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Curious Key

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Power Level: 10 (150/150PP)
Unspent Power Points: 0 
Trade-Offs: +3 Defense / -3 Toughness 


In Brief: A fate mage from the netherworlds, escaped from apprenticeship to a dark wizard, looking for a second chance.


Alternate Identity: Ash Edict (Public)
Birthplace: Skylands - Netherworld

Residence: Apartment, West End
Occupation: Finder. Minder. Magical mercenary for hire.
Affiliations: -
Family: Estranged 


Apparent Age: 25 (Converting to your calendars is more trouble than it's worth)
Gender: Agender
Ethnicity: Netherworlder
Height: 5'9"
Weight: 170
Eyes: Gray
Hair: Black


Ash is a narrow-shouldered individual of moderate height. Their eyes are a featureless gray surrounding dark pupils, their hair cut short above their neck, excepting a braid tied along their left ear that tumbles down to their shoulder, their skin a deep, natural tan. They conceal their body's shape under loose clothing and layers. Their wardrobe is full of jeans and plain, shoulder-length, dark shirts. Over these, Ash wears their cloak.


The first magical artifact they made with their own hands, Ash considers their cloak a precious thing, and rarely bares to part from it. a mix of brown, black and gold that fall to their hips, sewn with mystical runes into its insides that flare and spark when harm is done to its wearer. Edict also owns a bat. A typical wooden bat, bought from a sporting goods store that they can't quite remember the name of. It's painted black, and shimmering blue runes are carved along its heft. At first, the bat was a matter of convenience, but over time it has become somewhat an iconic part of Edict's image. Like it or not, it's part of their brand now.




Edict was never a native of earth-prime. The protections and assurances offered to many born there, the protection of their guardian sorcerer, these were things that Edict had never known. The world that they were born was one build on levitating blocks of earth above a twisting maelstrom of power. These were the Skylands, a Netherworld, as the people of Earth Prime were known to call them, a nominally independent tributary of Empress Una's (may she reign for all eternity) grand, interdimensional sovereignty.


This was the place where Ash was born. It was where they thought they'd die.


Even then Ash was always, in a curious way, a lucky child. Born under the right stars, with a secret magic burning dormant in their body, Ash understood that they were special. That they were not understood. It coiled inside them, made them bitter. Her bitterness was used as a weapon, to dismiss her words, and made her withdrawn. They wanted, more than anything, an escape to something more meaningful. Something more. 


Perhaps their powers gave them what they thought they wanted. Perhaps that was simply when their luck ran out. Or perhaps what came next was still better than what waited for them in the Skylands. Regardless, that is when David came.


He did not understand all of it, but he understood a piece of it. 'You're special.' He said to them. 'You have a power that no one understands.' He told them. 'Do you understand what this means? You are a superior breed. You belong to another world.'


'I can show you. If you follow me.'


He appealed to the angry, bitter part of them that wanted to stand apart, that wanted to stand above. So they took his hand and followed him, of their own will, through a shimmering hole in the air.



There is a secret world, hidden behind this one. Maintained with wards, willful ignorance and plain, non-magical bribes and mortal corruption. Castles hidden in folds of space, behind secret keys full of wizards and their servants. Full of mythical creatures penned into cages and dismantled for parts.


This was the world David drew Ash into, and once locked there he did not them leave. For they were one of his apprentices, and David allowed his apprentices no more freedom than his dogs, until such a time as he deigned them ready. 


One of the few courtesies that extended Ash was the choice of their own name. From that moment onward, they were known as Edict.




There were three other apprentices in David's care. Leta. A scared young woman who feared being culled as the weakest. And Mal, the strongest of them all, with a born cruelty, who reveled in the monsters that David shaped them into, his inner aggression matched by fang, tooth and claw. And last, Murk, who they knew the least, who kept to his own and revealed nothing of himself.


Edict grew up with them. In some ways, they were a fragile, dysfunctional family, sharing in the training and horrors that David set upon them, haunted by the knowledge that one day they would be expected to kill each other to earn both David's mark of esteem and their own freedom.


Leta feared going against him, and so kept her head down and did her best to obey, to be the best apprentice she could be. Mal relished the thought of their death at his hands and reminded every opportunity he had. Even Edict didn't trust their odds fell into the habit of obedience. Magic or not, it seemed to them that there was no fate left to them where they did not belong to David.


In his name, they did horrible things. In this world, in others. To humans and non-humans. 




They were almost seventeen. The day that the apprentices knew was the traditional day where they were meant to face each other came nearer. Edict couldn't take it anymore; they mustered their courage and left.


Mal hunted them in the form of vicious birds and beasts, while Edict fled with no weapon. The odds, it seemed, were against them. On the verge of death, Edict plucked at fate and attacked their own, twisting it, casting themselves adrift, away from the world that David's stronghold was. Frantically, they moved from Netherworld to Netherworld through gates that connected them together. Through their magic, Edict could always see their fellow apprentices, see David coming, but no matter what they did they were always three steps behind, and getting closer.


Years Edict spent on the run, before throwing themselves at the mercy of a world that had kept the forces of Una and the teeming masses of the Netherworld at bay. The world that called itself 'Earth-Prime.' They begged protection from David. Some reared back, either unwilling to involve themselves in what they imagined to be Edict's retribution or imagining the plea to be part of some devious trap. Some came to Edict's aid. Not, Edict thought, nearly enough. 


But David never came. His castle stood empty. His pets abandoned in their pens. All that was left of his books were ashes. And no matter how they tried to look, they could not discover where he had gone to.



Taking the name 'Ash,' Edict started anew. At least as much as they could. The stigma of what they'd done, eased somewhat by the circumstances under which they had been forced to do it, remained, and became a barrier. No one would take them on as an apprentice or allow them closer to their books, and so Edict was forced to uncover things on their own. A mage for hire, Edict could find anything in a city on a whim and a guess, and their mere presence was a good luck charm with the money. They went from David's unwilling pawns to hired muscle. Guarding the back against creeping vampires and watching over kids in training try to call up demons in case something went wrong, Ash couldn't help but feel discontented.


At long last, from from David and everything else, Ash truly began to understand parts of themselves that had been dismissed. They could not help but to wonder how many kids were out there. Kids who got restless under the full moon. Who couldn't shut the voices out by clapping hands over their ears. Who felt things no one could explain . . .


And how many Davids were out there, holding out a hand, saying "I can show you. If you follow me?" They owed it to those kids to try to find a way to stop it. To be there for them before a David could find them. They laid out a spell over the map of probabilities casting wide, hoping for a direction. It didn't tell them 'how,' or 'when,' or even 'why,' but it told them 'where.'




With luck, they think, maybe they'll be able to remake themselves. Maybe they'll be able to reforge their fate. Maybe, in Freedom, they'll find their second chance.


Personality & Motivation:


Grim. Sober. Unfun. These are words that people often use to describe Ash, but they are not always fair. Despite understanding our language, there remains a great deal that Ash understands only vaguely about Prime society. Though in a better position now than they once were, much of what happen on Prime still makes little sense to them, and when they do not understand a thing they fall back into stoney, awkward silence.


At the heart of it, Edict is wounded. They see themselves as a selfish creature, trying to create a little bubble of stability where it's a little safer for people to go. In time, Edict hopes to be able to establish themselves in Freedom. Create a place where young minds touched by magic can come and seek shelter. Eventually, reaching out to the Netherworld to bring more kids who need help—like Edict did—out of Una's influence and away from predatory monsters like David. And they'll do what they can to take steps toward making that a reality.


Some would argue that alone is enough to name Edict a 'hero.' They would disagree.


Powers & Tactics:


While it's easy enough to dismiss Edict as a brute who runs up to anything in their way and smashes them with their bat, that isn't strictly true. As a fate mage, they have few avenues for direct attack. The methods Edict has available to them to engage with others physically are, quite simply, cheating by using magic outside their own specialty through ritual and artifact. As an ally, Edict is more valuable for their supportive abilities. With an incredibly potent scrying ability that, mixed with their magical ability to guess exactly where they need to look, Edict is an excellent person to have around if you want to know where to go. And when you get there, their unique ability to twist and subvert fate can help turn any conflict around.


But from the outside? Edict simply always seems to know where to go, and when they get there, they hit someone with a bat until the problem goes away.


Power Descriptions:

To one who cannot perceive magic, Ash's powers are more notable for how they influence the world than how they appear, because the work of fate magic is invisible and terribly subtle. Attacks, on their own, never quite seem to touch Ash. Bullets whiz around them, not as though they were thrown off course or blocked by a shield, but because against probability all of them just so happened to miss. A small spot remains untouched in a furious firestorm, not because anything kept it away, but because the flames just so happened to leave that spot of ground untouched.


Coincidences like this happen all the time around Ash, over and over. The fabric of the universe seems to refuse them harm. Their bat glows with strange runes when it hits someone and in the rare event ash is hit, their cloak seemed to absorb far more damage than it really ought, but that seems to be the only thing that seems explicitly supernatural.  


Someone who can perceive magic can feel what's really going on, though. Golden threads spin out from Mal's heart in countless multitudes, attaching themselves to everything. A constant flow of fate magic nudges, suggests, coerces reality to take a shape that will do no harm to Ash. 



Defector - Edict's fellow apprentices are still out there, somewhere. While Edict escaped the cycle David started them on, the others have not. They're involved deeply, and willingly, in the magical underworld. It's only a matter of time before Edict meets them again.

Dark Apprentice - The time Edict spent serving as David's apprentice is not so easily cast aside. Their change of heart is often questioned, and some even suspect that their presence serves one of David's gambits. Perhaps they are, and simply unaware of it. Give a hero point whenever the doubt and cynicism of the magical community stand in the way of Edict's goals.

Netherworlder - As a netherworlder, Edict's legal existence in Earth Prime is somewhat tenuous. While recognized by the magical communities of earth, non-magical governments and authorities who are not 'in the know' get suspicious, forcing Edict to rely mainly on magical communities. When their status as a Netherworlder cuts Edict off from support or aid, the GM may award Edict a hero point.  

For Me It Was Tuesday - Edict and their fellow apprentices did many terrible things to many people. There are many who would do anything to get even. 

Secret? What Secret? - Ash's identity as Edict is on the public record. Any enemies they have can simply look up who they are and they'll find out, immediately.

Say what? -  Edict's cloak is the only reason that they can understand Earth-prime languages. Without it they speak no language known on earth. This makes being separated from their cloak or being in any kind of magic-suppressing field especially confusing for both Edict and their allies.

Abilities: 2 + 2 + 4 + 8 + 10 + 0 = 26PP
Strength: 12 (+1)
Dexterity: 12 (+1)
Constitution: 14 (+2)
Intelligence: 18 (+4)
Wisdom: 20 (+5)
Charisma: 10 (+0)

Combat: 8  + 10  = 18PP
Initiative: +1
Attack: +4 Base, +10 Bat
Defense: +13 (+5 Base, +2 Enhanced Defense, +6 Dodge Focus), +2/3 Flat-Footed

Grapple: +5
Knockback: -1/4

Saving Throws: 5  + 3  + 4 = 12PP
Toughness: +7 (+1 Con, +6  Protection)
Fortitude: +6 (+1 Con, +5)
Reflex: +8 (+1 Dex, +4 Enhanced Reflex, +3)
Will: +8 (+4 Wis, +4)

Skills: 8R = 3PP

Intimidation 8 (+8)

Knowledge (Arcane Lore) 2 (+6)

Concentration 2 (+7)

Stealth 0 [+12 Distorted Odds] (+13)

Gather Information 0 [+8 Distorted Odds] (+8)

Search 0 [+8 Distorted Odds] (+12)

Notice 0 [+8 Distorted Odds] (+13)

Feats: 4PP


Attack Specialization (Bat) 3


Equipment: 0PP = 0EP

Powers: 1 + 35 + 9 + 15 + 15 + 12 = 87PP


Features 1 (Temporal Inertia) [1PP] (Netherworld Native)


Distorted Odds (35PP Container; Magic, Fate) [35PP]
Enhanced Defense 2 [4PP]
Enhanced Stealth 12 [3PP]
Enhanced Gather Information 8 [2PP]
Enhanced Search 8 [2PP]
Enhanced Notice 8 [2PP]
Enhanced Reflex 4 [4PP]
Enhanced Feats 10 (Dodge Focus 6, Luck 2, Beginner's Luck) [9PP]
Luck Control 2 (Force Reroll, Spend HP for Others: Feats: Luck 3) [9PP]


Super Senses 9 (Fate Awareness [Mental], Mental Sense [Accurate, Acute, Danger Sense, Extended, Radius, Ranged], Uncanny Dodge [Mental] ) 9PP (Fate Reading)

Fate Sorcery (16PP Array; Feats: Alternate Power; Drawbacks: Power Loss [If Unable To Speak] -2; Magic, Fate) [15PP]
BP: Probabilistic Scry [17/17]
ESP [Mental] 8 (Extras: Linked [Quickness]; Feats: Subtle 2) 10PP
Quickness 14 (Extras: Linked [ESP]; Flaws; Mental Only) 7PP
AP: Enhanced Strike 9 (Extras: Penetrating, Feats: Precise) [11/17PP] (Fated Flurry)


Runic Bat 4 (20PP Device; Flaws: Easy To Lose; Magic) [15PP]
Strike 9 (Feats: Mighty, Affects Insubstantial 2; Improved Critical 2, Knockback 5, Alternate Power) 20PP (Runic Slam)
AP: Stun 9 [18/19PP] (Runic Smash)


Apprentices' Cloak (15PP Device; Flaws: Hard To Lose; Magic) [12PP]
Protection 6 [6PP] (Defensive Runes)
Comprehend 3 (Understand any language, read any language, speak any one language at a time]) [6PP] (World-Walker's Tongue)
Super-Senses 2 (Magic Awareness [Visual]) [2PP] (Magesight)

Drawbacks: (-0) + (-0) = -0PP

DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 16 Toughness                Damage

Runic Slam          Touch      DC 25 Toughness                Damage

Runic Smash         Touch      DC 19 Fortitude                Daze/Stun/Unconscious


Totals: Abilities (26) + Combat (18) + Saving Throws (12) + Skills (3) + Feats (4) + Powers (87) - Drawbacks (0) = 150/150 Power Points

Edited by Curious Key
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Just a minor point: at the end of Power Descriptions, the golden threads are said to spin out from Mal's heart, which I'm guessing is a typo.



Flat-footed defense is half your defense rounded up (because the standard "round down" rule applies to your dodge bonus, not your flat-footed, which is simply what's left over - annoying, I know). With a 'base' defense bonus of +5/+7, flat-footed defense would be +3/+4.


Knockback, on the other hand, is indeed rounded down: with a Toughness save of +1/+7, Knockback would be -0/-3 - but see the note on Toughness below, under Saves.


This character is under-capped, though not by much: PL9.5 on offense at best (+10 attack with the bat, +9 damage with the bat). It's close enough that I'm willing to let it slide, myself, but you may want to consider swapping a rank of Knockback for one extra rank on the base Strike on that bat's attack power, as you may find it more useful (or find a way to up the rank of the bat device, to give you the breathing room to add pp to both the Strike and the Stun).



This character has +2 Con, not +1 - both Toughness and Fortitude will have to be adjusted.


With +5 Wis, not +4, the Will save will have to be updated or adjusted to match.



This character has bought 12R of skills, not 8, and is underpaying by 1pp.



What is the mental sense being bought under Super Senses? 'Mental' is a sense type, generally speaking, which would make these modifiers far far more expensive. Are they all intended to only apply to the Danger Sense? I would imagine not, since it would make your ESP later on kind of bad, but still....


The base power in your Fate Sorcery array costs 17pp, in an array limited to 16pp.


Four ranks of an easy-to-lose device costs 12pp, not 15pp; you're overpaying by 3pp, and can spend those elsewhere (huzzah!).


Magic is a Very Common descriptor; Magic Awareness, per our house rules, would be a 3pp power. Fortunately, you're also not spending 1pp out of the Cloak's 15pp limit, so you don't have to pay for this elsewhere.

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