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Blackstaff & Lark [PL12 / built PL10]


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Posted

Blackstaff
Power Level: 10 (192/205PP)
Unspent Power Points: 13pp

Trade-Offs: None

 

 

In Brief: Private/Paranatural Investigator

Catchphrase: ***

Theme: People are Strange - cover by Echo and the Bunnymen (originally by The Doors)

 

 

Alternate Identity: Christopher Daye (Public); Christopher Blake Verus Daye (Secret)
Birthplace: Just outside Richmond, Virginia

Residence: Emerald City, Renovated townhouse/office
Base of Operations: Blackstaff Investigation
Occupation: P.I.
Affiliations: none

Family: Father (missing), Mother, 2 Sisters

 

 

Description:
Age: 36 (DoB: May 30, 1984)
Apparent Age: 26

Gender: Male
Ethnicity: Caucasian 
Height: 5’ 11”
Weight: 178
Eyes: Hazel
Hair: Brown

 

 

Description:

A night owl, more by necessity then nature, Christopher isn’t nearly as pale as one would expect.

Preferring darker than neutral colors he’s usually dressed in slacks and button up shirt; and usually looking like he may have just rolled out of bed in them, he often completes his attire with a trench coat.

His hair is cut short causing it to stand up a little spiky. Christopher can be found sporting a trimmed mustache and goatee that never quite connects. But long hours on the job can leave him with stubble and needing a shave and trim.

 

 

History:
Born 2 weeks early, to James and Agatha Daye in their home during a total solar eclipse his parents believe he was born under a sign.

His mother was a sorceress and knew right away Christopher possessed magic potential. His father, a scholar of arcane lore but no wizard himself, at first wanted her to wait to teach him but eventually conceded to his wife’s wishes.

Christopher showed great promise and his mother was proud. Then, one winter’s morning when he was 13, he had to be pulled from his burning bedroom by his father. Once his mother had magically suppressed what her realized to be hell flames, she discovered half charged runes that she hadn’t taught her son chalked onto his bedroom floor. When confronted young Christopher told his parents a shadowy figure was teaching them to him in his dreams.

Fearing the implications his parents quickly set about to flee their current home and hide. During the rush to escape James Daye disappeared.

Now panicked even more, Agatha Daye gathered Christopher and his two younger sisters (Bethany and Cassandra) and took them to Freedom in an attempt to hide them.

As he continued to grow, his mother became more serious about her teachings and drilled him in the importance of the Light over the Shadow and not to listen to the shadowy figure that came to him in his dreams. Through practice and discipline the figure showed itself less and less.

 

After high school he moved to Emerald City with a friend decided to go for his private investigator license. After a few years apprenticing with an established investigator he left on good terms to open his own office. Now, many years later, Christopher Blake Verus Daye operates under the business name of Blackstaff Investigations. He doesn’t advertise, but somehow people who need him find his card or number, or sometimes even find their way into his office. Often with problems that normal avenues can’t handle.

 

 

Personality & Motivation:

Though he may seem rough and snarky when you first meet him, Christopher is very kind and loyal. But if you make him mad he isn’t one to be underestimated. And one of the easiest ways to get on his bad side, is to blatantly break the rules of magic he tries to live by.

He relies on his quick wit and magic to get himself out of the trouble his sharp tongue and protective nature can get him in to. There’s been a time or two he’s fallen for a sob story and cursed himself for it.

Behind the face of Blackstaff Investigations, Christopher strives to bring light to the darkness that he sees is covering the city. Even if it’s only one case at a time.

 

Power Descriptions:

Christopher’s mother taught him a form of ever evolving hermetic magic that she learned and added to from her own parents. He learned how to channel elemental forces, and how to use magic to affect the world around him, locate lost thing, and even call on other worldly beings.

He was taught to use words to shape the desired effects, and to protect his mind from the raw forces he channeled. Creating a personalized language so as to keep the dangerous forces from burning through him and causing harm. He learned how to use hand motions to further focus his power. His mother taught him how to create rituals to perform a wider repertoire of spells and how to create personal foci to aid him in streamlining his magic use.

Knowing he still has more to learn, Christopher relies on several foci he made himself to create some specific effects. Hopefully, with time and practice he’ll learn to create the same effects without the needed aids.

 

Complications:

 

Cat’s Eye View: During a missing child case Backstaff lost his left eye to a Cait Sidhe (cat-sith), faerie cat. He successfully returned the child and as ‘reward’ a swamp hag replaced his lost eye with that of the Cait Sidhe that took his original one. While the full repercussions of this have yet to be seen, it has granted him access to the ‘Olde Roads’ to travel on. It also means he does now carry the scent of the fae or can be identified as ‘fae-touched’. 

 

Hot and Cold Water: Blackstaff has a curse he has been unable to remove from himself, and a recent magical accident seems to have reactivated it. As of now, a powerful magical surge has a chance to change Blackstaff’s physical form, turning him into a younger female form. This form can easily be mistaken for a younger sister to his original physical form. Changing back on his own requires a long ritual.

 

 

The Rules of Magic: Drilled into his head from the very start by his mother, Christopher follows 7 rules of magic. Unfortunately, he has found himself unable to avoid breaking them himself. These times often leave his confidence shaken and on severe occasions have led to him unable to call on his magic for a time. (Yes, it is possible to trick him into thinking he has broken one of the rules)

1 – Thou Shalt Not Kill (This forbids the killing of non-primal planar, sentient beings with magic)

2 – Thou Shalt Not Transform Others (This forbids the shapeshifting of unwilling non-primal planar, sentient beings with magic)

3 – Thou Shalt Not Invade the Mind of Another (This forbids the metal invasion of unwilling non-primal planar, sentient beings with magic)

4 – Thou Shalt Not Enthrall Another (This forbids the binding or domination of non-primal planar, sentient beings with magic)

5 – Thou Shalt Not Reach Beyond the Borders of Life (This forbids the summoning, binding, and exploitation of the unwilling dead)

6 – Thou Shalt Not Swim Against the Currents of Time (This forbids the use of time travel to alter the timeline)

7 – Thou Shalt Not Open the Outer Gates (This forbids the summoning or contacting of creatures or entities from beyond the Cosmic Coil)

 

 

Shadowed Soul: A yet unidentified shadowy person or entity has taken an interest in Christopher since he was a child and on occasion has attempted to ‘nudge’ him into actions. Because of its early interest in him, this entity already has some influence it is able to call upon. Sometimes, when it could be detrimental or prove to be a long-term problem for Christopher, the entity can mentally influence his senses. Its plans are unknown to Christopher, but he doesn’t believe it’s trying to kill him. But he does believe it is trying to turn him towards a path of darkness. (This usually manifests as mental illusions that only Christopher is subject to.)

 

Sweating Magic: Magic is raw, untamed power that more and more intricate technology just can’t stand up to. Sometimes, under stressful conditions Christopher radiates enough magic to disrupt or out right shut down nearby technology.

 

 

 

ABILITIES [0 + 4 + 2 + 8 + 8 + 8 = 30PP]
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 18 (+4)

COMBAT [8 + 8 = 16PP]
Initiative: +2 (+2 Dex)
Attack: +10 (+4 Base, +6 Device)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Grapple: +4 (+4 Melee Attack, +0 Strength)
Knockback Resistance: 0/-7

 


SAVING THROWS [7 + 6 + 6 = 19PP]
Toughness: +10 (+1 Con, +9 Force Field [5 Impervious])
Fortitude: +8 (+1 Con, +7PP)
Reflex: +8 (+2 Dex, +6PP)
Will: +10 (+4 Wis, +6PP)
 

 

SKILLS [104R = 26PP]

Bluff 6 (+10)

Concentration 6 (+10)

Craft, Artistic 6 (+10)

Disable Device 6 (+10)

Gather Information 8 (+12)

Investigate 8 (+12)

Knowledge (arcane lore) 8 (+12)

Knowledge (streetwise) 6 (+10)

Knowledge (theology and philosophy) 6 (+10)

Language 8 (English [native], Latin, Spanish, Sumerian, Mandarin, Hebrew, Atlantean, Enochain, Infernal)

Notice 10 (+14)

Search 8 (+12)

Sense Motive 10 (+14)

Stealth 8 (+10)

 


FEATS [46PP]

Artificer 

Connected

Dodge Focus 6

Equipment 2 (Apartment/Office 10EP)

Improved Initiative

Luck 3

Ritualist 

Sidekick 30 (Lark 150PP)

Well Informed

 

Equipment 2 (10EP)

Blackstaff Investigations (Headquarters) [10EP]

            Size: Small [0EP]

            Toughness: +10 [1EP]

            Features: [9EP]

                   Fire Prevention System

                   Laboratory

                   Library

                   Living Space

                   Personnel (fey cleaning, phantom librarian, part-time werewolf secretary)

     Security System 3 (DC 30)

                   Workshop

 

 

 

POWERS [12 + 37 + 6 = 55PP] 

 

Device 3 (Shield Bracelet; Hard to Lose) [12PP] (Descriptors: Jewelry, Foci, Magic)

            Force Field 9 (Feat: Subtle; Extra: Impervious 5) [15DP]

 

Magic 10 (33PP Magic Array; Feats: Alternate Power 6; Drawback: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] (Descriptors: Magic) 

  • BP: Blast 10 (Extra: Penetrating 5; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 1, Variable Descriptor 2 [Any "Magic" descriptor]) [33/33PP] 
  • AP: Create Object 10 (Extra: Duration 1 [Continuous], Impervious 7; Flaw: Action [Full-round]; Feats: Affects Insubstantial 2, Precise, Selective, Stationary, Subtle) [33/33PP]
  • AP: Move Object 12 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Precise, Subtle) [33/33PP] 
  • AP: Nullify Magic 10 (“Dispel Magic”; Nullify [All Magic Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP]
  • AP: Nullify Technology 10 (“Jinx Technology”; Nullify [All Technology Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP]
  • AP: Snare 10 (Extras: Area [General Burst]; Feats: Affects Insubstantial 2 [Full effect], Reversible) [33/33PP]
  • AP: Teleport 10 (“Shadow Roads”; Extras: Accurate, Affect Others; Feats: Change Direction, Change Velocity, Easy, Dimensional; Flaw: Medium [Shadows]) [34/33PP]

 

Super-Sense 3 (Magic Awareness [All Magic Effects]; Mental, Acute, Radius, Ranged) [6PP] (Descriptors: Mental, Sense Dependent, Magic)

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+4

Blast

100 ft.

DC25 Tou (staged)

Damage

+10, Penetrating 5, Affects Insubstantial 2, Crit 19-20, Variable Descriptor 2

Dispel Magic

50 ft. radius area

DC20 Ref

Halve Nullify rank for power check if passed

 

 

 

Opposed power check

Powers nullified

 

Jinx Technology

50 ft. radius area

DC20 Ref

Halve Nullify rank for power check if passed

 

 

 

Opposed power check

Powers nullified

 

Move Object - Thrown Objects

100 ft.

DC25 Tou (staged)

Damage

+10, Crit 19-20, Indirect 3, Precise, Subtle

Snare

100 ft.
50 ft. radius area

DC20 Ref

Halve Snare effect DC if passed

Affects Insubstantial 2, Reversible

 

 

DC20 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

 

 

 

 

TOTALS

Abilities (30) + Combat (16) + Saving Throws (19) + Skills (26) + Feats (46) + Powers (55) - Drawbacks (0) = 192/205 Power Points

Posted

Lark

Power Level: 10 (150/150PP)
Unspent Power Points: 0
Trade-Offs: None

  

 

In Brief: Part-time college student/part-time secretary/part-time werewolf

Catchphrase: ***

Theme: Bad Moon on the Rise

 

 

Alternate Identity: Lark Williams (Secret)
Birthplace: Emerald City

Residence: ECU Dorms, Emerald City
Base of Operations: Blackstaff Investigations
Occupation: College Student, Business Major

Affiliations: Blackstaff
Family: Mother and Father

  

Description:
Age: 25 (DoB: September 17th, 1998)
Apparent Age: mid 20s
Gender: Female
Ethnicity: Caucasian
Height: 5’ 10” / 7’ 3”
Weight: 138lb / 242lb
Eyes: Hazel
Hair: Dirty-Blonde / Light Brown

 

Description

Lark looks average enough in her size and build, but take a closer look as you can notice the defined muscles under the softness of college life. She shares a lot of her looks with her mother including her dirty blonde hair and hazel eyes.

As a werewolf, Lark is capable of assuming a giant sized wolf or the stereotypical hybrid form. Her fur is a light brown but her inhuman eyes keep their hazel coloring . Razor sharp claws and fangs complete the look.

 

History:

While in her freshman year as Business major at Emerald City University, Lark was attacked by a werewolf one night. She was the only survivor of the group she had been with. Weeks in the hospital and questions from police and media left her feeling scared and tired, but it wasn’t until the next full moon approached and the nightmares began that she truly felt the terror.

She had transformed into a savage beast like the one that had attacked her for two nights straight before stumbling across Blackstaff’s office. He had already been investigating the attacks that were occurring every full moon, when Lark explained she had survived the previous attack he quickly agreed to help her. Using her connection to her attacker the two tracked down the werewolf responsible for the ‘Full Moon Murders’ as the media had dubbed them.

With the werewolf responsible for turning her dead, Lark’s nightmares stopped. But in truth she was still deeply afraid of her condition. Blackstaff attempted to remove the curse, but was unable to. Instead he promised to help her control the transformations and the easy now inside her clawing to escape.

So, she began working at his office as his secretary/office assistant. Though she has recently pressed Blackstaff to be more involved with cases.

 

 

Personality & Motivation:

Lark is cheerful and upbeat. She had planned on a simple life running a business of her own. And while her condition complicates things, she still wants to make something of herself.

Courageous and strong willed, she has practiced with her werewolf nature to better control it. She isn’t afraid to put herself in danger to help someone else, though she still sometimes overestimates her abilities.

 

Power Descriptions:

Lark is a werewolf, complete with all its weaknesses. Silver and wolf’s bane being two biggest. Her curse is magical in nature.

 

Complications:

Silver Bullet:

The touch of silver can burn causing her to be weary of it.

Herbalism:

Wolf’s bane can cause a range of reactions depending on how it is handled or processed.

Mark of the beast:

Other creatures can sometimes sense when a predator is near. This can cause complications ranging from unintentional intimidation to unwanted irrational fear of her depending on the creature and situation.

Call of the Wild:

Strong magical or mental forces could cause her to change uncontrolled, perhaps even enraging her and driving her to attack indiscriminately.

 

ABILITIES  6+ 4 + 4 + 6 + 6 + 4 = 30PP
Strength: 16/[Human form] 24 (44 carry cap & 28 sustain activity)/[Wolf] 30 (50 carry cap & 34 sustain activity)/[Hybrid] 30 (55 carry cap & 35 sustain activity) (+3/+7/+10/+10)
Dexterity: 14/18 (+2/+4)
Constitution:  14/[Human] 24/[Wolf & Hybrid] 27 (+2/+7/+8)
Intelligence: 16 (+3)
Wisdom: 16 (+3)
Charisma: 14 (+2)

COMBAT  8 + 8 = 16PP
Initiative: +8 (+4 Dex, +4 Imp Init)
Attack: +10 melee (+4 Base, +6 Attack Focus [melee])
Defense: +10 (+4 Base, + 6 Dodge Focus), +2 Flat-Footed

Grapple: +7/+14/+18(wolf)/+19(hybrid) (+4 Melee Attack, +3/+10 Strength, /+4 Super-Str/+1 Super-Str)
Knockback Resistance: -6/-7/-8

SAVING THROWS  2 + 5 + 5 = 12PP
Toughness: +4/+9/+10(+2/+7/+8 Con, +2 Protection, Impervious 6)
Fortitude: +4/+9/+10 (+2/+7/+8 Con, +2PP)
Reflex: +7/+9 (+2/+4 Dex, +5PP)
Will: +8 (+3 Wis, +5PP)
  

SKILLS  72R = 18PP

Acrobatics 6 (+8/+10)

Computers 7 (+10)

Concentration 3 (+6)

Drive 2 (+4/+6)

Investigate 7 (+10)

Knowledge, Arcane Lore 2 (+5)

Knowledge, Economics 7 (+10)

Knowledge, Pop-culture 7 (+10)

Knowledge, Small Business 7 (+10)

Knowledge, Technology 2 (+5)

Medicine 2 (+5)

Notice 7 (+10)

Search 7 (+10)

Stealth 6 (+8/+10)

 

FEATS  17PP

Attack Focus [melee] 6

Blind-Fight

Dodge Focus 6

Evasion 1

Fearless

Fearsome Presence

Improved Initiative

 

Powers: (18 + 11 + 35) [64PP]

Combat Array 8 (16PP Array; Feats: Alternate Power 2) [18PP]

    BP: Damage 10 (Extra: Penetrating 6) [16/16PP]

    AP: Enhanced Strength 8 [16/16PP]

Super-Strength 4 (+20 carry cap & +4 sustained)

    AP: Emotion control 10 (Frightful Roar; Extra: Area [General, Burst: 250’ radius]; Feat: Progression [Area] 2; Flaws: Limited [Fear], Sense-dependant [Hearing]; Drawback: Noticeable) [11/16PP]

Morph Array 5.5 (10PP Array; Feat: Alternate Power 1) [11PP]

    BP: Hybrid Form (10PP Container, Disability: can’t speak [common, moderate, -3PP], Feat: Innate) [10/10PP]

        Morph 3 (Single Form: Wolf-Human Hybrid, +15 Disguise checks; Drawback: Action 2 [Standard action]; Feat: Linked [Growth] ) [1PP]

        Growth 3 (+6 Str [non-skill check], +3 Con; Drawback: Action 2 [Standard action]; Feat: Linked [Morph]) [7PP]

        Speed 1 (50 MPH total) [1PP]

        Super Sense 1 (Hearing: Extended) [1PP]

        Super-Strength 1 (+5 Str for carry capacity and +1 Str for sustained activity) [2PP]

    AP: Wolf Form (8PP Container, Drawback: Disability: no hands [common, moderate, -3PP], Disability: can’t speak [common, moderate, -3PP], Feat: Innate) [8/10PP]

        Morph 3 (Single Form: Dire Wolf, +15 Disguise checks; Drawback: Action 2 [Standard action]; Feat: Linked [Growth]) [1PP]

        Growth 3 (+6 Str [non-skill check], +3 Con; Drawback: Action 2 [Standard action]; Feat: Linked [Morph]) [7PP]

        Speed 2 (100 MPH total) [2PP]

        Super-Sense 3 (Hearing: Extended, Scent: Extended, Tracking: Scent) [3PP]

 

Physical Container 7 [35PP]

    Comprehend 2 (Animals, Speak to & Understand; Flaw: Limited [Canines only]) [2PP]

    Enhanced Constitution 7 [7PP]

    Enhanced Dexterity 4 [4PP]

    Protection 2 (Impervious 6) [8PP]

    Regeneration 8 (Bruised 2 [standard action], Injured 2 [5 minutes], Ability 1 [5 hours], Disabled 1 [5 hours], Feats:Persistent, Regrowth) [8PP]

    Speed 2 (25 MPH) [2PP]

    Super-senses 4 (Scent, Ultra-Hearing, Danger Sense 2: Hearing, Scent) [4PP]

 

Drawbacks -7PP

Vulnerable: Silver (Uncommon, Major [x2 damage]) [-3PP]

Weakness: Contact with Silver (Major, -1 drain all ability scores every round) [-4PP]

ATTACK             RANGE   SAVE                 EFFECT

Damage           Touch       DC25 Toughness Damage (Physical)

TOTALS

Abilities (30) + Combat (16) + Saving Throws (12) + Skills (18) + Feats (17) + Powers (64) - Drawbacks (7) = 150/150 Power Points

  • Fox locked this topic
Posted

This is a new sheet consolidating the older PC and sidekick sheets which had been submitted separately.

 

As of this post there are no differences between the sheets here and the already-approved versions; as such this new consolidated thread is APPROVED.

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