I’ve been hemming and hawing about whether to post this or not for a few weeks now, but I decided to so so. I think it would be a disservice to my fictional hero and the game that made it all possible.

What?

Good question! Aina Nightbringer was my first successful character in City of Heroes. She was a darkness manipulator who used the power the Netherworld to aid her allies. The game has closed it’s servers at the end of last month, so we will never again adventure together in this incarnation. In game terms, she was a Dark Miasma/Dark Blast Defender. I never managed to get her past level 38, but she will always be my favorite. You never forget your first, right? I wish I had a picture of her to share, but I got rid of my laptop a longtime ago, having switched over to my iPad, and didn’t have time or opportunity to get a screencap of her.

How?

Aina came from humble origins, being evicted from her home in the Rogue Isles by minions of Arachnos. She did what she had to do in order to survive the slums, including participating in “medical trials” for paltry amounts of money.

It was in one of those trials where she found her confidence—and her freedom. Arachnos was doing experiments on her and others of her volunteer group to see if they could give people an affinity for manipulating Dark Energy. It was torturous for her and he companions, but it’s not like they had a choice.

After long weeks of experimentation, Aina was in for a long night. Fortunately for her, the scientist was a bit too groggy, and upped her exposure to dangerous levels. Combined with the prior weeks tweaking with her genetics, Aina took to the energy in a flash—figuratively, of course, since darkness doesn’t flash! She used he newly given powers to free herself and the others in her test group.

With her new powers as yet untested, she made her way from the Rogue Isles to Paragon City to throw in her lot with the heroes sworn to stop Arachnos.

##Who? Aina Nightbringer
Solo d6 • Buddy d10 • Team d8
Life Ain’t FairHero-in-TrainingStreet Rat

DARK MIASMA
Dark Blast d8 • Darkforce Control d8 • Enhanced Stamina d8
Invisibility d8 • Psychic Resistance d6 • Teleport d6

SFX: Darkest Night. When creating vision- or fear-related complications, add a d6 and step up your effect die by +1.
SFX: Embrace the Shadows. Step up or double any Dark Miasma power for one action. If the action fails, add a die to doom pool equal to the normal rating of your power die.
SFX: Moonbeam. Against a single target, step up or double Dark Blast. Remove the highest rolling die and use three dice for your total.
SFX: Twilight Grasp. Add Darkforce Control to your dice pool when helping others recover stress. Spend 1 PP to recover your own or another’s physical stress or step back your own or another’s physical trauma by 1.
Limit: Conscious Activation. While stressed out, asleep, or unconscious, shutdown Dark Miasma. Recover Dark Miasma when you recover that stress or wake up. If you take mental trauma, shutdown Dark Miasma until you recover that trauma.

Specialties
Covert Expert • Criminal Expert • Menace Expert

Daughter of Arachnos
1 XP … when you mention the Arachnos origin of one of your powers while using it.
3 XP … when you cause stress to an Arachnos-allied villain.
10 XP … when you either destroy the research on you, or give Arachnos the opportunity to study you in exchange for the safety of innocents.

Fledgling Hero
1 XP … when you ask a teammate or elder super hero for advice.
3 XP … when you follow orders from a teammate.
10 XP … when you take on a villain single-handed, proving you’re a real hero, or hide from a villainous threat, showing you’re not ready for the title “Hero.”