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Shadowborne (PL10 [12])


Kaede Kimura

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Posted

Doing a rebuild of Muirne to up her to her new PL cap, and untying Aoife from the Shadowbeast form, feel like it's more interesting if she can do things as a person too, so now she's a complication 😛 Hope it's all up to snuff, I am sick rn

 

Shadowborne

Power Level: 12 (built as PL 10; 189/198PP)

Unspent Power Points: 9PP

Trade-Offs: +2 Def/-2 Toughness

 

In Brief (Muirne): Young celtic woman with powers linked to the Schattenwelt imprisoned during fight with her nemesis, lost until recently, slowly becoming the hero she wants to be.

In Brief (Aoife): A new intellect born from the place where extradimensional darkness met life.

 

Alternate Identity: Muirne Sceadusangere (Secret), Aoife (Secret)

Birthplace: The Kingdom of Kent, England (Muirne), The Schattenwelt/Freedom City (Aoife)

Residence: London, England / Claremont Academy, Freedom City

Occupation: Claremont Student

Affiliations: Ministry of Powers, Vanguard

Family: None known (Muirne)/Muirne (Aoife)

 

 

Description:

Age: 1396, DoB:  21 June, 627CE (Muirne), ??? (Aoife)

Physical Age: 18

Gender: Female

Ethnicity: Caucasian, Celtic

Height: 4'11"

Weight: 105lbs

Eyes: Green

Hair: Red

This young woman still looks askance at screens and speakers as she wanders the world, although the light of wonder has never left them. 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, now stained eternally by the shadows that have coated them for so many years.

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.

 

 

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 of darkness and cold, slowly she began to gain control over this power. The village warriors 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 he 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 saviour, 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. Muirne'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.

 

Muirne eventually joined the superhero school and has begun to grow accustomed to the modern world, coming into her own as a hero as she learns how to manipulate her powers beyond her earlier strategy of transforming into a Shadowbeast, but as her connection to the Schattenwelt deepened her transformation changed. The well of darkness that was housed on this side of her gateway to the Shattenwelt had developed a personality. A burgeoning intelligence had arisen, Aoife, she observes from behind Muirne’s eyes, and can now exert her influence so strongly as to take control of their shared body.

During her last year, she told her friends that she was leaving to go back to England to spend the year with her family, and has kept in infrequent contact, claiming the timezones have kept her from more frequent interaction. This is in fact a lie, but where has she been? That is to be seen.

 

 

Personality & Motivation:

Muirne is nervous around those that she views as figures of authority such as well-known and respected superheroes, frequently slipping into her native tongue for honorifics and her old ways when it comes to manners. With those she sees as equals or adversaries, she is far more confident, and her rapidly growing grasp of modern English has allowed her to project that confidence and reclaim the skill she'd had at persuading people in her native tongue and expand on it further. Despite her growing grasp of Modern English she frequently speaks in Old English, often as a method to say things that she does not want others to understand, whether because she knows it would be rude or simply wants to air her thoughts without being overheard. 

She is glad to have met others who are like her, no longer feeling so isolated as she has in the past and is fiercely protective of these companions. Muirne is still curious about this new world she is in, despite her growing familiarity there is still much she does not know, and she can get quite excited learning new things.

 

Aoife by contrast is formed of a darkness that hungers for souls and light causing her Base impulses to be selfish, sadistic and extremely aggressive, while simultaneously her formative memories are all of Muirne, watching her fight to defend others and interact with those around her, feeling her happiness and fulfilment at being kind.

This contradiction has influenced her. She wants what she saw vicariously through Muirne, companionship, happiness and kindness, she wants to fight and hurt villains and receive love and praise for doing so.

As such her relationship with Muirne is an odd one. She both deeply cherishes Muirne as one of her creators and constant companion, wishing for her approval and care while also being fiercely jealous of her life and wishing to take it for her own.

 

 

Power & Tactics:

Muirne has a wellspring of power within her from the Schattenwelt that is constantly present within her and replenishes from her link to the Schattenwelt 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 this power, but the raw combative ability of the shadowbeast form is frequently one she needs to rely upon.

Outside of the transformation she has learned to use her link to project power outside of herself and has even managed to empower objects to make them effective weapons. Coursing the cold, hungry shadows through her body is incredibly painful, but she is willing to do it if it will allow her to help others. The powers she has unlocked doing this are useful for battlefield control and utility, as she is able to obscure and chill large areas, bind enemies in grasping shadows, blind opponents and hide herself and others in shadows. She also has found that she can store things using her link to the Schattenwelt, and has taken to hiding her armour and spear inside of herself given the many times she has found herself in combat without them. One of her more common tactics is hit and run strikes using her ability to travel to the Schattenwelt to simulate teleporting, entering the dimension and moving before shifting out to strike and then repeating for the retreat.

 

Her Shadowbeast form has much more direct powers than Muirne's use of the Schattenwelt, fighting with claws strength sapping abilities and a powerful mental assault to sow fear and weaken mental defences, making it a fearsome opponent despite lacking the finesse she has gained when using the power more obliquely.

 

 

Power Descriptions:

All of her powers involve her link to the Schattenwelt, be it allowing the shadows to transform her, releasing them upon the world to cause a variety of effects or filling her weapons with their power.

 

 

Complications

 

Borne of Shadows: Aoife’s reach has grown beyond just the Shadowbeast, now she can assume control at any time, although the contest of wills involved results in a delay in their actions.

The GM may have Aoife assume control of Shadowborne at any time. This is a Full Action on Aoife’s part, resulting in her being unable to act on her next turn.

 

Uncontrollable Darkness: Despite her growing control, Muirne still does not and may never have full control over the power inside of her. Sometimes her attention slips, especially when startled, frightened or highly stressed but it can happen anytime. When it does the power floods through her and she turns into her Shadowbeast form.

The GM may have Muirne at any point turn into a Shadowbeast. This can cause a variety of issues for her from frightening others or revealing her secret identity.

 

Slow Drain: Transforming back from being a Shadowbeast takes many hours as the energy slowly bleeds off. During this time Muirne begins to slowly turn human with a shadowed silhouette and extremities, shedding tiny motes of darkness into the air. Over time as more power bleeds off control returns to her slowly.

Muirne does not immediately transform back from being a Shadowbeast even if she willingly transformed. This can cause similar issues to her involuntary transformations and as the motes begin floating off they can also be used to track her.

 

Fear of the Dark: Muirne’s powers are terrifying and many who see it will assume she’s a villain or monster.

The GM may have people respond to the Shadowbeast form with fear and violence, causing problems as civilians panic, causing chaos while law enforcement, military and other heroes leap to stop the monster.

 

Scarred by the Arcane: Muirne's life was ruined twice over in her first encounter with mages. Due to this, she is deeply uncomfortable around magic and downright terrified of genuine spellcasters.

The GM may have Muirne hesitate around magic if the source is unfamiliar to her, causing her to lose her action. Around spellcasters she is terrified, and will fail Will saves as she is too busy trying to fight past her fear to muster a mental defence. 

 

Dangers of the Schattenwelt: The Schattenwelt is populated with monsters and the realm itself is predatory. They all seek to consume Muirne as she travels through it.

While Muirne is in the Schattenwelt Travel power she may be attacked by a Shadowbeast, Muirne must either leave the Schattenwelt early (Traveling a distance less than intended, as decided by the GM) or she must make a DC25 Toughness Check against damage, gaining the Bruised condition even if she succeeds.

 

Disarmed: Muirne's Shadow Weapons are regular objects empowered to be more dangerous with the power of the Schattenwelt. This means that if she has no weapons she cannot use them.

Without a weapon or an improvised weapon Muirne cannot use the Shadow Weapons power.

 

Isolated in the Dark: Muirne has spent most of her life isolated in some form or another even with members of her own family as her powers have always set her apart, made her different and frightening. While she never understood it and still got along well with the villagers who taught her and with her siblings the disconnect was always there with everyone except her mother, who died when Muirne was a child. This isolation was worse when she first awoke in the modern day as now she had lost everyone and couldn't even communicate. These experiences have made her deeply afraid of losing those who she has grown closer to.

 

The Fomorian Sorcerer: The Sorcerer that Muirne fought all those years ago is still alive and active near Freedom City. Dougal still craves to increase his power and has had over a thousand years to come into his own as a near-peerless Master of the Arcane. He seeks to either control her or kill her as the only one to ever be his equal in power. He knows her secret identity and her relationships with other heroes and he frequently knows where she is.

 

 

Abilities: 2 + 10 + 8 + 6 + 10 + 12 = 48PP

Strength: 12 (+1)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 16 (+3)

Wisdom: 20 (+5)

Charisma: 22 (+6)

 

 

Combat: 10 + 8 = 18PP

Initiative: +9 (+5 Dex, +4 Improved Initiative)

Attack: +5, +10 Melee (+5 Base, +5 Attack Focus)

Grapple: +13 (+10 Melee Attack, +5 Dexterity [Grapple Finesse])

Defense: +12 (+4 Base, +6 Dodge Focus, +2 Shield), +2 Flat-Footed

Knockback Resistance: -4/-2

 

 

Saving Throws: 1 + 5 + 5 = 11PP

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

Fortitude: +10 (+4 Con, +1PP)

Reflex: +10 (+5 Dex, +5PP)

Will: +10 (+5 Wis, +5PP)

 

 

Skills: 124R = 31PP

Acrobatics 11 (+16) Skill Mastery

Bluff 6 (+12) Skill Mastery

Concentration 8 (+12)

Diplomacy 9 (+15) Skill Mastery

Gather Information 4 (+10)

Handle Animal 4 (+10)

Intimidate 8 (+14) Skill Mastery

Languages 1 (English, Old English [Native])

Medicine 9 (+14) Skill Mastery

Notice 10 (+14) Skill Mastery

Perform (Sing) 10 (+16)

Perform (Dance) 10 (+16)

Search 7 (+10)

Sense Motive 9 (+14) Skill Mastery

Stealth 13 (+18) Skill Mastery

Survival 5 (+10)

 

 

Feats: 29PP

Acrobatic Bluff

Assessment

Attack Focus (Melee) 5

Distract (Intimidation)

Dodge Focus 6

Equipment 2

Grappling Finesse

Hide in Plain Sight

Improved Initiative 1

Luck 2

Move-by-action

Quick Change

Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Intimidate, Medicine, Notice, Sense Motive, Stealth)

Startle

Takedown Attack

Track

Uncanny Dodge (Audible)

 

 

Equipment 2: 3 + 3 + 4 = 10EP

Chainmail: Protection 3 [3EP]

Shield: Enhanced Dodge Focus 2, Protection 1 [3EP]

Spear: Adds (Feats: Extended Reach, Improved Critical 2 [18-20], Thrown) to Shadowed Weapons [4EP] 

 

 

Powers: 13 + 1 + 34 + 12 + 2 = 62PP

All powers have the following descriptors: (Dimensional, Darkness, Schattenwelt)

 

Damage 9 (Shadowed Weapons; Feats: Affects Insubstantial 1, Incurable, Mighty, Variable Descriptor 1 [Bludgeoning, Piercing, Slashing]) [13PP] (Empowerment, Held Object)

 

Morph 1 (Shadowbeast Form; Extras: Duration [Continuous]; Feats: Metamorph; Drawbacks: Action [Standard Action]) [1PP] (Transformation)

 

Schattenwelt Drawing Array 14.5 (29PP Array; Feats: Alternate Power 5) [34PP]

Base Power: [10 + 8 + 2 + 3 + 6 = 29PP] Additional Descriptor(s): (Partial Transformation)

Elongation 5  (100ft. Extension; Extras: Projection) [10PP]

Super-senses 8 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Acute, Ranged; Feats: Uncanny Dodge [Life Awareness]) [8PP]

Super-movement 1 (Swinging; Extras: Linked [Speed (+0)]) [2PP]

Speed 3 (Extras: Linked [Super-movement (+0)]) [3PP]

Super-movement 3 (Permeate, Wall-Crawling, Trackless) [6PP]

 

Alternate Power: [29 = 29PP] Additional Descriptor(s): (None)

Nullify 10 (Light Consumption; All Light Descriptor; Extras: Area [Burst], Duration [Concentration]; Flaws: Range [Touch]; Drawbacks: Noticeable) [29PP]

 

Alternate Power: [29 = 29PP] Additional Descriptor(s): (Grappling, Grasping)

Snare 10 (Grasping Shadows; Extras: Area [Shapeable], Regenerating; Feats: Chokehold, Reversible; Flaws: Range [Touch]; Drawbacks: Vulnerability [Light; Frequency: Common; Intensity: Moderate (+50% Effect Rank)] [-3PP]) [29PP]

 

Alternate Power: [21 = 21PP] Additional Descriptor(s): (Blindness, Curse)

Dazzle 10 (Devouring Light; Visual Dazzle; Extras: Area [Shapeable]; Feats: Reversible; Flaws: Range [Touch]) [21PP]

 

Alternate Power: [12 + 6 + 5 + 2 + 4 = 29PP] Additional Descriptor(s): (Portal, Gateway, Aura, Covering)

Concealment 4 (Shadow Covering; All Visual Senses; Extras: Affects Others) [12PP] 

Dimensional Pocket 1 (Well Storing; Extras: Duration 3 [Continuous, Lasting]; Flaws: Requires Grapple; Feats: Progression 2 [500lbs]) [6PP]

Teleport 3 (Schattenwelt Travel; Extras Duraion 3 [Continuous, Lastin]; Flaws: Requires Grapple; Feats: Progression 3 [500lbs]) [6PP]

Super-movement 1 (Dimensional Movement [Schattenwelt]; Extras: Portal [+2]) [4PP]

 

Alternate Power: [7 + 7 = 14PP] Additional Descriptor(s): (Cold)

Obscure 7 (Schattenwelt Imposition; Visual Senses [250ft. Radius]; Extras: Linked [Environmental Control (+0)]; Flaws: Range 1 [Touch]) [7PP]

Environmental Control 7 (Schattenwelt Imposition; Intense Cold; Extras: Linked [Obscure (+0)]; Flaws: Range 1 [Touch]) [7PP]

 

Shadow Channelling Array 5 (10PP Array; Feats: Alternate Power 2) [12PP]

Base Power: [10PP] Additional Descriptor(s): (None)

Phased Strike 10 Adds (Extras: Penetrating 10) to Shadowed Weapons [10PP]

 

Alternate Power: [10PP] Additional Descriptor(s): (Draining, Consumption)

Thirsting Strike 10 Adds (Extras: Vampiric 10) to Shadowed Weapons [10PP]

 

Alternate Power: [10PP] Additional Descriptor(s): (Curse)

Shrouded Strike 10 Adds (Extras: Poison 10) to Shadowed Weapons [10PP]

 

 

Super-Senses 2 (Darkvision) [2PP] (Adaptation)

 

 

Drawbacks: -10PP

 

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

 

Vulnerability (Fire; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP]

 

Vulnerability (Light; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP]

 

 

DC Block

 

ATTACK             RANGE              SAVE                     EFFECT

Unarmed            Touch              DC16 Toughness (Staged)  Damage

Shadowed Weapons   Touch              DC25 Toughness (Staged)  Damage

Light Consumption  Touch (Area)       DC20 Will                Nullify (Light)

Grasping Shadows   Touch (Area)       DC20 Reflex (Staged)     Snare

Devouring of Light Touch (Area)       DC20 Reflex/Fortitude    Visual Dazzle

 

 

Totals

Abilities (48) + Combat (18) + Saving Throws (11) + Skills (31) + Feats (29) + Powers (62) - Drawbacks (10) = 189/198 Power Points

 

Posted (edited)

Shadowbeast
Power Level: 12 (built as PL 10; 189/189PP)
Unspent Power Points: 0PP
Trade-Offs: None
 
In Brief: Muirne and Aoife's Shadowbeast form.
 

Alternate Identity: Muirne Sceadusangere (Secret), Aoife (Secret)

Birthplace: The Kingdom of Kent, England (Muirne), The Schattenwelt/Freedom City (Aoife)

Residence: London, England / Claremont Academy, Freedom City

Occupation: Claremont Student

Affiliations: Ministry of Powers, Vanguard

Family: None known (Muirne)/Muirne (Aoife)


 
Description:
The Shadowbeast form is an amorphous mass of writhing darkness and cold, with glowing green pinpricks for eyes. While the evershifting tendrils and body does not have anything approaching a normal height it does tower over Muirne's normal height. The only clearly defined part is the creature's claws, which glint like ink in the light. It moves in a flowing stalk, it's form shifting as it moves, gaining and losing limbs. 

 

 
Powers & Tactics
The Shadowbeast has much more direct powers than Muirne's use of the Schattenwelt, fighting with claws strength sapping abilities and a powerful mental assault to sow fear and weaken mental defences, making it a fearsome opponent despite lacking the finesse she normally posesses.
 
 

Abilities: -10 + 10 + 8 + 6 + 10 + 12 = 36PP

Strength: 0 (-5)

Dexterity: 20 (+5)

Constitution: 18 (+4)

Intelligence: 16 (+3)

Wisdom: 20 (+5)

Charisma: 22 (+6)

 

 

Combat: 10 + 8 = 18PP

Initiative: +9 (+5 Dex, +4 Improved Initiative)

Attack: +5, +10 Melee (+5 Base, +5 Attack Focus)

Grapple: +13 (+10 Melee Attack, +5 Dexterity [Grapple Finesse])

Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Knockback Resistance:-5/-2

 

 

Saving Throws: 1 + 5 + 5 = 11PP

Toughness: +10 (+4 Con, +6 Protection)

Fortitude: +10 (+4 Con, +1PP)

Reflex: +10 (+5 Dex, +5PP)

Will: +10 (+5 Wis, +5PP)

 

 

Skills: 124R = 31PP

Acrobatics 11 (+16) Skill Mastery

Bluff 6 (+12) Skill Mastery

Concentration 8 (+12)

Diplomacy 9 (+15) Skill Mastery

Gather Information 4 (+10)

Handle Animal 4 (+10)

Intimidate 8 (+14) Skill Mastery

Languages 1 (English, Old English [Native])

Medicine 9 (+14) Skill Mastery

Notice 10 (+14) Skill Mastery

Perform (Sing) 10 (+16)

Perform (Dance) 10 (+16)

Search 7 (+10)

Sense Motive 9 (+14) Skill Mastery

Stealth 13 (+18) Skill Mastery

Survival 5 (+10)


 

Feats: 27PP

Acrobatic Bluff

Assessment

Attack Focus (Melee) 5

Distract (Intimidation)

Dodge Focus 6

Grappling Finesse

Hide in Plain Sight

Improved Initiative 1

Luck 2

Move-by-action

Quick Change

Skill Mastery 2 (Acrobatics, Bluff, Diplomacy, Intimidate, Medicine, Notice, Sense Motive, Stealth)

Startle

Takedown Attack

Track

Uncanny Dodge (Audible)
 
 
Powers: 2 + 5 + 15 + 3 + 5 + 27 + 4 + 6 + 9 = 76PP
 
All powers have the following descriptors: (Dimensional, Darkness, Shattenwelt)
 
Enhanced Feats 2 (Evasion 2) [2PP]
 
Immunity 5 (Aging, Dehydration and Starvation, Sleep, Suffocation) [5PP]
 
Insubstantial 3 (Energy [Darkness/Shadow]; Immune to Physical Damage, and Energy Damage with the "Darkness/Shadow" descriptor; Extras: Duration [Continuous]; Feats: Innate; Flaws: Permanent; Drawbacks: Weak Point [Silver]) [15PP]
 
Morph 1 (Human Form; Extras: Duration [Continuous]; Feats: Metamorph) [3PP] (Transformation)


Protection 6 (Shadowed Hide; Drawbacks: Weak Point [Light]) [5PP]


 
Shadow Power Array 12 (24PP Array; Feats: Alternate Power 3) [27PP]

Base Power: [24PP] Additional Descriptor(s): (Slashing, Claws)

Damage 10 (Shadow Claws; Extras: Affects Corporeal; Feats: Affects Insubstantial 2, Incurable, Insidious) [24PP]

 
Alternate Power: [24PP] Additional Descriptor(s): (Weakness, Curse)

Drain Strength 10 (Depleting Vigour; Extras: Affects Corporeal, Penetrating 4) [24PP] 


Alternate Power: [19 + 4 = 23PP] Additional Descriptor(s): (Fear, Terror, Curse)

Drain Wisdom 10 (Screaming Shadows; Extras: Alternate Save [Will], Area [Visual Perception], Linked [Emotion Control]; Drawbacks: Full Power) [19PP]
Emotion Control 10 (Screaming Shadows; Extras: Area [Visual Perception], Linked [Drain]; Flaws: Limited [Fear], Range 2 [Touch]; Drawbacks: Full Power) [4PP] 


Alternate Power: [20PP] Additional Descriptor(s): (None)

Fatigue 10 (Stamina Sapping; Extras: Area [Visual Perception] Flaws: Action [Full Action]) [20PP]


Speed 4 (100MPH, 500ft per Move Action) [4PP]
 
Super-Movement 3 (Wall-Crawling 2 [Full Speed; Not Flat-Footed]; Water-Walking) [6PP]
 
Super-Senses 9 (Life Awareness; Descriptor Frequency: Very Common; Sense Type: Mental, Default: None; Extras: Accurate, Acute, Radius, Ranged; Additional Senses: Uncanny Dodge [Mental]) [9PP]
 
 

Drawbacks: -10PP

 

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

 

Vulnerability (Fire; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP]

 

Vulnerability (Light; Frequency: Common; Intensity: Major [+100% Effect Rank]) [-4PP]


 
 
DC Block
 
ATTACK             RANGE              SAVE                     EFFECT
Shadow Claws       Touch              DC25 Toughness (Staged)  Damage (Energy)
Depleting Vigour   Touch              DC20 Fortitude           Drain Strength
Fear               Touch/Area         DC20 Will (Staged)       Drain Wisdom
                                                               Shaken/Frightened/Panicked
Stamina Sapping    Touch              DC20 Fortitude           Fatigue

 
  
Totals:
Abilities (36) + Combat (18) + Saving Throws (11) + Skills (31) + Feats (27) + Powers (76) - Drawbacks (10) = 189/189 Power Points

Edited by Thevshi
Edited at player request
Posted

The only things I spot are little bits of notation and the like, which is impressive for a sheet this size:

  • At +4/+8 Toughness, both sheets' knockback would be -4/-2 unless I missed an Impervious or the like.
  • In Shadowbourne's portal AP, the Speed power appears to be linked to itself.
Posted
1 hour ago, Fox said:

The only things I spot are little bits of notation and the like, which is impressive for a sheet this size:

  • At +4/+8 Toughness, both sheets' knockback would be -4/-2 unless I missed an Impervious or the like.
  • In Shadowbourne's portal AP, the Speed power appears to be linked to itself.

 

I'm honestly shocked that's all that's wrong, fixed 'em

  • Fox locked this topic
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