Umbrakinesis: Control over shadows, enabling him to create constructs, manipulate the environment, travel through darkness, and meld with shadows. Limited by light intensity.
Shadow Shells: Constructs made of shadows, capable of emulating creatures or individuals, including dragons, crows, and other forms. Effectiveness depends on his knowledge of the subject.
Shadow Manifestation: Ability to create tangible shadow constructs, including weapons, tools, and barriers. Limited by available shadows and his understanding of the desired construct.
Shadow Helper: His shadow is animate, capable of independent movement and physical interaction. Useful for espionage and combat assistance.
Shadow Sense: Awareness of his surroundings through ambient shadows and the ability to locate individuals via their shadows.
Shadow Step: Teleportation through shadows, distance depending on his stamina and the load he carries.
Shadow Mirroring: Ability to mimic techniques and fighting styles using the adaptive nature of shadows.
Shadow Storage: His shadow acts as a storage space, freezing objects placed within it in time.
Stealth Expertise: Nearly imperceptible in shadows unless deliberately revealing himself.
Combat Proficiency: Adept in hand-to-hand combat and weaponry, often mirroring opponent skills for advantage.
Weapons Mastery: Skilled with a variety of weapons, including bladed and ranged types.
Martial Arts: Versed in various martial arts techniques.
Espionage and Anti-Surveillance: Highly capable in infiltration and avoiding detection.
Absolute Accuracy: Exceptional precision in ranged attacks.
Studious: Academically proficient due to his mother’s emphasis on education.
Bright Lights: Areas devoid of shadows render him powerless.
Isolation: Prefers working alone, leaving him vulnerable to being outnumbered.
Physical Strain: Prolonged use of his powers causes fatigue and can incapacitate him.
Intellect: 4/7
Physical Power: 5/7
Speed/Agility: 4/7 (7/7 with Shadow Step)
Stamina/Endurance: 7/7
Energy Output: 7/7
Combat Skill: 4/7 (?/7 with Shadow Mirroring)
Demonic Mask: Black lacquered wood mask resembling a demon, with protruding fangs and horns. Its hollow eyes exude darkness.
Ebony Mantle: Obfuscates features, highly durable, and enhances stealth.
Dark Armour: A lightweight yet durable outfit, designed for flexibility and protection.
Shadow Manifestation Weapons: Can form weapons like swords, spears, and guns from shadows, with integrity and damage based on his understanding of the weapon.
Shadow Step: Enables teleportation through shadows, capable of long distances, with maximum range yet untested.
Powers
Shatterpoint
Object Shattering and Displacement:
Bryn can "shatter" objects by causing them to develop glowing white cracks and vanish into a separate dimension. The objects reappear after a maximum of 10 minutes, fully intact. The complexity and size of the object affect the difficulty of shattering.
Shattered Object Manipulation:
Bryn can control where shattered objects reappear, allowing a limited form of teleportation.
Self and Others Shattering:
Bryn can "shatter" himself or others. Time is frozen for anyone inside the alternate dimension, which appears as a translucent glass-like world with glowing cracks. He can use this for short-range teleportation or escape.
Limitations:
Maximum of two objects (with reduced time) or one person (for up to 10 seconds) can be shattered at a time.
Power usage drains his stamina, requiring strategic use.
Objects can reform within a range of 30 feet from Bryn.
Learned Skills
Combat Training:
Trained in Muay Thai for self-defense and combat readiness.
Critical Thinking:
Not formally educated but highly adept in problem-solving, particularly in fields like thievery and burglary.
Composure:
Exceptionally calm under pressure, able to maintain focus in high-stress situations.
Artistic Talent:
A skilled artist with a passion for drawing, though unrelated to his criminal activities.
Weaknesses
Sensory Reliance:
Must clearly see his target within range; illusions, invisibility, or sensory deprivation nullify his power.
Human Frailty:
Physically average; a powerful blow or supernatural attack can incapacitate him.
Magical Countermeasures:
Some magical defenses or spells can resist or counteract his abilities.
Power Metrics
Intellect: 3/7
Physical Power: 2/7
Speed/Agility: 2/7
Stamina/Endurance: 2/7
Energy Output: 5/7
Combat Skill: 3/7
Tools of the Trade
Gear:
Simple costume designed for stealth and anonymity. Includes a voice changer and sound-absorbing material.
Weapons:
Primarily unarmed; relies on his martial arts training.
Mobility:
Utilizes public transportation or getaway vehicles provided by criminal associates.
Ancestral Evocation
Channeling Spirits: Lady Mojo channels her ancestors to access their magic, knowledge, or skills. Her power is entirely dependent on their cooperation.
Versatility: Can invoke a wide range of magical abilities, rituals, and non-magical expertise from her lineage.
Limitations: Channeling carries risks, such as losing control of her body to a spirit.
Conjure Woman
Hoodoo Practitioner: Creates spells, tinctures, potions, and herbal remedies using Hoodoo practices.
Language-Based Power: Spells are spoken in Gullah Geechee, enhancing their potency and making them harder to replicate.
Chione of Egypt (32nd Pentagram): Cleansing spells, pain endurance, protective shields, and light-based magic.
Cinnamon Hawkes (7th Pentagram): Utility magic for detecting illusions, translating languages, and creating spectral messages.
Missy Jannie of Bama (6th Pentagram): Healing-focused magic and calming spells for humans and animals.
Adebola Sofuluwe (10th Pentagram): Enhanced combat skills, invisibility, and physical strength boosts.
The Shackled Mother (2nd Pentagram): Defensive spells, including magical barriers and protective wards.
The Boo Hag (7th Pentagram): Physical transformations, stealth, and dream infiltration abilities.
Mojo Mistress of the Mighty Feather (8th Pentagram): Elemental spells (fire, lightning, roots) and reanimation abilities.
Sary Cornwall, Witch Triangle Island (8th Pentagram): Transportation via ghostly ships, astral projection, and water manipulation.
Utica Moor (7th Pentagram): Evasion spells, defensive barriers, and water-walking abilities.
Hoodoo Girl (3rd Pentagram): Amplifies Lady Mojo’s abilities and bypasses spell requirements.
Magical Expertise: High-level practitioner of Hoodoo with deep understanding of rituals and naturalistic magic.
Strategic Thinking: Inherited skills from ancestors who were healers, leaders, and freedom fighters.
Resourcefulness: Skilled in crafting tools, charms, and remedies from natural and spiritual sources.
Ritual Dependency: Requires specific ingredients or sacred spaces for many spells.
Spiritual Fatigue: Overuse of magic drains her physically and emotionally.
Unpredictable Ancestors: Ancestral spirits can refuse aid or act against her interests.
Magic Vulnerabilities: Disruption of her chants or sound-based attacks can neutralize her spells.
Emotional Susceptibility: Threats to loved ones can compromise her focus and resolve.
Delayed Healing: Serious injuries require time and rare materials to heal.
Intelligence: 5/7 (3/7 with Boo Hag)
Strength: 1/7 (4/7 with Boo Hag; 2/7 with Adebola Sofuluwe)
Speed: 2/7 (3/7 with Boo Hag)
Durability: 2/7 (4/7 with Boo Hag)
Energy Projection: 5/7 (6/7 with Mojo Mistress)
Fighting Skill: 2/7 (4/7 with Adebola; 3/7 with Boo Hag)
Gear: Mojo amulets, magical charms, and various sacred materials like roots and holy water.
Weaponry: None, relies solely on magic.
Mobility: Ghost ship or magical spells for transportation.