Black Skull
Sarn Daggar
Cost Characteristic Value Roll Notes
0 STR 10 11- Lift: 100.0kg; HTH: 2d6; END: [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; Mental Defense: 15
13 PRE 23 14- PRE Attack: 4 1/2d6
-3 COM 4 10-
8 PD 10/30   Total: 10/30 PD (0/20 rPD)
5 ED 10/30   Total: 10/30 ED (0/20 rED)
17 SPD 5   Phases: 3, 5, 8, 10, 12
10 REC 12   Running: 6" / 12"
7 END 60   Swimming: 2" / 4"
0 STUN 40  
Black Skull | Summary
Real Name: Sarn Daggar Hair Color: none
Concept: Mystic Eye Color: Black
Affiliation: Solo Villain Height & Weight: 5' 11" (1.80 m) / 130 lbs (59.00 kg)
Played By: NPC Date of Birth: January 23, 754 BC
Created By: Neil M Place of Birth: Hirtluk village, Scythia
Cost Powers END
400 Stolen Magic: Variable Power Pool, 250 base + 150 control cost, Powers Can Be Changed As A Half-Phase Action (+1/2); all slots Use END from END Reserve (+0) (437 Active Points); Limited Class Of Powers Available Magic Only (-1/4)
25 Skeletal Lich: Elemental Control, 50-point powers
35 1) Magically-Fortified Bones I: Armor (20 PD/20 ED) (60 Active Points)
35 2) Magically-Fortified Bones II: Energy Damage Reduction, Resistant, 75% (60 Active Points)
35 3) Magically-Fortified Bones III: Physical Damage Reduction, Resistant, 75% (60 Active Points)
25 4) Unliving: Life Support (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep) (50 Active Points)
9 Ancient Mind: Mental Defense (15 points total)
60 Mana Pool: Endurance Reserve (400 END, 20 REC) (60 Active Points)
83 Spell Stealer: Minor Transform 10d6 (Mystic into Mystic Lacking One Spell, Defeating Black Skull or Studying Using INT/5 instead of REC), Improved Target Group (+1/4) (125 Active Points); Requires A Power: Magic Roll (RSR Skill is subject to Skill vs. Skill contests, Active Point penalty to Skill Roll is -1 per 20 Active Points -1/2) 12
22 Unliving Eyes: Spatial Awareness (Unusual Group)
Cost Talents
5 Magesight
Cost Skills
10 +2 with Magic
Everyman Skills
AK: Scythia
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: Scythian (idiomatic) (4 Active Points)
PS: Fisherman
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Custom Adder, Small Rowed Boats
6 KS: Magic Spells 18-
3 KS: Mystics 15-
2 Language: English (fluent conversation)
2 Language: Russian (fluent conversation)
2 Language: Spanish (fluent conversation)
15 Power: Magic 21-
4 PS: King 13-
3 PS: Mage 15-
200+ Disadvantages
10 Distinctive Features: Ancient Skeletal Mage (Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)
15 Distinctive Features: Magic Aura (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Uncommonly-Used Senses)
20 Hunted: S.A.G.E. 8- (Mo Pow, NCI, Harshly Punish)
15 Physical Limitation: Can Only Recover Body Damage by Magical Means (Infrequently, Fully Impairing)
5 Physical Limitation: No Sense of Smell/Taste (Infrequently, Slightly Impairing)
5 Physical Limitation: Odor (Infrequently, Slightly Impairing)
15 Psychological Limitation: Ambitious and Manipulative (Common, Strong)
25 Psychological Limitation: Megalomania (Very Common, Total)
1 Quirk: Likes to Use Fishing Metaphors
1 Quirk: Will Hunt Hecate if She Regains Magic Powers
20 Social Limitation: Dead (Frequently, Severe)
10 Social Limitation: Frightens Small Animals and Children (Frequently, Minor)
10 Social Limitation: Impressively Obvious and Dangerous Powers (Frequently, Minor)
Black Skull | Points Summary
Characteristics Cost: 204 Base Points: 200
Powers Cost: 729 Disadvantages: 152
Talents Cost: 5 Total Experience: 633
Perks Cost: 0 Spent Experience: 633
Martial Arts Cost: 0 Unspent Experience: 0
Skills Cost: 47 Total Points: 985

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 transferrence 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 millenia 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."


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.


"Bait the hook well and you will soon hold your prey in your grasp."


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.


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.

Illustration by Noah Thorp.