The Darkmage

   Over the course of his adventures, and his thousand-year struggle against the corrupting power of Tyrannon, the Darkmage defeated numerous enemies, sealed dozens of powerful mystic nexi away from Tyrannon, helped contain the elder malevolence of the Wyrm Crown, defeated the Seven Horsemen of the Apocalypse, accidentally unleashed the power of the primordial darkness across the solar system. temporarily became female to give birth to a daughter by Oberon, lord of Faerie, was overwhelmed by Tyrannon’s ever-growing strength, and finally reawakened to voluntarily give up his immortality, sacrificing himself to seal the gateway which Tyrannon had turned his body into. I’m putting up his original character sheet both for the players who continue to adventure in the campaign the Darkmage helped shape and in memory of his player, Clint Thomas Walker, 1980-2008.


The Darkmage

Value Characteristic Points
13 STR 3
18 DEX 24
18 CON 16
12 BODY 4
28 INT 26
20 EGO 20
15 PRE 5
14 COM 2
4 PD 1
4 ED 0
3/4 SPD 2
7 REC 0
36 END 0
28 STUN 0
  Total 103


Points Powers END
  Sorcery (Personal and Ambient Magic)  
93 Variable Power Pool (80-pt Pool); Control Cost: 40; Gestures: Instant Power, -¼; Incantation: Instant Power, -¼; Side Effects: 30/Half, -½; Powers of above 40 active points may only be powered by End Reserve. Above 20 requires Ambient Magic.: -½; Side effects cannot be avoided: -½; Side Effects; Powers of 30+ Active Points Detectable at long ranges by other magi (Generic; Uncommon, Mild, 10), Using Ambient Magic (30+ Active Points) causes magical “ripples” which may awaken mystical beings, disturb existing spells, or allow dimensional entities to “slip” into the world (Generic, Common, Strong, 20), User Susceptible (1D6 End Drain, Recovers 1/Hour) to major magical disturbances or contact with extremely potent artifacts (Susceptible, 10). Powers and user are affected by ambient magic levels and types at game masters option (A rare, but occasionally annoying, problem). Total Effective Limitatons on Pool Effects; -2. User may have up to 240 active points worth of powers in use, although no one power may exceed 80 active points.  
4 END Reserve (80 END, 1 REC/turn); Only recharges at suitable power nexi, usually with meditation.: -1½; Thanks to the limited availability of ambient magic, Aldulf takes care to build up a power reserve when at appropriate locations…  
  Minor Mystical Talents :  
11 Mental Defense (15 pts); Add to Total  
10 Detect Magic (+0 to PER); Time Required: Instant, +2; Range: Ranged, +5  
3 Mental Awareness  
  Natural Immortal :  
5 Regeneration (1 BODY/Turn); Regenerate: Standard, +0; Activation: 11-, -1  
3 Immune to Aging  
3 Immune to Disease  
8 The Wings Of Nightmare (“Computer”) (1, 50 pts, -10 Disad.); Number: 1, +0; Disadvantage; User driven to defend the earth against extradimensional intruders.  
50 ; This vaguely “batlike” talisman which was already old when Lemuria was young, and has been used by mages throughout history – although it’s power comes at a heavy price. Of it’s various powers, only the Danger Sense, Speed Bonus, and “Armor” rely on external magic; the “Detects” and basic functions are supported by the user’s life force. The Talisman remains inactive unless bonded with a mage and is apparently near-indestructible. It can be used as a focus to amplify other magics, but this always lends such spells a “darker” tinge…  
(-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  
(4) Knowledge; Extradimensional Horrors; Usable By Others: Simultaneous Use, +½ 15-
(3) 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.  
140 Total Powers  


Points Skills, Talents, Perks Roll
10 +2 level w/Magic Pool  
10 +1 level w/Overall Level  
3 Linguist  
2 English (Old English Native) (Completely Fluent w/accent); Literacy: Standard, 0  
2 Arabic (Completely Fluent w/accent); Literacy: Standard, 0  
1 Nepalese (Fluent Conv.); Literacy: Standard, 0  
1 Gaelic (Fluent Conv.); Literacy: Standard, 0  
1 Latin (Fluent Conv.); Literacy: Standard, 0  
3 Scholar  
7 Knowledge; Sorcery 20-
2 Knowledge; Demonology 15-
2 Knowledge; History 15-
2 Knowledge; Magical Beings 15-
2 Knowledge; Mystic Artifacts 15-
2 Knowledge; The Astral Realms 15-
1 Knowledge; Alchemy 11-
1 Knowledge; Black Magic 11-
3 Professional Skill; Magical Artificier 15-
3 Deduction 15-
3 Conversation 12-
3 Tactics 15-
3 Sleight of Hand 13-
3 Stealth 13-
3 Streetwise 12-
3 Disguise 11-
  Familarities :  
2 Common Medevial Weapons  
2 Riding Animals  
1 Boats  
81 Total Skills, Talents, Perks  


125+ Disadvantages
  ——Hunted/Watched Disadvantages :——
25 Hunted; Cult & Minions Of Tyrannon (11-); Capabilities: More Powerful, 15; Non-combat Influence: Extensive, +5; Geographical Area: Unlimited, -0; Actions: Hunting, ×1; Punishment: Harsh, 0
10 Hunted; The Ghost Dance (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Limited, -5; Actions: Hunting, ×1; Punishment: Harsh, 0
5 Watched; The Archmage (8-); Capabilities: More Powerful, 15; Non-combat Influence: None, +0; Geographical Area: Unlimited, -0; Only Watching: ×½; Punishment: Mild, -5
  ——Psychological Limitations :——
10 Driven to confront evil magic (Uncommon, Strong)
10 Contempt For, and Ignorance of, Technology. (Common, Moderate)
10 Cannot accept an enemy’s escape. (Common, Moderate)
10 Attempts to avoid all social relationships (Common, Moderate)
5 Slightly intoxicated with his own power… (Uncommon, Moderate)
; With the recent rise in the ambient magic level, Aldulf still finds himself slightly overwhelmed by the raw power suddently coursing through him…
  ——Physical Limitations :——
10 Magical Limitations; May maintain a maximum of Int/5 spells at a time, Cannot use Summonings or Invocations. (Uncommon, Strong)
10 Phys. Lim; Cannot pass demon-wards, pentagrams, etc. (Infrequently, Greatly)
  ——Miscellaneous Limitations :——
20 Normal Characteristic Maxima
15 Secret Identity; Aldulf Portense
10 Susceptibility; Exorcisms, Religious Symbols weilded by True Belivers, Dispel Magic, Entering Holy Ground. (1d6 STUN and BODY/Effect is Instant); Condition: Uncommon, +5
; Actually 2d6; since this is “Rare”, rather then “Uncommon”.
10 Distinctive Features; Demonic Aura; Concealability: Easily, 5; Reaction: Always noticed & major reaction, +5
10 Reputation; Dangerously sloppy brooding mage. (11-)
10 Vulnerability: Cosmic/Primal Energies (1½× STUN and BODY); Attack: Uncommon, +5
10 Vulnerability; Spirit Magic (1½× STUN and BODY); Attack: Uncommon, +5
5 Reputation; Known to major magicians as a mystical artificier (8-)
; Actually 11-, but a very limited group.
5 Rivalry; Chi’an Lung, Jaa’rth, Other Archmage Cantidates.; Situation: Professional, 5; Position: Equal, +0; Rival: NPC, +0
200 Total Disadvantages


COSTS: Char.   Powers   Total Total   Disadv.   Base
  103 + 221 = 324 325 = 200 + 125


OCV DCV ECV Mental Def. PD/rPD ED/rED Phases
6 6 7 15 12/8 12/8 3, 6, 9, 12

   Story: In 1127 the villagers were beginning to whisper; Aldulf was past sixty years of age, and still as hale as a man of twenty. His wife had died years ago, and his children were beginning to grow old… In 1135 a neighbor warned him in time to flee the mob – but the rumors had reached men who’d used the mob as hounds to flush out ar quarry. The cult of Tyrannon had long sought a host for their Demon-God’s terrible energies – but mortal bodies swiftly burned out. Perhaps an immortal’s body would be different.
   It was; Aldulf survived – but did not become an avatar of Tyrannon; his body accepted the power, and adapted to it. With the arcane strength to back the bits of hedge magic he’d acquired over the years, Aldulf fled once again – to europe and, later, to the middle and far east. He mastered his own power, but found that – even when he located a nexus strong enough to fuel the contact spells – nothing but demons would answer his calls, and with those he would not deal.
   Worse, the demonic power burning within him lent a hint of darkness to every spell he cast, left him with demonic vulneribilities, and repelled others – to the point where he began to reject all social contact; it only led to pain – or to disaster when the servants of Tyrannon caught up with him again.
And the centuries passed…
   In 1922 the level of ambient magic began to rise. Many years would pass before the general background level would support spells beyond – or even on the level of – personal magic, but old power nexi grew in strength – and new ones arose. The Wings Of Nightmare – a minor charm in the ages of low magic – responded, and Aldulf began to dream.
   By the mid-1940’s, Aldulf could draw on nexi to power mid-level magic (Up to 40 active points) – enough to oppose Nazi necromancy during WWII. Since then, on average, his power has doubled every seven years – a factor of 5000 since 1945, an effect he still finds more then a bit intoxicating.
   He’s had a checkered career since 1945; He’s been driven to defend the earth against a variety of mystical plots and beings, but he’s often been a bit sloppy with his steadily-increasing power.

Height: 162cm (5’4″), Weight: 68kg (150 lbs), Sex: Male, Age: 940, Race: Caucasian



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