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Shadowmage of the Solution (Ultraverse Malibu comics)

Shadowmage


Power Level:
Game system: DC Heroes Role-Playing Game

Background

  • Real Name: Æra
  • Marital Status: Unrevealed
  • Known Relatives: None
  • Group Affiliation: The Solution
  • Base Of Operations: Mobile, although Southern Asia is preferred
  • Height: 5’7” Weight: 120 lbs.
  • Eyes: Pinkish orange Hair: White


Powers and Abilities

Shadowmage is an alien rune mage ; by inscribing and pronouncing mystical runes (often writing them in the palm of her right hand), she can cast any needed spell, from eldritch blasts to invisibility. The rune also appear on the target, as relatively small shapes in green flames.

She can trace runes on her teammates, or give them spellcards. See the “Ærwan pictograms” entry for most of the runes used by Æra.

She is also quite nimble and can hold her own in close combat – although she rarely has to – and can jump out of the way of an attack with the best of them. As often with magicians, she’s also very perceptive and intuitive.


History

Shadowmage is a battlemage from a planet/dimension called the Wold, torn between two warring races, the Ærwan and the Darkur. There are other, even more powerful entities on the Wold – such as the Vyr, virtually invincible mage-gods. Shadowmage herself is a Ærwan named Æra.

Shadowmage was sent on an extremely dangerous mission against the Vyr, in order to steal an extremely powerful artefact from them : the Vorlexx, which looked like a gemstone. The Ærwan leaders hoped to use its mystical might against the Darkur, and then send Æra back to the Vyr before they could fully act to recover their property.

Shadowmage was the very first person to survive the Vyr’s defenses and to actually make it within their sanctum. She did manage to steal the Vorlexx (killing one of the Vyr in the process by wielding the Vorlexx against it), but came to realize the huge mystical power of the artefact.

It could cause untold damage to the Wold if wielded by any of the two warring races, including her own ; it would inevitably corrupt whoever used it ; and the retaliation of the Vyr would be terrible if they could easily find the thing. So she fled to another dimension, where she intended to bury the Vorlexx.

She arrived on Earth shortly after World War One, and buried the gemstone in a village south of Paris. Meanwhile, the Wold erupted in the extremely violent war known as the Tch’al Conflict (in which Vurk was a fighter) over the theft of the Vorlexx.

Æra stayed on Earth, only occasionally encountering other travelers from the Wold, and becoming a part of Earth’s occult community as an alien student. It was while she was studying in an important mystical library under London that she met Lela Sho and Troy Wilde, saving both of their lives from the assassin Casino.

After some discussion with Cho, who wanted her to join her crusade against the Dragon Fang, Shadowmage performed a divination and saw her fate was to join the Solution, as they needed her and she needed them, especially as they could allow her to survive the Vyr.

Shadowmage fought along with the Solution, which did allow her to survive the Vyr when they finally found the Vorlexx was on Earth and came to track her. Although the Vyr took both the Vorlexx and Æra (in order to torture her), the Solution and the Man with the Harmonica freed Shadowmage and escaped with her.

Shadowmage is still a part of the Solution.


Description

See illustrations.


Personality

Shadowmage is a competent, collected adventurer with a very matter-of-fact attitude. She deeply believes in the forces of fate (and often uses divinations) ; since to her eyes most things are preordained she rarely seems surprised, shocked or taken by surprise, and react to most things with calm and confidence. About the only thing that can faze her are highly powerful entities such as the Vyr or Rex Mundi.

She has something of a regal bearing and attitude, like a princess in exile ; but quite rarely, when she feels comfortable, starts giggling like a Japanese schoolgirl. She became a friend of Tech and, by extension, Dropkick.


Quotes

“The forces of fate are in motion and we can’t resist. Our pasts are driving us together, into the future.”


DC Universe History

The Solution can exist in nearly any super universe, provided you have can access to cybernetics (something like Nuware or Spiral’s Body Shoppe) and some aliens are around ; the team is relatively independent from context.

They can also find themselves involved in many, many story types : espionage, corporate intrigues, computer troubles, Asian stories with Tech ; martial arts, the mercenary world, organized crime and street-level adventures with Dropkick ; alien stuff, big fights and alien code of honor stuff with Outrage ; and mystical and magical stuff as well as alien and mystic entities with Shadowmage. They’d almost make a perfect PC team if the aliens weren’t much more powerful than the humans. :-)

Also, as a mercenary team, they can credibly appear anywhere and work for most everyone – a boon in most “realistic” campaigns.


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

Shadowmage

Dex: 06 Str: 03 Bod: 05 Motivation: Uphold good
Int: 06 Wil: 07 Min: 06 Occupation: Mercenary
Inf: 07 Aur: 08 Spi: 10 Resources {or Wealth}: 006
Init: 021 HP: 050

Powers: Flight (ML): 05, Magic sense: 04, Sorcery: 10

Bonuses and Limitations: Spells already cast via Sorcery fail if Shadowmage take RAPs in any of the three Resistance Attributes (-2)

Skills: Accuracy (Perception): 09, Acrobatics (dodging)*: 06, Occultist: 09

Advantages: Immortal, Language (Æran, Latin, French), Lightning Reflexes

Connections: Occultists (Low)

Drawbacks: None

Equipment:

  • STASIS TALISMAN [BODY 04, Invulnerability: 10]
  • Shadowmage often makes “spell cards”. These are like large playing cards with a single, one-shot spell inscribed on it – anybody who can pronounce the runes (all Solutions member are familiar with them) can trigger the spell. Shadowmage generally stores spells with about 05 to 06 APs of efficiency, and they typically last about 15mn. She’ll make those if she anticipates a need to cast several simultaneous spells (like making all members of the Solution fly and be invisible) or one member of the Solution operates solo (she’ll give him or her about 4 or 5 cards).

By Sébastien Andrivet

Source of Character: Ultraverse

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