BLACK SKULL
Sarn Daggar
 
Cost

Characteristic

Value Roll Notes
0 STR 10 11- Lift 100kg; 2d6; [1]

39 DEX 23 14- OCV: 8  DCV: 8
26 CON 23 14-  
26 BODY 23 14-  
18 INT 28 15- PER Roll 15-
38 EGO 29 15- ECV: 10
13 PRE 23 14- PRE Attack: 4d6
-3 COM 4 10-  
8 PD 10   Total: 30 PD (20 rPD)
5 ED 10   Total: 30 ED (20 rED)
17 SPD 5   Total: 15 MD (0 rMD)
10 REC 12   Phases: 3, 5, 8 , 10, 12
7 END 60   Running: 6" / 6"
0 STUN 40   Swimming: 2" / 4"
 

Cost

Powers

END

437 Stolen Magic: VPP 250 Point Pool - Powers Can Be Changed as Phase Action (+), Limit: Only Magic (-), Requires Power Magic Skill Roll to Change (-0), Requires Knowledge Skill: Magic Spells Roll to Change (at -1 per 20 Active Points; Spells That Have Already Been Used or Have Been Obtained by Spell Stealer Do Not Need to Be Checked; -0), All Powers Use END from END Reserve (-0) 0 
25 Skeletal Lich: Elemental Control (50 point powers)
35 1) Magic-Fortified Bones I: Damage Reduction 75% Energy, Resistant 0
35 2) Magic-Fortified Bones II: Damage Reduction 75% Physical, Resistant 0
35 3) Magic-Fortified Bones III: Armor 20 PD/20 ED 0
25 4) Unliving: Life Support (Total Life Support, Immortal) 0
9 Ancient Mind: Mental Defense 15 0
60 Mana Pool: Endurance Reserve 400 END, 20 REC 0
71 Spell Stealer: Transform 10d6 Minor (Healed By Defeating Black Skull or By Studying Using INT/5 instead of REC) - Variable Effect (Transform Mystic to Mystic Lacking One Spell; +), Requires Power: Magic Skill Roll (at -1 per 20 Active Points; Subject to Skill vs. Skill Roll; -) 10
22 Unliving Eyes: Enhanced Sense: Spatial Awareness 0

Cost

Skills

0

Everyman Skills (Ancient Scythia)
Acting 8-
Area Knowledge: Scythia 11-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language Skill: Scythian (idiomatic)
Persuasion 8-
Professional Skill: Fisherman 11-
Shadowing 8-
Stealth 8-
Transport Familiarity: Small Rowed Boats

6

Knowledge Skill: Magic Spells 18-

3

Knowledge Skill: Mystics 15-

2

Language: English - Fluent Conversation

2

Language: Russian - Fluent Conversation

2

Language: Spanish - Fluent Conversation

15

Power Skill: Magic 21-

2

Professional Skill: King 11-

3

Professional Skill: Mage 15-
220+ Disadvantages
20 Distinctive Features: Ancient Skeletal Mage
15 Hunted: S.A.G.E. 8-
15 Physical Limitation: Can Only Recover Body Damage by Magical Means
5 Physical Limitation: No Sense of Smell/Taste
5 Physical Limitation: Odor
15 Psychological Limitation: Ambitious and Manipulative
25 Psychological Limitation: Megalomania
1 Quirk: Likes to Use Fishing Metaphors
1 Quirk: Will Hunt Hecate if She Regains Magic Powers
20 Social Limitation: Dead
10 Social Limitation: Frightens Small Animals and Children
10 Social Limitation: Impressively Obvious and Dangerous Powers
631 Experience Points
 
Characteristics Cost 204 Base Points 220
Powers Cost 754 Disadvantages 142
Talents Cost 0 Experience Points 631
Perks Cost 0 Total Points 993
Martial Arts Cost 0
Skills Cost 35
Total Cost 993
 
Concept Mystic Hair None
Nationality Scythian Eye Colour None
Place of Birth Hirtluk village, Scythia Height 1.8m
Date of Birth January 23, 754 BC Weight 59kg
 
Background

The blood red sun peered through the veil of crimson clouds barely over the North Sea. It enticed one to stare at it, but to do so would still result in blindness. Instead, Wendell James, the Ghost Chaser, turned his head to the side slightly and looked at the more soothing mauve clouds. The Voice had promised a transference of new knowledge this morn. Knowledge that would help the receiver in his quest. To Wendell James, it brought him hope of finally ending his ongoing quest to stop Donegal Mist.

Three dark tendrils lanced out of the space hidden by the brightness of the sun. As they approached, they wavered their tips at his mouth and temples for a brief moment and then engulfed his head.

Black Skull, the Spell Stealer pulled his net back through the hole in the dimensional seal and examined his catch. Eight spells, only two of which were unknown to him. But, of the two, one was that which he fished for. He had once thought that the Exorcism of Rulogastona, his rival long ago when he was still alive, was a useless spell. But now Black Skull had different enemies, the chief of which was the god-witch Hecate. Hecate, who imprisoned him here in a dimension barren of life.

The rock upon which he sat was hard, but he had gotten accustomed to it over the past decade - just as he had become accustomed to the tomb which he occupied for nearly three millennia until some fool treasure hunters opened it. Patience was a virtue when one was unliving. With his staff, Black Skull tapped on a hollow rock. A rock field arose from its bed and melded together. Steadily, it lumbered toward him and then stopped. This dimension was barren of life, but it did have spirits that flitted here and there. The origin of the spirits were unknown to him, he was never much into scholarly pursuits or philosophy. But he did know a spell that bound spirit to rock, and that had come in handy here.

"Rociadaemon," Black Skull called to the living rock, "the penultimate piece of the puzzle has come to me. Did I not tell you that all you have to do is find the right part of the lake and put out the right bait?"

The grinding-screeching speech of the rock-tethered spirit was jarring to the ear, but the only way it could communicate. Perhaps, the Spell Stealer would have to find a spell that allowed rock to speak at some point, but he had become accustomed to it if not comfortable with it.

"Yes," he spoke to his chief servant, "now we just need to wait until Hecate casts a dimension spell again and weakens the span. Then you can beat her senseless as you wish. Patience, my pet. That trout will bite, it's just a matter of time."

Personality

Sarn Daggar was born to a poor family of fisherfolk. But he was ambitious and talented, although a bit lazy. Through deceit and manipulation, he went from house servant to an advisor to the King of the Scythians. After learning magic, he turned on the King and Royal Family seeking the crown for himself. He was slain by a hundred arrows and buried in an unmarked tomb.

The mage had ensorcerled himself with a magical infusion spell which kept his spirit bound to his body forever. When a team of archeologists uncovered his tomb in 1996, they perished quickly and the lich was free to once again attempt to conquer. He quickly discovered the expanse of the world and the tremendous loss of knowledge of magic worldwide as well as a lack of mages. That put him in a position of advantage and he intends to conquer the world.

Quote
"Bait the hook well and you will soon hold your prey in your grasp."
Powers
Sarn's chief rival was the royal magician, Rulogastona Dak. It was then that Sarn decided that to defeat his rival, he needed to have magic as well. He left Scythia to 'explore new trade possibilities'. After studying under three different magi, he found a spell that was to his liking, one that allowed him to gain magic without having to really study it. He returned after two decades of travels to Scythia with knowledge of over two hundred spells gained by use of the Student's Spell of Jor-Ganekh.

In addition to his plethora of spells, Pi-Hinook's Binding has rendered Sarn Daggar unliving. In the vernacular of the arcane, he is a lich. As such, Black Skull is highly resistant to most things physical and energy that would harm a normal person.

Appearance

Black Skull appears to be a walking, talking skeleton in fine ancient clothing. A black silk cloak that comes down to his knee bone completes his garb. In one of his hands, he typically holds a staff; once his symbol of office as King of Scythia, it does not seem to hold any powers.

 

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