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Blackstaff (PL10) - Spacefurry


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Blackstaff
Power Level: 10 (192/194PP)
Unspent Power Points: 2PP 

Trade-Offs: None

 

 

In Brief: Private/Paranatural Investigator

Catchphrase: ***

Theme: People are Strange - cover by Echo and the Bunnymen (originally by The Doors)

 

 

Alternate Identity: Christopher Daye (Public); Christopher Blake Verus Daye (Secret)
Birthplace: Just outside Richmond, Virginia

Residence: Emerald City, Renovated townhouse/office
Base of Operations: Blackstaff Investigation
Occupation: P.I.
Affiliations: none

Family: Father (missing), Mother, 2 Sisters

 

 

Description:
Age: 36 (DoB: May 30, 1984)
Apparent Age: 26

Gender: Male
Ethnicity: Caucasian 
Height: 5’ 11”
Weight: 178
Eyes: Hazel
Hair: Brown

 

 

Description:

A night owl, more by necessity then nature, Christopher isn’t nearly as pale as one would expect.

Preferring darker than neutral colors he’s usually dressed in slacks and button up shirt; and usually looking like he may have just rolled out of bed in them, he often completes his attire with a trench coat.

His hair is cut short causing it to stand up a little spiky. Christopher can be found sporting a trimmed mustache and goatee that never quite connects. But long hours on the job can leave him with stubble and needing a shave and trim.

 

 

History:
Born 2 weeks early, to James and Agatha Daye in their home during a total solar eclipse his parents believe he was born under a sign.

His mother was a sorceress and knew right away Christopher possessed magic potential. His father, a scholar of arcane lore but no wizard himself, at first wanted her to wait to teach him but eventually conceded to his wife’s wishes.

Christopher showed great promise and his mother was proud. Then, one winter’s morning when he was 13, he had to be pulled from his burning bedroom by his father. Once his mother had magically suppressed what her realized to be hell flames, she discovered half charged runes that she hadn’t taught her son chalked onto his bedroom floor. When confronted young Christopher told his parents a shadowy figure was teaching them to him in his dreams.

Fearing the implications his parents quickly set about to flee their current home and hide. During the rush to escape James Daye disappeared.

Now panicked even more, Agatha Daye gathered Christopher and his two younger sisters (Bethany and Cassandra) and took them to Freedom in an attempt to hide them.

As he continued to grow, his mother became more serious about her teachings and drilled him in the importance of the Light over the Shadow and not to listen to the shadowy figure that came to him in his dreams. Through practice and discipline the figure showed itself less and less.

 

After high school he moved to Emerald City with a friend decided to go for his private investigator license. After a few years apprenticing with an established investigator he left on good terms to open his own office. Now, many years later, Christopher Blake Verus Daye operates under the business name of Blackstaff Investigations. He doesn’t advertise, but somehow people who need him find his card or number, or sometimes even find their way into his office. Often with problems that normal avenues can’t handle.

 

 

Personality & Motivation:

Though he may seem rough and snarky when you first meet him, Christopher is very kind and loyal. But if you make him mad he isn’t one to be underestimated. And one of the easiest ways to get on his bad side, is to blatantly break the rules of magic he tries to live by.

He relies on his quick wit and magic to get himself out of the trouble his sharp tongue and protective nature can get him in to. There’s been a time or two he’s fallen for a sob story and cursed himself for it.

Behind the face of Blackstaff Investigations, Christopher strives to bring light to the darkness that he sees is covering the city. Even if it’s only one case at a time.

 

Power Descriptions:

Christopher’s mother taught him a form of ever evolving hermetic magic that she learned and added to from her own parents. He learned how to channel elemental forces, and how to use magic to affect the world around him, locate lost thing, and even call on other worldly beings.

He was taught to use words to shape the desired effects, and to protect his mind from the raw forces he channeled. Creating a personalized language so as to keep the dangerous forces from burning through him and causing harm. He learned how to use hand motions to further focus his power. His mother taught him how to create rituals to perform a wider repertoire of spells and how to create personal foci to aid him in streamlining his magic use.

Knowing he still has more to learn, Christopher relies on several foci he made himself to create some specific effects. Hopefully, with time and practice he’ll learn to create the same effects without the needed aids.

 

Complications:

 

Cat’s Eye View: During a missing child case Backstaff lost his left eye to a Cait Sidhe (cat-sith), faerie cat. He successfully returned the child and as ‘reward’ a swamp hag replaced his lost eye with that of the Cait Sidhe that took his original one. While the full repercussions of this have yet to be seen, it has granted him access to the ‘Olde Roads’ to travel on. It also means he does now carry the scent of the fae or can be identified as ‘fae-touched’. 

 

Hot and Cold Water: Blackstaff has a curse he has been unable to remove from himself, and a recent magical accident seems to have reactivated it. As of now, a powerful magical surge has a chance to change Blackstaff’s physical form, turning him into a younger female form. This form can easily be mistaken for a younger sister to his original physical form. Changing back on his own requires a long ritual.

 

 

The Rules of Magic: Drilled into his head from the very start by his mother, Christopher follows 7 rules of magic. Unfortunately, he has found himself unable to avoid breaking them himself. These times often leave his confidence shaken and on severe occasions have led to him unable to call on his magic for a time. (Yes, it is possible to trick him into thinking he has broken one of the rules)

1 – Thou Shalt Not Kill (This forbids the killing of non-primal planar, sentient beings with magic)

2 – Thou Shalt Not Transform Others (This forbids the shapeshifting of unwilling non-primal planar, sentient beings with magic)

3 – Thou Shalt Not Invade the Mind of Another (This forbids the metal invasion of unwilling non-primal planar, sentient beings with magic)

4 – Thou Shalt Not Enthrall Another (This forbids the binding or domination of non-primal planar, sentient beings with magic)

5 – Thou Shalt Not Reach Beyond the Borders of Life (This forbids the summoning, binding, and exploitation of the unwilling dead)

6 – Thou Shalt Not Swim Against the Currents of Time (This forbids the use of time travel to alter the timeline)

7 – Thou Shalt Not Open the Outer Gates (This forbids the summoning or contacting of creatures or entities from beyond the Cosmic Coil)

 

 

Shadowed Soul: A yet unidentified shadowy person or entity has taken an interest in Christopher since he was a child and on occasion has attempted to ‘nudge’ him into actions. Because of its early interest in him, this entity already has some influence it is able to call upon. Sometimes, when it could be detrimental or prove to be a long-term problem for Christopher, the entity can mentally influence his senses. Its plans are unknown to Christopher, but he doesn’t believe it’s trying to kill him. But he does believe it is trying to turn him towards a path of darkness. (This usually manifests as mental illusions that only Christopher is subject to.)

 

Sweating Magic: Magic is raw, untamed power that more and more intricate technology just can’t stand up to. Sometimes, under stressful conditions Christopher radiates enough magic to disrupt or out right shut down nearby technology.

 

 

 

ABILITIES [0 + 4 + 2 + 8 + 8 + 8 = 30PP]
Strength: 10 (+0)
Dexterity: 14 (+2)
Constitution: 12 (+1)
Intelligence: 18 (+4)
Wisdom: 18 (+4)
Charisma: 18 (+4)

COMBAT [8 + 8 = 16PP]
Initiative: +2 (+2 Dex)
Attack: +10 (+4 Base, +6 Device)
Defense: +10 (+4 Base, +6 Dodge Focus), +2 Flat-Footed

Grapple: +4 (+4 Melee Attack, +0 Strength)
Knockback Resistance: 0/-7

 


SAVING THROWS [7 + 6 + 6 = 19PP]
Toughness: +10 (+1 Con, +9 Force Field [5 Impervious])
Fortitude: +8 (+1 Con, +7PP)
Reflex: +8 (+2 Dex, +6PP)
Will: +10 (+4 Wis, +6PP)
 

 

SKILLS [104R = 26PP]

Bluff 6 (+10)

Concentration 6 (+10)

Craft, Artistic 6 (+10)

Disable Device 6 (+10)

Gather Information 8 (+12)

Investigate 8 (+12)

Knowledge (arcane lore) 8 (+12)

Knowledge (streetwise) 6 (+10)

Knowledge (theology and philosophy) 6 (+10)

Language 8 (English [native], Latin, Spanish, Sumerian, Mandarin, Hebrew, Atlantean, Enochain, Infernal)

Notice 10 (+14)

Search 8 (+12)

Sense Motive 10 (+14)

Stealth 8 (+10)

 


FEATS [46PP]

Artificer 

Connected

Dodge Focus 6

Equipment 2 (Apartment/Office 10EP)

Improved Initiative

Luck 3

Ritualist 

Sidekick 30 (Lark 150PP)

Well Informed

 

Equipment 2 (10EP)

Blackstaff Investigations (Headquarters) [10EP]

            Size: Small [0EP]

            Toughness: +10 [1EP]

            Features: [9EP]

                   Fire Prevention System

                   Laboratory

                   Library

                   Living Space

                   Personnel (fey cleaning, phantom librarian, part-time werewolf secretary)

     Security System 3 (DC 30)

                   Workshop

 

 

 

POWERS [12 + 37 + 6 = 55PP] 

 

Device 3 (Shield Bracelet; Hard to Lose) [12PP] (Descriptors: Jewelry, Foci, Magic)

            Force Field 9 (Feat: Subtle; Extra: Impervious 5) [15DP]

 

Magic 10 (33PP Magic Array; Feats: Alternate Power 6; Drawback: Power Loss 2 [When unable to speak and gesture; Frequency: Common]) [37PP] (Descriptors: Magic) 

  • BP: Blast 10 (Extra: Penetrating 5; Feats: Accurate 3, Affects Insubstantial 2, Improved Critical 1, Variable Descriptor 2 [Any "Magic" descriptor]) [33/33PP] 
  • AP: Create Object 10 (Extra: Duration 1 [Continuous], Impervious 7; Flaw: Action [Full-round]; Feats: Affects Insubstantial 2, Precise, Selective, Stationary, Subtle) [33/33PP]
  • AP: Move Object 12 (Feats: Accurate 3, Improved Critical 1, Indirect 3, Precise, Subtle) [33/33PP] 
  • AP: Nullify Magic 10 (“Dispel Magic”; Nullify [All Magic Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP]
  • AP: Nullify Technology 10 (“Jinx Technology”; Nullify [All Technology Effects]; Extra: Area [General Burst], Duration 1 [Concentration], Selective; Flaws: Flaw: Action [Full-round]; Range [Touch]) [40/33PP]
  • AP: Snare 10 (Extras: Area [General Burst]; Feats: Affects Insubstantial 2 [Full effect], Reversible) [33/33PP]
  • AP: Teleport 10 (“Shadow Roads”; Extras: Accurate, Affect Others; Feats: Change Direction, Change Velocity, Easy, Dimensional; Flaw: Medium [Shadows]) [34/33PP]

 

Super-Sense 3 (Magic Awareness [All Magic Effects]; Mental, Acute, Radius, Ranged) [6PP] (Descriptors: Mental, Sense Dependent, Magic)

 

 

DC BLOCK

Name

Range

Save

Effect

Attack bonus

Unarmed

Touch

DC15 Tou (staged)

Damage

+4

Blast

100 ft.

DC25 Tou (staged)

Damage

+10, Penetrating 5, Affects Insubstantial 2, Crit 19-20, Variable Descriptor 2

Dispel Magic

50 ft. radius area

DC20 Ref

Halve Nullify rank for power check if passed

 

 

 

Opposed power check

Powers nullified

 

Jinx Technology

50 ft. radius area

DC20 Ref

Halve Nullify rank for power check if passed

 

 

 

Opposed power check

Powers nullified

 

Move Object - Thrown Objects

100 ft.

DC25 Tou (staged)

Damage

+10, Crit 19-20, Indirect 3, Precise, Subtle

Snare

100 ft.
50 ft. radius area

DC20 Ref

Halve Snare effect DC if passed

Affects Insubstantial 2, Reversible

 

 

DC20 Ref (staged)

Fail: Entangled
>5: Bound and Helpless

 

 

 

 

TOTALS

Abilities (30) + Combat (16) + Saving Throws (19) + Skills (26) + Feats (46) + Powers (55) - Drawbacks (0) = 192/194 Power Points

 

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Solid sheet overall! A few things, feedback-wise:

 

Combat

Double-check the math on the Knockback Resistance. The low-end is correct (+1 Con, /2 = -0 knockback), but the high end is affected by the Force Field; with +5 Impervious Toughness and +5 Non-Impervious Toughness, Blackstaff would have (5 + 0.5*5 = 5 + 2 = ) a -7 knockback modifier at his sturdiest.

 

Saves

Please note how much of the character's toughness Impervious, here; it's very useful for quick reference and will save you and your GMs a lot of time.

 

Feats

I count 15pp of feats, rather than the listed 9; this also puts the character over-budget.

 

Powers

You're over-paying for that Magic Awareness; 'magic' is a very common descriptor, and per our house rules on powers Awareness of a very common descriptor is 3pp. Acute, Radius, and Ranged are 1 rank (1pp) each when applied to a single sense, so that'd be Super-Senses 6, costing 6pp.

 

Looks like the formatting on the Pentacle went a little wonky; should read 'Flaw: Range', rather than just 'Range'.

 

I'm not sure what Indirect will do for you on Move Object; Move Object isn't really a directed power (that is, it can already do things like move objects toward you or in odd directions). I may be missing some application though?

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Is that right for the Knockback now?

 

I noted the Impervious.

 

The math for total PP should be right now, unless the following means I need to adjust it again.

 

I must have misread the Super-Sense bit. I read it as 3PP per rank for Very Common times 3 ranks for the total of 9PP.

Edit: Rocketlord cleared that up for me. I’ll have to fix that when I get home. 

 

And I don't remember who suggested the Indirect, but if you don't think I need it, I can remove it and use the point elsewhere.

Edited by Spacefurry
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