroes and grand adventures, and here I am in an apartment, trying pumpkin for the first time and all I can think about is that I am doing nothing when I could be out helping." She runs out of breath at that point, and looks at the ground, not meeting Dee's eyes, before quietly saying "I just want to help."

  9. Muirne looks sheepish at the minor admonishment, "I know that I can't hide away from the world forever, and I know that powers are more common now than they were before, but I just... I don't want to be seen as a monster." The teenager brightens slightly at the change of topic, but gives the mathematics textbook at the top of the pile a sour look. "It's just algebra again, solving the equations this time. I have most of the rest down, I have until the end of the month to figure it out before I'm behind on my studies. If you're willing it would be nice to have some help, but you don't have to." She brushes a hair that had escaped the braid out of her face, while she says it. "A- anyway, how are things going with you and Breogo1 Sloane?"

     

    1Prince, Lord or ruler

  10. Muirne was wearing loose fitting comfortable clothes that swamped her figure, aiming for practicality over any form of fashion. Her hair had been wrestled into a messy braid reaching the small of her back. She enters the living room quietly, her eyes dart around the room, checking for any other visitors. "Good morning Síþwíf1 Dee. I've been well enough,  I haven't transformed in a while which is good, but I haven't been going out much because I don't want to risk doing it in public. I've been trying a few things I never got to before... well you know. My studies have been going well enough, but I'm having trouble with some of the mathematics. Is there anything I can do or get for you?" She pads over to the entrance of the kitchen, "Would you like something to eat or drink?"

    1 A noblewoman or Lady

  11. Shadowborne

    Power Level: 11 (built as PL 8; 162/187PP)

    Unspent Power Points: 25PP

    Trade-Offs: None

     

    In Brief: Celtic girl with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world.

     

    Alternate Identity: Muirne Sceadusangere (Secret)

    Birthplace: The Kingdom of Kent

    Residence:  London, England

    Occupation:  Future Claremont Student

    Affiliations: Ministry of Powers, Vanguard

    Family: None known

     

    Description:

    Age: 1393 (DoB:  21 June, 627CE)

    Physical Age: 16

    Gender: Female

    Ethnicity: Caucasian, Celtic

    Height: 4'11"

    Weight: 105lbs

    Eyes: Green

    Hair: Red

    This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders.

    When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in.

    When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears.

    In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day.

    Example images: https://imgur.com/a/pQUFY29

     

     

    History

    Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends.

    Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her.

    The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time.

    Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Murine's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy.

     

     

    Personality & Motivation:

    Motivation: Acceptance

    Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users.

     

     

    Power & Tactics:

    Muirne has a wellspring of power within her from the Shattenwelt that is constantly present within her and replenishes from her link to the Shattenwelt but continues even if it is cut off. She can use this wellspring of power to morph herself into one of the shadowbeasts that stalk the dark reality. She dislikes using the power, as she fears that she may lose herself to the darkness.

    Her link to the Shattenwelt has an alternate use she may draw upon in place of alternating her form. She may instead transport herself bodily to the Shattenwelt, a parallel place to Earth-Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence.

    When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes.

     

     

    Power Descriptions:

    The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she tries using a shadowy hand for something.

    For those around her, her entry to the Shattenwelt is far less dramatic, she simply vanishes, then reappears at a later time, but for her it is harrowing. It is a realm of predatory darkness, cold and hateful of the light and warmth she possesses and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness.

     

     

    Complications:

    Phobia: Magic

    Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time.

    Muirne panics when magic is used near her, failing all will saves while it is in use as she is too afraid to muster a mental defense. If pushed too far she might flee altogether.

     

    Secret: Ancient

    Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not.

    Muirne will go to great lengths to keep the secret of her true age becoming widely known.

     

    Enemy: Dougal

    Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is.

    Muirne is unaware that Dougal is alive currently. He is a magic user and she knows this. He also knows her secret age

     

    Danger: Shattenwelt
    The Shattenwelt is populated with shadowbeasts like the monster Muirne can transform into, and when they become aware of her presence they will attempt to snuff out the light and warmth she brings with her.

    The shadowbeasts may find her at any point while she is in the Shattenwelt. During any round while she is in the Shattenwelt one might attack her.

     

     

    Abilities: 2 + 8 + 8 + 4 + 8 + 10 = 40PP

    Strength: 12 (+1)

    Dexterity: 26/18 (+8/+4)

    Constitution: 26/18 (+8/+4)

    Intelligence: 14 (+2)

    Wisdom: 18 (+4)

    Charisma: 20 (+5)

     

     

    Combat: 8 + 6 = 14PP

    Initiative: +8/+4 (+8/+4 Dex)

    Attack: +4, +8 Melee (+4 Base, +4 Attack Focus)

    Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial

    Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

    Knockback Resistance: 4/2

     

     

    Saving Throws: 0 + 0 + 4 = 4PP

    Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield)

    Fortitude: +8/+4 (+8/+4 Con, +0PP)

    Reflex: +8/+4 (+8/+4 Dex, +0PP)

    Will: +8 (+4 Wis, +4PP)

     

     

    Skills: 60R = 15PP

    Acrobatics 4 (+12/+8)

    Bluff 2 (+7, +11 Attractive)

    Climb 4 (+5)

    Concentration 4 (+8)

    Diplomacy 2 (+7, +11 Attractive)

    Handle Animal 1 (+6)

    Intimidation 0 (+18/+5)

    Languages 1 (English, Old English [Native])

    Medicine 1 (+5)

    Notice 8 (+12)

    Perform (Sing) 6 (+11)

    Perform (Dance) 6 (+11)

    Search 8 (+10)

    Sense Motive 6 (+10)

    Stealth 6 (+25/+10)

    Survival 1 (+5)

     

     

    Feats: 19PP

    Attack Focus (Melee) 4

    Attractive

    Distract (Intimidation)

    Dodge Focus 5

    Equipment 2

    Hide in Plain Sight

    Luck 2

    Startle

    Takedown Attack

    Track

     

    Enhanced

    Evasion 2

     

    Equipment 2: 10EP

    Chainmail: Protection 3 [3EP]

    Shield: Protection 1 [1EP]

    Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown [5 10ft Range Increments, 50ft Max Range]) [6EP]

     

     

    Powers: 74 + 2 + 2 = 78PP

     

    Shadow Form 16 (80PP Container [Active: Free Action, Sustained Duration]; Feats: Innate; Drawbacks: Involuntary Transformation (Frequency: Common, Intensity: Major) [-4PP] One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [74PP] (Dimensional, Darkness, Shattenwelt)

     

    Enhanced Constitution 8 [8PP]

     

    Enhanced Dexterity 8 [8PP]

     

    Enhanced Feats 2 (Evasion 2) [2PP]

     

    Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP]

     

    Immunity 3 (Aging, Starvation and Thirst, Sleep) [3PP]

     

    Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Feats: Innate; Flaws: Permanent) [16PP]

     

    Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP]

     

    Base Power: [20PP]

    Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP]

     

    Alternate Power: [19PP]

    Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP]

     

    Alternate Power: [16 + 4 = 20PP]

    Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP]

    Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP]

     

    Speed 3 (50MPH, 500ft per Move Action) [3PP]

     

    Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP]

     

    Super-Senses 6 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Ranged) [6PP]

     

    Super-Movement 4 (Dimensional 1 [Shattenwelt]) [2PP]

     

    Super-Senses 2 (Darkvision) [2PP]

     

     

     

    Drawbacks: -8PP

     

    Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP]

     

    Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

     

    Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

     

     

    DC Block

     

    ATTACK          RANGE              SAVE                     EFFECT

    Unarmed         Touch              DC16 Toughness (Staged)  Damage (Physical)

    Spear           Touch/Thrown       DC19 Toughness (Staged)  Damage (Physical)

    Fear            Touch/Area         DC18 Will (Staged)       Drain Wisdom

                                                                Shaken/Frightened/Panicked

    Life Drain      Touch              DC23 Fortitude (Staged)  Damage (Energy)

    Shadow Weapons  Touch              DC23 Toughness (Staged)  Damage (Energy)

     

      

    Totals:

    Abilities (40) + Combat (14) + Saving Throws (4) + Skills (15) + Feats (19) + Powers (78) - Drawbacks (8) = 162/187 Power Points

  12. Power Level: 10 (Built as PL8)

    Tradeoffs: None

    Power Points: 150/150

     

     

    ABILITIES 2 + 8 + 8 + 4 + 8 + 10 = 40PP

    Strength: 12 (+1)

    Dexterity: 26/18 (+8/+4)

    Constitution: 26/18 (+8/+4)

    Intelligence: 14 (+2)

    Wisdom: 18 (+4)

    Charisma: 20 (+5)

     

     

    COMBAT 8 + 6 = 14PP

    Initiative: +8/+4 (+8/+4 Dex)

    Attack: +4, +8 Melee (+4 Base, +4 Attack Focus)

    Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial

    Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

    Knockback Resistance: 4/2

     

     

    SAVING THROWS 0 + 0 + 5 = 4PP

    Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield)

    Fortitude: +8/+4 (+8/+4 Con, +0PP)

    Reflex: +8/+4 (+8/+4 Dex, +0PP)

    Will: +8 (+4 Wis, +4PP)

     

     

    SKILLS 44R = 11PP

    Acrobatics 2 (+10/+6)

    Climb 4 (+5)

    Concentration 4 (+8)

    Handle Animal 1 (+6)

    Intimidation 0 (+18/+5)

    Languages 1 (English, Old English [Native])

    Medicine 1 (+5)

    Notice 6 (+10)

    Perform (Sing) 5 (+10)

    Perform (Dance) 5 (+10)

    Search 8 (+10)

    Sense Motive 5 (+9)

    Stealth 1 (+20/+5)

    Survival 1 (+5)

     

     

    FEATS 17PP

    Attack Focus (Melee) 4

    Distract (Intimidation)

    Dodge Focus 5

    Luck 2

    Startle

    Takedown Attack

    Track

    Attractive

    Hide in Plain Sight

    Enhanced:

    Evasion 2

     

    Equipment 10EP = 2PP

    Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown) [6EP]

    Chainmail: Protection 3 [3EP]

    Shield: Protection 1 [1EP]

     

    POWERS 70PP

     

    Shadow Realm Link 34 (67PP Array; Feats: Alternate Power 1} [68PP]

     

    Base Power

    Shadow Form 14 (70PP Container [Active: Free Action, Sustained Duration], Drawback: One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [67PP]

     

    Enhanced Constitution 8 [8PP]

     

    Enhanced Dexterity 8 [8PP]

     

    Enhanced Feats 2 (Evasion 2) [2PP]

     

    Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP]

     

    Insubstantial 3 (Energy [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Flaws: Permanent) [15PP]

     

    Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP]

     

    Base Power: [20PP]

    Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP]

     

    Alternate Power: [19PP]

    Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP]

     

    Alternate Power: [16 + 4 = 20PP]

    Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP]

    Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP]

     

    Speed 3 (50MPH, 500ft per Move Action) [3PP]

     

    Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP]

     

    Alternate Power

    Super-Movement 1 (Dimensional Movement 1 [Schattenwelt]) [2PP]

     

    Super-Senses 2 (Darkvision) [2PP]

     

     

    DRAWBACKS -8PP

     

     

    Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP

     

    Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

     

    Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

     

     

     

    ATTACK          RANGE       SAVE                     EFFECT

    Unarmed         Touch       DC16 Toughness (Staged)  Damage (Physical)

    Spear           Touch       DC19 Toughness (Staged)  Damage (Physical)

    Fear            Touch/Area  DC18 Will (Staged)       Drain Wisdom

                                                         Shaken/Frightened/Panicked

    Life Drain      Touch       DC18 Fortitude (Staged)  Damage (Energy)

    Shadow Weapons  Touch       DC23 Toughness (Staged)  Damage (Energy)

     

    Abilities (40) + Combat (14) + Saving Throws (4) + Skills (11) + Feats (17) + Equipment (2) + Powers (70) - Drawbacks (8) = 150/150 Power Points

  13. Okay, the edits have been made. I recalculated PP to make sure that it was still 150/150. I've left the Shadowbeast Form and the backstory alone for now, because I'm not sure what needs changing on Shadowbeast, and I'm not sure how to best change up backstory to match the world.

    As far as I'm aware, all the saves and bonuses are compliant with PL8

  14. Okay, I didn't realize it had been shifted and thought I'd just stuffed up and so I reposted it into character bank, so maybe delete the repost. I'll edit the sheet to reflect what you were pointing out and double check the power level things. The sword, shield and armour were just the bog standard from the equipment section, I'll add a note of that next to them, and if you think they should be devices I'll change that up. As it stands I was not planning on making her gear magical due to her complication. I was unaware that the UK had things like that in place, so I'll change some things like the impoverished complication, and I'll keep the edit for attractiveness in mind.

     

    Regarding the Shadowbeast form, I'm not sure what needs reworking, so I'll just leave it untouched.

    Cheers for the reply.

  15. Shadowborne

    Power Level: 10 (150/150PP)

    Unspent Power Points: 0

    Trade-Offs: None

     

    In Brief: Celtic girl with powers linked to a shadow dimension imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world.

     

    Alternate Identity: Muirne Sceadusangere (Secret)

    Birthplace: The Kingdom of Kent

    Residence: Claremont Academy

    Occupation: Student

    Affiliations: None

    Family: None known

     

    Description:

    Age: 1393 (DoB:  21 June, 627CE)

    Apparent Age: 16

    Gender: Female

    Ethnicity: Caucasian, Celtic

    Height: 4'11"

    Weight: 105lbs

    Eyes: Green

    Hair: Red

    This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders.

    When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in.

    When she is out as Shadowborne she wears plate-mail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears.

    In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day.

    Example images: https://imgur.com/a/pQUFY29

     

    History

    Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends.

    Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with sword and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her.

    The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time.

    Eventually, a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. So, after a year of learning all she could of modern English and trying to learn the skills she needed to eke out an existence, she moved across the Atlantic to attend a school for super powered teenagers.

     

    Personality & Motivation:

    Motivation: Acceptance

    Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users.

     

    Power & Tactics:

    Muirne can draw from the shadow dimension she is bound to, morphing herself into one of the shadowbeasts that stalk the dark reality. She normally dislikes using the power, as she fears that she may lose herself to the darkness.

    This power has an alternate effect she may draw upon in place of alternating her form. She may instead transport herself bodily to the shadow dimension, a parallel place to Earth Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence.

    When not drawing upon these powers, Muirne fights with her sword and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes.

     

    Power Descriptions:

    The transformation into a shadowbeast is in two stages, when she first activates her powers, turning herself into a living, solid shadow and when she activates the transformation, developing the additional limbs, the claws and the darkvision. The first stage would be nearly indistinguishable from her own silhouette were it not for the two glowing green eyes that peer out from her shadowy head. Upon entering the shadow form she may commence the shifting into the true form of the beast, a nine-limbed monstrous creature with claws ready to tear into the flesh of others. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she try using a shadowy hand for something.

    For those around her, her entry to the shadow dimension is far less dramatic, she simply vanishes, then reappears at a later time, but for her it can be harrowing. In order to see, she has to bring her own source of light, and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness.

     

    Complications:

    Phobia: Magic

    Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time.

     

    Enemy: Dougal

    Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is.

     

    Secret: Ancient

    Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not.

     

    Funds: Struggling

    Muirne has no life savings, no job and very little in the way of skills marketable in Freedom City. All these add up: Muirne is broke.

     

    Abilities: 2+8+2+5+7+10 = 34PP

    Strength: 12 (+1)

    Dexterity: 18 (+4)

    Constitution: 12 (+1)

    Intelligence: 15 (+2)

    Wisdom: 17 (+3)

    Charisma: 20 (+5)

     

    Combat: 14+16 = 30PP

    Initiative: +4

    Attack: +7 Base, 

    Grapple: +8

    Defense: +8 (+8 Base), +4 Flat-Footed

    Knockback: -0

     

    Saving Throws 5+5+4 = 14PP

    Toughness: +3 (+1 Con, +2 Defensive Roll)

    Fortitude: +6 (+1 Con, +5)

    Reflex: +9 (Dex +4, +5)

    Will: +7 (Wis +3, +4)

     

    Skills: 48R = 12PP

    Acrobatics 2 (+6)

    Bluff 2 (+7)

    Climb 2 (+3)

    Concentration 4 (+7)

    Diplomacy 4 (+9)

    Gather Information 2 (+7)

    Handle Animal 1 (+6)

    Intimidate 1 (+6)

    Investigate 1 (+3)

    Language (English) 1 (N/A)

    Medicine 2 (+5)

    Notice 4 (+7)

    Perform (Sing) 4 (+9)

    Perform (Dance) 4 (+9)

    Profession (Farmer) 2 (+5)

    Search 4 (+6)

    Sense Motive 2 (+5)

    Stealth 4 (+8)

    Survival 2 (+5)

     

    Feats: 12PP

    All-out Attack

    Defensive Roll 2

    Sneak attack 2

    Track

    Attractive 3

    Equipment 3

     

    Equipment: 3PP = 15EP

    Commmunicator 1EP

    Flashlight 1EP

    Multitool 1EP

    Sword 5EP

    Plate-mail 5EP

    Medium wood & metal shield 2EP

     

    Powers 51PP

     

    Shadow Dimension Link Array 10 (50PP Array; Feaths: Alternate Power 1) [51PP]

    • BP: Alternate Form (Shadowbeast Form) 10 Drawback: One-way Transformation Frequency: Very Common, Intensity: Minor {50/50} Shadow/Darkness
      • Shadowbeast Form Powers
        Concealment 4, All Visual, Flaws: Limited (Shadows)
        Insubstantial 4
        Speed 3
        Shapeshift 3, Flaws: Action
        • Strike 3 (Claws), Extras: Affects Corporeal
        • Super-senses 2 (Darkvision)
        • Super-movement 2 (Wallcrawling)
        • Additional Limbs 3
        • Impervious Protection 3
    • AP: Super Movement (Dimensional Movement) 1 Travels to the Shadow Dimension Drawback: Attacked by a Shadowbeast Frequency: Uncommon, Intensity: Major {-1/50} Shadow/Darkness

     

    DC Block

    ATTACK                   RANGE       SAVE                              EFFECT
    Unarmed                 Touch         DC 11 Toughness          Damage
    Sword                      Touch         DC 14 Toughness          Damage
    Claws                       Touch         DC 13 Toughness          Damage

  16. Shadowborne

    Power Level: 8 Claremont (150/150PP)

    Unspent Power Points: 0

    Trade-Offs: None

     

    In Brief: Celtic girl with powers linked to a shadow dimension imprisoned during fight with her nemesis, lost until recently, finding herself in an unfamiliar world.

     

    Alternate Identity: Muirne Sceadusangere (Secret)

    Birthplace: The Kingdom of Kent

    Residence

    Occupation

    Affiliations: Ministry of Powers, Vanguard

    Family: None known

     

    Description:

    Age: 1393 (DoB:  21 June, 627CE)

    Physical Age: 16

    Gender: Female

    Ethnicity: Caucasian, Celtic

    Height: 4'11"

    Weight: 105lbs

    Eyes: Green

    Hair: Red

    This girl looks at things that are common place in Freedom City with a mixture of apprehension and wonder. Her large eyes are a bright green and scan the world around her constantly. Her nose curves out slightly, and she has full, expressive lips. Her jaw is chiseled and ends with a slightly pointed chin. Her hair is red and flows over her small shoulders.

    When she walks the world as a civilian, she wears comfortable clothes that she can move in easily, as well as comfortable shoes for walking in.

    When she is out as Shadowborne she wears chainmail, although she has taken a more modern inspiration with the black bodysuit and domino mask she wears.

    In both civilian and costumed life, she always carries her flashlight, even on a bright sunny day.

    Example images: https://imgur.com/a/pQUFY29 *The sword is now a spear

     

    History

    Muirne was born in a quiet village in the Kingdom of Kent, and at a young age began to display her power, transforming into a monster composed of shadows and occasionally transporting herself to a dimension if darkness and cold, slowly she began to gain control over this power. The warriors of the village taught her how to fight, and her village grew proud to be raising a hero like in the legends.

    Her call to adventure came at 15, when the sorcerer Dougal conquered her village, seeking to claim Kent, England and the world itself. Furious at the cruelty the mage had visited upon he people, Muirne gave herself to the shadows, seeking to destroy him. She tore through his fortress with shadowy claws, spending days hunting his retainers and guards, while he locked himself in the central tower. Finally, after all his men had abandoned the keep, she slunk into the tower, but she did not make it far before he nullified her transformation with his magic. Still, she fought him with spear and shield, before he hit her with some strange spell and everything went dark, the fate of the mage and her people unknown to her.

    The world began to pass on, Dougal's ambitions had been crushed as his men abandoned him, and lost his chance, leaving to plot his return, his fate unknown. As for Muirne's people, they turned Dougal's keep into a burial ground, the tomb of their savior, where she stood resolutely for all time.

    Eventually a team of archaeologists uncovered her, and her spell was broken of means unknown to both the researchers and Muirne. She found herself in a strange new world of technology and heroes. Murine's unusual return came to the attention of the Ministry of Powers and the UK superteam Vanguard, who took the teenager in to help her adjust to the modern world. After a year of learning modern English and some of the skills necessary to get by in this modern world, she began to step into the world of superheroes in preparation for going to Claremont Academy.

     

    Personality & Motivation:

    Motivation: Acceptance

    Muirne does not know how to properly exist in this world, she is from a different time and struggles to understand the people around her, leaving her completely alone and isolated. She hopes that among her fellows she might find herself no longer isolated. Despite her loneliness, Muirne is generally curious and can get quite excited about new discoveries in her strange new world. She's generally confident, although due to her past she is deeply afraid of magic, and it's users.

     

    Power & Tactics:

    Muirne can draw from the shadow dimension she is bound to, morphing herself into one of the shadowbeasts that stalk the dark reality. She normally dislikes using the power, as she fears that she may lose herself to the darkness.

    This power has an alternate effect she may draw upon in place of alternating her form. She may instead transport herself bodily to the shadow dimension, a parallel place to Earth Prime, but with no colour or light, stalked by shadowbeasts akin to the one she transforms into. The dimension is dangerous, as the shadowbeasts will seek to snuff out her light and warmth upon learning of her presence.

    When not drawing upon these powers, Muirne fights with her spear and shield, using her proficiency with the weapon and her capability in stealth to her advantage against her foes, but if necessary she will use her shadowbeast and dimensional travel to outfight and outmaneuver her foes.

     

    Power Descriptions:

    The transformation into a shadowbeast is one of monstrous changes, turning from a small human girl into a creature that looks like it has crawled from the deepest nightmares of one afraid of the dark: A mass of shadows that writhes and lashes, staring with glowing green eyes. The transformation back from being a shadowbeast is slow, taking a few hours before Muirne is fully corporeal again, no longer trailing wisps of shadow or having to be careful lest she try using a shadowy hand for something.

    For those around her, her entry to the shadow dimension is far less dramatic, she simply vanishes, then reappears at a later time, but for her it can be harrowing. In order to see, she has to bring her own source of light, and if she is unlucky, she could enter the dimension close to a shadowbeast herself, which while uncommon is dangerous to her, as she cannot hurt them, and they are invisible in the darkness.

     

    Complications:

    Phobia: Magic

    Muirne is deeply afraid of magic after what Dougal has done, destroying her life and then casting her into an unfamiliar time.

    Muirne panics when magic is used near her, failing all will saves while it is in use as she is too afraid to muster a mental defense. If pushed too far she might flee altogether.

     

    Secret: Ancient

    Muirne is trying to acclimate to a new world, with customs and technologies she does not know, and she is attempting it without letting her true age be known, as she is afraid of the response, whether he fear is justified or not.

    Muirne will go to great lengths to keep the secret of her true age becoming widely known.

     

    Enemy: Dougal

    Dougal has also survived to the present, spending the time honing his magical arts, wanting to attempt to restart his ambitions. He knows his magic wore off on Muirne, knows her powers, knows her civilian identity and where she is.

    Muirne is unaware that Dougal is alive currently. He is a magic user and she knows this. He also knows her secret age

     

    Danger: Shadow Dimension
    The Shadow Dimension is populated with shadowbeasts like the monster Muirne can transform into, and when they become aware of her presence they will attempt to snuff out the light and warmth she brings with her.

    The shadowbeasts may find her at any point while she is in the Shadow Dimension. During any round while she is in the shadow dimension one might attack her.

     

    Abilities: 2 + 8 + 8 + 4 + 8 + 10 = 40PP

    Strength: 12 (+1)

    Dexterity: 26/18 (+8/+4)

    Constitution: 26/18 (+8/+4)

    Intelligence: 14 (+2)

    Wisdom: 18 (+4)

    Charisma: 20 (+5)

     

     

    Combat: 8 + 6 = 14PP

    Initiative: +8/+4 (+8/+4 Dex)

    Attack: +4, +8 Melee (+4 Base, +4 Attack Focus)

    Grapple: +9 (+8 Melee Attack, +1 Strength), Immune while Insubstantial

    Defense: +8 (+3 Base, +5 Dodge Focus), +2 Flat-Footed

    Knockback Resistance: 4/2

     

     

    Saving Throws: 0 + 0 + 5 = 4PP

    Toughness: +8/+8 (+8/+4 Con, +3 Chainmail, +1 Shield)

    Fortitude: +8/+4 (+8/+4 Con, +0PP)

    Reflex: +8/+4 (+8/+4 Dex, +0PP)

    Will: +8 (+4 Wis, +4PP)

     

     

    Skills: 44R = 11PP

    Acrobatics 2 (+10/+6)

    Bluff 0 (+5, +9 Attractive)

    Climb 4 (+5)

    Concentration 4 (+8)

    Diplomacy 0 (+5, +9 Attractive)

    Handle Animal 1 (+6)

    Intimidation 0 (+18/+5)

    Languages 1 (English, Old English [Native])

    Medicine 1 (+5)

    Notice 6 (+10)

    Perform (Sing) 5 (+10)

    Perform (Dance) 5 (+10)

    Search 8 (+10)

    Sense Motive 5 (+9)

    Stealth 1 (+20/+5)

    Survival 1 (+5)

     

     

    Feats: 19PP

    Attack Focus (Melee) 4

    Attractive

    Distract (Intimidation)

    Dodge Focus 5

    Equipment 2

    Hide in Plain Sight

    Luck 2

    Startle

    Takedown Attack

    Track

    Enhanced: Evasion 2

     

    Equipment 2: 10EP

    Spear: Damage 3 (Feats: Improved Critical [19-20], Mighty, Thrown [5 10ft Range Increments, 50ft Max Range]) [6EP]

    Chainmail: Protection 3 [3EP]

    Shield: Protection 1 [1EP]

     

    Powers: 70PP

     

    Shadow Realm Link 34 (67PP Array; Feats: Alternate Power 1} [68PP]

     

    Base Power: [67PP]

    Shadow Form 14 (70PP Container [Active: Free Action, Sustained Duration], Drawback: One-way Transformation (Frequency: Very Common; Intensity: Minor) [-3PP]) [67PP]

     

    Enhanced Constitution 8 [8PP]

     

    Enhanced Dexterity 8 [8PP]

     

    Enhanced Feats 2 (Evasion 2) [2PP]

     

    Enhanced Skills 24 (Intimidation 13, Stealth 11) [6PP]

     

    Insubstantial 3 (Energy) [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Flaws: Permanent) [15PP]

     

    Shadow Power 10 (20PP Array; Feats: Alternate Power 2) [22PP]

     

    Base Power: [20PP]

    Damage 7 (Extras: Affects Corporeal [8 ranks]; Feats: Affects Insubstantial 2 [Full effect], Incurable, Mighty, Variable Descriptor [Bludgeoning, Piercing, and/or Slashing Damage]) [20PP]

     

    Alternate Power: [19PP]

    Damage 8 (Extras: Alternate Save [Fortitude]; Feats: Affects Insubstantial 2, Incurable) [19PP]

     

    Alternate Power: [16 + 4 = 20PP]

    Drain Wisdom 8 (Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]) [16PP]

    Emotion Control 8 (Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]) [4PP]

     

    Speed 3 (50MPH, 500ft per Move Action) [3PP]

     

    Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP]

     

    Alternate Power: [2PP]

    Super-Movement 1 (Dimensional Movement 1 [Schattenwelt]) [2PP]

     

    Super-Senses 2 (Darkvision) [2PP]

     

     

    Drawbacks: -8PP

     

     

    Vulnerability (Silver; Frequency: Uncommon; Intensity: Moderate [+50% Effect Rank]) [-2PP

     

    Vulnerability (Fire; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

     

    Vulnerability (Light; Frequency: Common; Intensity: Moderate [+50% Effect Rank]) [-3PP]

     

    DC Block

    ATTACK          RANGE              SAVE                     EFFECT

    Unarmed         Touch              DC16 Toughness (Staged)  Damage (Physical)

    Spear           Touch/Thrown       DC19 Toughness (Staged)  Damage (Physical)

    Fear            Touch/Area         DC18 Will (Staged)       Drain Wisdom

                                                                Shaken/Frightened/Panicked

    Life Drain      Touch              DC23 Fortitude (Staged)  Damage (Energy)

    Shadow Weapons  Touch              DC23 Toughness (Staged)  Damage (Energy)

      

    Totals: Abilities (40) + Combat (14) + Saving Throws (4) + Skills (11) + Feats (19) + Powers (70) - Drawbacks (8) = 150/150 Power Points

     

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