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Shadowborne (PL 8 ) - Kaede Kimura


Kaede Kimura

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Posted (edited)

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

Edited by Fox
+3pp for January 2022
Posted

The tiniest of notation things: the Saving Throws line lists 0 + 0 + 5 = 4.

 

The super-movement 'alternate power' line is tabbed a bit far in, which is also incredibly minor but important for readability, but see below, as it may not matter because....

 

You cannot nest arrays inside of arrays. This unfortunately means you can't have an array that contains an alt. form that contains an array - I'd recommend buying the actual Super-Movement power instead of listing it as an alternate power, since it's only using 2/67pp anyway!

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