Jackson Calloway
Cost Characteristic Value Roll Notes
5 STR 15 12- Lift: 200.0kg; HTH: 3d6; END: [1]
15 DEX 15 12- OCV: 5  DCV: 5
20 CON 20 13-  
0 BODY 10 11-
8 INT 18 13- PER Roll: 13-
32 EGO 23 14- ECV: 8; Mental Defense: 6
10 PRE 20 13- PRE Attack: 4d6
0 COM 10 11-
2 PD 5   Total: 8/20 PD (3/15 rPD)
1 ED 5   Total: 8/20 ED (3/15 rED)
15 SPD 4   Phases: 3, 6, 9, 12
0 REC 7   Running: 6" / 12"
15 END 60   Swimming: 2" / 4"
4 STUN 32   Flight: 10" / 20"
WIZARD | Summary
Real Name: Jackson Calloway Hair Color: Black
Concept: Mystic Eye Color: Brown
Affiliation: Liberty Force (1976-1979) Height & Weight: 5' 11" (1.80 m) / 163 lbs (74.00 kg)
Played By: NPC Date of Birth: December 4, 1954
Created By: Ben Langdon Place of Birth: New York City, New York, USA
Cost Powers END
48 The Wizard's Magic: Multipower, 60-point reserve, (60 Active Points); all slots Requires A Magic Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points -1/4)
3u 1) Animate Objects: Entangle 3d6, 3 DEF, Reduced Endurance (1/2 END; +1/4), Indirect ( Any origin, any direction; +3/4) (60 Active Points); OIF: Objects of Opportunity (-1/2), Extra Time (Full Phase, -1/2) 2
5u 2) Healing Touch: Healing BODY 6d6 (60 Active Points) 6
5u 3) Magic Eye: Clairsentience (Sight Group), x32 Range (5600"), Mobile Perception Point (can move up to 6" per Phase), Targeting (60 Active Points) 6
5u 4) Magical 'Eldritch' Blast: Energy Blast 12d6 (60 Active Points) 6
5u 5) Master of Illusions: Sight and Hearing Groups Images Increased Size (4" radius; +1/2), +/-6 to PER Rolls, Costs END Only To Activate (+1/4) (41 Active Points) 5
5u 6) Mind Reader: Telepathy 12d6 (60 Active Points) 6
3u 7) Siphon The Magic: (Total: 60 Active Cost, 34 Real Cost) Absorption 6d6 (Energy, Endurance) (30 Active Points); Only Versus Magic Attacks (-1/2) (Real Cost: 17) plus Force Field (30 ED) (30 Active Points); Only Versus Magic Attacks (-1/2) 3
5u 8) The Weatherman: Change Environment 64" radius, +1 Points of Telekinetic STR, +3 Temperature Level Adjustment, -3 Temperature Level Adjustment, Multiple Combat Effects (60 Active Points) 6
5u 9) Where Has All The Magic Gone?: Dispel Magic 16d6, any Magic power one at a time (+1/4) (60 Active Points) 6
5u 10) Wizard's Poltergeist I: Change Environment 4" radius, +10 Points of Telekinetic STR (60 Active Points) 6
5u 11) Wizard's Poltergeist II: Telekinesis (40 STR) (60 Active Points) 6
15 Basic Tricks: Elemental Control, 30-point powers
7 1) Animate Objects - And Let Them Fly!: Flight 10", Usable Simultaneously (up to 2 people at once; +1/2) (30 Active Points); OIF: Objects of Opportunity (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2) 3
7 2) Mental Blast: Ego Attack 3d6 (30 Active Points); Increased Endurance Cost (x2 END; -1/2), Normal Range (-1/4), Limited Range 10" (-1/4) 6
15 3) Wizard's Shield: Force Field (12 PD/12 ED), Reduced Endurance (1/2 END; +1/4) (30 Active Points) 1
1 In Touch With His 'Zen': Mental Defense (6 points total) 0
6 Protective Charm: Armor (3 PD/3 ED) (9 Active Points); IAF (-1/2) 0
1 Shades: Sight Group Flash Defense (3 points) (3 Active Points); OAF (-1) 0
Cost Talents
5 Magesight: Magesight
4 Voracious Reader: Speed Reading (x10)
Cost Perquisites
2 The Wizard: Reputation: Powerful Magician (A small to medium sized group) 8-, +2/+2d6
Cost Martial Arts
Maneuver Phase OCV DCV Notes
Those Kung Fu Moves
Block 1/2 +2 +2 Block, Abort
Kick 1/2 +0 +2 5d6 Strike
Strike 1/2 +1 +0 5d6 Strike
Cost Skills
2 AK: Chicago, Illinois, USA 11-
1 AK: Liberia 8-
3 Acting 13-
3 Breakfall 12-
1 Bureaucratics 8-
3 Conversation 13-
1 Disguise 8-
0 Everyman Skills
AK: New York City, New York, USA 11-
Acting 8-
Climbing 8-
Concealment 8-
Conversation 8-
Deduction 8-
Language: English (idiomatic)
PS: Student 11-
Paramedics 8-
Persuasion 8-
Shadowing 8-
Stealth 8-
TF: Small Motorized Ground Vehicles
2 Gambling (Card Games) 13-
3 Interrogation 13-
3 Lockpicking 12-
3 Mechanics 13-
3 PS: Magician 14-
3 Persuasion 13-
9 Power: Magic 17-
11 Scholar
KS: Civil Rights Movement (2 Active Points) 11-
KS: Criminal Law (2 Active Points) 11-
KS: Kung Fu (2 Active Points) 11-
KS: Music (2 Active Points) 11-
KS: The World Of Black Films and Entertainment Industries (2 Active Points) 11-
KS: The World of Magic (4 Active Points) 14-
3 Shadowing 13-
3 Sleight Of Hand 12-
3 Stealth 12-
3 Streetwise 13-
2 Survival (Urban) 13-
1 WF: Handguns
200+ Disadvantages
20 Dependent NPC: Three Younger Brothers And His Grandmother (From Liberia) 8-
10 Distinctive Features: African American Superhero (1970s)
5 Distinctive Features: Magic Aura
15 Hunted: Mystery 8-
15 Monitored: Magical Community 8-
20 Normal Characteristic Maxima
15 Psychological Limitation: Always Calm And Collected (Super Cool)
15 Psychological Limitation: Fights For The Underdog
20 Psychological Limitation: Will Not Kill
15 Social Limitation: Secret Identity
16 Experience Points
WIZARD | Points Summary
Characteristics Cost: 127 Base Points: 200
Powers Cost: 151 Disadvantages: 150
Talents Cost: 9 Total Experience: 16
Perks Cost: 2 Spent Experience: 16
Martial Arts Cost: 11 Unspent Experience: 0
Skills Cost: 66 Total Points: 366

The Wizard seemingly came out of nowhere in 1976. He joined the newest line-up of Liberty Force along with Alley Cat, Chain, Razzle and the long-term member, Freddy Freedom (who changed his name to Captain Freedom during his tenure as team leader [1976-1978]). Liberty Force spent most of the late 1970s in and around New York City, battling crime on the street level as well as the odd threat from outer space or even Canada. Their predecessors were more mobile, but the 1970 team were more intrinsically linked to the Big Apple.

The Wizard was the first African American superhero, not including those who were active in the Golden Age as 'adventurers'. He was born in New York City and learned about secret magic from his great grandmother, who had once lived in Liberia. She brought across ancient stones and artefacts which she bestowed upon her great-grandson when she received a vision telling her that he was the chosen one. Her own daughter, the Wizard's grandmother, was furious and believed the secret knowledge was wasted on the boy.

The boy was determined to prove his grandmother wrong, and so Jackson Calloway became a serious scholar in the mystic arts. He absorbed all his great grandmother could tell him, as well as copious amounts of esoteric books from stores dotted along the Village.

He never did explain how he was drafted into the Liberty Force but once there he proved to be a solid and resourceful member. He survived the Gang Wars of 1977, even though some others did not. He moved with the times, slipping easily into a solo career during the team's quiet times. He adventured through dimensions and battled mystic threats that his team mates had no idea about.

In the end, though, Calloway lost his heart.

His great grandmother had died early on in his career, satisfied that he now had the powers she was told to pass on to him. But in 1979, after the Liberty Force disbanded due to internal bickering, Calloway's brother died of an over dose. The effect on his family was heartbreaking. Calloway gave up his adventuring lifestyle and focussed on his studies which had been abandoned years earlier.

He became a lawyer and worked tirelessly during the 1980s as a street lawyer, volunteering his time to help those who could not afford other legal assistance.



Jackson Calloway was given secret magic power as a young child and during these early years he was guided by his great grandmother who pushed him into his destiny. Once he had been accepted into the Liberty Force he realised that his powers and knowledge could help people and he gave as much as he could, never faltering along the way. He fought valiantly and cared deeply. Amongst the Liberty Force he was considered to be the soft one, but that tag was something that made Calloway proud. While the rest of the team started to become cynical, Calloway remained empathetic.

The Wizard is a mellow and caring hero, and although his enemies often try to use those personality traits against him, the Wizard always triumphs.



"Feel the vibe, man, stretching from you to me and back again, like some beautiful thread from the destiny serpent!"



The Wizard is a serious wielder of magic, something he gained from several sources including his great grandmother and arcane books from all over New York City. He has attracted some attention from extradimensional beings who have spent some time tutoring him, as well as other mystics who have found his superhero career interesting enough to show him some of their own knowledge and power.

Although he has a wide range of spells, he generally uses magic to create shields, to animate objects which can be used to wrap up opponents or fly through the air; and illusions. He also carries a protective amulet from his great grandmother.



The Wizard is an African American in his twenties, with a sizeable afro hair-do, long sideburns and a small goatee beard. As the Wizard, he wears an orange and green striped t-shirt which is fairly tight, and light green flared trousers. On his wrists he wears golden wrist guards, like all of the Liberty Force; and he makes sure to wear anti-nuclear peace signs on his belt.

When he is not running around New York City as the Wizard, Calloway wears flares and silk shirts, and tries to keep his 'fro under control: something he doesn't worry about when he is the Wizard.