The Hauntsman

Value Characteristic Points
13 STR 3
21 DEX 33
23 CON 26
13 BODY 6
13 INT 3
15 EGO 10
30 PRE 20
18 COM 4
5 PD 2
10 ED 5
4/5 SPD 9
8 REC 0
20 END -13
32 STUN 0
Total 108
Points Powers END
7 Elemental Control: Energy Form (15-pt reserve); Darkness Powers Only: -1
a-7 Shape Shift (Limited Group); Reduced END: Zero, +½; Darkness Powers Only: -1 0
b-7 Force Field (10 PD/10 ED); Reduced END: Zero, +½; Darkness Powers Only: -1 0
c-22 Desolidification; Reduced END: Zero, +½; Darkness Powers Only: -1 0
d-7 10″ Flight (NC: 20″); Non-Combat Multiplier: ×2, +0; Non-Combat (MPH): 37; Reduced END: Zero, +½; Darkness Powers Only: -1 0
e-7 Life Support (total); Darkness Powers Only: -1
30 Multipower (90-pt reserve); Darkness Powers Only: -2; Darkness Powers Only (-1), Detects as Dark Magic (-.25), Requires Gestures (-.25), Will not work in areas warded against dimensional travel (-.25), does not work in brightly-lit areas (-.25).
u-2 2d6 Energy Blast (Dark Tendrils); Range: 310; Versus: ED; Affects Solid: +2; No Normal Defense: +1; Reduced END: Zero, +½; Affects Desolidified: +½; Area Effect (Radius): 5″ radius, +1; Selective Target: +¼; Darkness Powers Only: -2 0
u-3 12d6 Energy Blast: Darkness Bolt; Range: 450; Versus: PD; Reduced END: Zero, +½; Darkness Powers Only: -2 0
u-3 Images (Shadow Play) (Mind Scan, Sight, 16″ radius); Range: 0; Observer PER Penalty: 5, +15; No Range: -½; Reduced END: Zero, +½; Darkness Powers Only: -2 0
u-3 Telekinesis (Hands of the Night) (STR 15); Range: 440; Manipulation: Coarse, +0; Affects Solid: +2; Reduced END: Zero, +½; Affects Desolidified: +½; Darkness Powers Only: -2 0
u-3 Extra-Dimensional Movement (Gates of the Dark Dimensions); Dimensions: Group, +10; Time Travel: None, +0; Mass Multiplier: ×1, +0; Area Effect (One-hex): 1 hex(es), +½; Carrying Mass: None; Usable Against Others: ×1 mass, 1; Ranged: +½; Darkness Powers Only: -2; Reaches the various “Dark” Phantasm Realms, does not work versus natives of earth 9
u-3 15″ Teleportation (Stepping through Shadow) (Long Range 960″); Increased Range: ×64, +30; Reduced END: Half, +¼; Long Range: 960″; Long Range (miles): 1.19; Mass Multiplier: ×4, +10; Fixed Locations: 0; Floating Locations: 0; Darkness Powers Only: -2 1
7 Mental Defense (10 pts); Add to Total
12 Spatial Awareness; Only mimics the ability to see in darkness: -1
10 Immortality (eventually returns even if “slain” while mankind endures)
8 The Wings Of Nightmare (“Computer”) (1, 50 pts, -10 Disad.); Number: 1, +0; Disadvantage; User driven to defend the earth against extradimensional intruders.
58 ; This vaguely “batlike” talisman was already old when Lemuria was young, and has been used by mages throughout history – although it’s power comes at a heavy price. Only its Danger Sense, Speed Bonus, and “Armor” rely on external magic, it’s other powers are powered by the user’s life force. While inactive unless bonded with a mage, its virtually indestructible – and can be used as a focus to amplify other magics, albeit at a dark price.
(-27) Int 13, Dex 0, Spd 1
(15) Danger Sense (Against All Attacks, Anywhere); Works: Against All Attacks, +10; Range: Anywhere, +15; Bearer has nightmare visions of eldritch horrors. May be distracted at odd intervals. Up to 2d6 End, 1d6 Stun drain on occasion: -1; No Conscious Control, Often does not react to minor threats.: -2; Usable By Others: Power Lost, +¼ 18-
(10) Detect Power Nexi (+3 to PER); Limited Utility (GM Judgement): -1; Time Required: Instant, +2; Range: Ranged, +5; Usable By Others: Power Lost, +¼
(7) Detect Dimensional Disturbances (+3 to PER); No Conscious Control: -2; Time Required: Instant, +2; Range: Ranged, +5; Usable By Others: Power Lost, +¼
(9) Knowledge; Extradimensional Horrors; Usable By Others: Simultaneous Use, +½ 15-
(6) Knowledge; Prehuman Magic 15-
(2) Mind Link (With User); Minds: One Specific Mind, +5; Number of Minds: 1, +0; Distance: Single Planet, +0; Dimension: Current, +0; Only with wearer.: -1; Link with: Anyone, +0
(24) Armor (8 PD/8 ED); Hardened: ×1, ¼; Usable By Others: Simultaneous Use, +½; Visible; Seething aura of darkness: -¼; Dependent on user’s will; turns off if knocked unconscious.: -½
(9) +1 SPD; Usable By Others: Simultaneous Use, +½; Linked to Force Field: -½; Visible: -¼
(3) Programs; ; Monitor Mystical Events & Alert User, Search “Databases”, Run User Enhancements. All are in continious operation.
133 Total Powers
Points Skills, Talents, Perks Roll
30 +3 level w/Overall Level
15 +3 level w/Multipower
5 Money (Well Off)
26 Follower (Wings of Nightmare, 7x Shadow Hounds) (8, 55 pts, 0 Disad.); Number: 8, +15
3 Scholar
1 Knowledge: Sorcery 11-
1 Knowledge: Demonology 11-
1 Knowledge: History 11-
1 Knowledge: Magical Beings 11-
1 Knowledge: Mystic Artifacts 11-
1 Knowledge: The Phantasm Realms 11-
1 Knowledge: Warding Magic 11-
6 2d6 Aid (Ritual Magic) (Fade/turn, Max. 90); Range: 0; Trigger: Changeable, +½; Points fade instantly after power used: -½; Fragile Focus: -¼; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Increased END: ×10, -4; Costs END: -½; Side Effects: 60/All, -1; Visible (Easily detected by other mystics at fairly long ranges): -¼; Requires exotic locations or components at the option of the game master: Half, -1; Affects: Single Power of Special Effect, +¼; Charges: 1, -1¼; Recoverable Charges: -2 lev; Extra Time: 5 min., -2; Focus: Obvious Accessible, -1; Maximum of three rituals per day and seven prepared effects.: -1; Requires Skill Roll (using a relevant magical knowledge once per ritual): -½
; Ritual Magic requires a bag full of odd components (starting off with candles, chalk, parchment, incense, a brazier and charcoal, pens and ink, odd bits of jewelry, a wand, a knife, a mirror, holy water, oil, and a bell, even before getting into the odder stuff required for particular rituals), an hour of chanting, gesturing, and fooling about with the materials, and a skill check with a relevant knowledge skill. If you succeed, you’ve built up the power to be used – which can either be unleashed immedietly, or be saved to be unleashed with a short invocation later. If you fail, the magic goes wild, with unpredictable (but generally bad) effects.
Ritual effects can have active point totals of up to 40 points if prepared anywhere, 60 if prepared at a minor nexus, 80 if prepared at a major nexus, and 90 if you have an appropriate extradimensional source of power to draw on.
92 Total Skills, Talents, Perks
125+ Disadvantages
20 Phys. Lim: Cannot pass magical wards (Frequently, Fully)
15 Phys. Lim: Forms are superficial only, no fingerprints, etc. (Frequently, Greatly)
10 Phys. Lim: Limited legal status (Infrequently, Greatly)
10 Distinctive Features: Spawn of Darkness; Concealability: Not Concealable, 15; Reaction: Always noticed & major reaction, +5; Generic Limitation (Only apparent to mystics): -1
40 Vulnerability: Double damage Vrs Light (2× STUN and BODY); Attack: Common, +10
15 Hunted: Ebonar (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
20 Hunted: Sir Isaac Newton (11-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Distinctive Feature: Casts no Shadow; Concealability: Concealable, 10; Reaction: Noticed and Recognizable, +0
20 Code of Chivalry (Common, Total)
10 Compulsive Overactor (Common, Moderate)
10 In Love with Angel of Fire (Uncommon, Strong)
10 Public Identity
10 Reputation: Spirit of Darkness/Imaginary Friend (11-)
200 Total Disadvantages
COSTS: Char. Powers Total Total Disadv. Base Exp.
108 + 225 = 333 333 = 200 + 125 + 8
OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
7 7 5 10 23/18 28/18 3, 5, 8, 10, 12

Story: Unlike most terror and nightmare-born denizens of the various Phantasm Realms of Darkness, “Evan” originated as an imaginary friend – a creature of the twilight who knew all the little magical rituals for warding off the nastier creatures of the night.
He didn’t change much for many centuries. Until very recently, there wasn’t enough loose darkness magic on earth to allow it. Still, he had broadened his knowledge of rituals and acquired many occult facts over the centuries – enough lore to let him recognize the Wings of Nightmare when they fell into his hands during the Darkstorm War. The Wings offered a choice – to stand against the greater darkness, against what had spawned all the evil of men with its lightest touch, or to turn away. They could unlock a path for him to draw directly on the Phantasm Worlds of his birth, giving him immediate, as well as ritual, magical powers – but that same opened path would draw him into the War.
At his core, Evan had been called into being as a companion to men, a friend and a guardian against the more terrible things that haunted the darkness. There really wasn’t any choice at all. He opened the channel, bound a few minor shadows to himself, and set out.
His role in the war would be minor – but a lesser shadow rose against the greater.

He normally carries a satchel full of basic ritual magic components, a pocket secretary (cell phone/PDA), a coil of rope, and a first aid kit.

(5’7″), Weight:
(33 lbs), Sex: Male, Age: 1860, Race: Shadow Phantasm

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