Ash Darke
Character Name: Ash Darke
Alternate Identities: Ashley Burton Darke
Player Name: RPG
CHARACTERISTICS
Val Char Base Points Total Roll Notes
18 STR 10 8 18 13- HTH Damage 3 1/2d6 END [2]
21 DEX 10 33 21 13- OCV 7 DCV 7
20 CON 10 20 20 13-
15 BODY 10 10 15 12-
20 INT 10 10 20 13- PER Roll 17-
30 EGO 10 40 30 15- ECV: 10
25 PRE 10 15 25 14- PRE Attack: 5d6
14 COM 10 2 14 12-
6 PD 4 2 6 6 PD (0 rPD)
6 ED 4 2 6 6 ED (0 rED)
4 SPD 3.1 9 4 Phases: 3, 6, 9, 12
10 REC 8 4 10
90 END 40 25 90
35 STUN 34 1 35
7" Running 6 2 7"
2" Swimming 2 0 2"
3" Leaping 4 0 3 1/2" 183 Total Characteristics Points
CHARACTER IMAGE
QUOTE
"Remember the Laws of Magic."
EXPERIENCE POINTS
Total earned: 692
Spent: 692
Unspent: 0
Base Points: 200
Disad Points: 210
Total Points: 1102
MOVEMENT
Type Total
Run (6) 7"
Swim (2) 2"
H. Leap (4") 3 1/2"
V. Leap (2") 1 1/2"
DEFENSES
Type Amount
Physical Defense 6
Res. Phys. Defense 0
Energy Defense 6
Res. Energy Defense 0
Mental Defense 0
Power Defense 0
 
COMBAT INFORMATION
OCV: 7 DCV: 7
 
Combat Skill Levels: +3 with HTH and Ranged Combat , +5 with Force of Will; OAF (-1) , +5 with Fuego Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4)
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
All-Out 1/2 +1 -2 Weapon +4 DC Strike
Attack 1/2 +0 +2 Weapon +2 DC Strike
Charge 1/2 +0 -2 Weapon +2 DC +v/5 Strike, FMove
Defend 1/2 +2 +2 Block, Abort
Probe 1/2 +1 +3 Weapon Strike
Resist 1/2 +0 +0 33 STR to resist Shove; Block, Abort
Shove 1/2 +0 +0 33 STR to Shove
RANGE MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10
DISADVANTAGES
Cost  Disadvantage
20 Dependent NPC: Warden Squad 8- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x10 DNPCs)
15 Hunted: Various Denizens From The Nevernever 8- (Mo Pow, Harshly Punish)
20 Hunted: Various Members Of Various Courts 8- (Mo Pow, NCI, Harshly Punish)
10 Physical Limitation: Magic power reduced by 75% when crossing a threshold uninvited (Infrequently, Greatly Impairing)
15 Psychological Limitation: Hunts magical 'monsters' (Common, Strong)
15 Psychological Limitation: Must obey anyone who invokes true name (Uncommon, Total)
20 Psychological Limitation: Protector of 'normals' (Common, Total)
15 Social Limitation: Bound by the Laws of Hospitality (Occasionally, Severe)
15 Social Limitation: Bound by the Unseelie Accords (Occasionally, Severe)
20 Social Limitation: Subject to Orders from the White Council (Very Frequently, Major)
25 Social Limitation: Subject to the Seven Laws of Magic (Very Frequently, Severe)
20 Watched: White Counsel 11- (Mo Pow, NCI, PC has a Public ID or is otherwise very easy to find)
210 Total Disadvantages Cost

Character Name: Ash Darke
Alternate Identities: Ashley Burton Darke
Player Name: RPG
SKILLS
Cost  Name
3 Alchemy 13-
3 Analyze: Magic 13-
3 Breakfall 13-
3 Climbing 13-
3 Combat Driving 13-
3 Combat Piloting 13-
3 Concealment 13-
3 Conversation 14-
3 Cryptography 13-
3 Deduction 13-
3 Fast Draw: Pistols 13-
3 Fast Draw: Swords 13-
3 Fast Draw: Wand 13-
3 Force of Will 15-
3 High Society: Seelie/Unseelie 14-
3 Instructor 13-
12 Jack of All Trades
0
1) PS: Appraiser 13-
0
2) PS: Bookbinder 13-
0
3) PS: Bookseller 13-
5
4) PS: Carving, Wood/Ivory 18-
2
5) PS: Dancer 15-
0
6) PS: Professor 13-
1
7) PS: Storyteller 14-
18 Linguist
2
1) Language: Arabic (Egyptian) (completely fluent)
0
2) Language: Aramaic (fluent conversation)
0
3) Language: Berber (fluent conversation)
-1
4) Language: Burmese (fluent conversation)
0
5) Language: Cantonese (fluent conversation)
0
6) Language: Cuzqueno (fluent conversation)
0
7) Language: English (imitate dialects)
0
8) Language: Farsi (fluent conversation)
0
9) Language: French (completely fluent)
0
10) Language: Fukienese (Min) (fluent conversation)
0
11) Language: German (completely fluent)
0
12) Language: Hebrew (fluent conversation)
2
13) Language: Japanese (completely fluent)
1
14) Language: Latin (idiomatic)
2
15) Language: Mandarin (completely fluent)
0
16) Language: Morse Code (fluent conversation)
0
17) Language: Nepali (fluent conversation)
0
18) Language: Polish (completely fluent)
1
19) Language: Quechua (Incan) (fluent conversation)
1
20) Language: Russian (completely fluent)
1
21) Language: Spanish (completely fluent)
1
22) Language: Swahili (fluent conversation)
0
23) Language: Thai (fluent conversation)
1
24) Language: Tibetan (fluent conversation)
3 Magic Skill 13-
3 Magic Research 13-
3 Mechanics 13-
6 Navigation (Air, Celestial, Dimensional, Land, Marine) 13-
3 Paramedics 13-
3 Persuasion 14-
3 Research 13-
18 Scholar
0
1) KS: Alchemy Components 13-
0
2) KS: Alchemy Research 13-
0
3) KS: Ballroom Dancing 13-
0
4) KS: Buddhism 13-
0
5) KS: Evocation 13-
0
6) KS: Gnome 9-N Rotary Engines 13-
0
7) KS: Hispano-Suiza 8BEc Water-Cooled Inline Engines 13-
0
8) KS: Latin Dances 13-
0
9) KS: Lycoming V-8 13-
0
10) KS: Magic Theory 13-
0
11) KS: Occult Lore 13-
0
12) KS: Packard Merlin V-1650-7 Liquid Cooled Supercharged V-12 Engines 13-
0
13) KS: Pratt & Whitney R-1830-92 Twin Wasp Radial Engines 13-
0
14) KS: Pratt & Whitney Wasp Junior SB-2 Aircooled Radial Engines 13-
4
15) KS: Rare Books 17-
0
16) KS: Ritual Magic 13-
0
17) KS: Scrimshaw 13-
0
18) KS: Seelie Court 13-
0
19) KS: Senior Council 13-
0
20) KS: Summoning Spells 13-
0
21) KS: Swing Dancing 13-
0
22) KS: Thaumaturgy 13-
0
23) KS: Unseelie Court 13-
0
24) KS: Wardens 13-
0
25) KS: Warding Spells 13-
0
26) KS: White Council 13-
0
27) KS: Wines 13-
0
28) KS: Wizarding World 13-
0
29) KS: Wizards 13-
0
30) KS: Wyldfey 13-
9 Scientist
0
1) SS: Archaeology 13-
0
2) SS: Egyptology 13-
0
3) SS: Library Science 13-
0
4) SS: Linguistics 13-
3 Seduction 14-
3 Shadowing 13-
3 Sleight Of Hand 13-
3 Stealth 13-
3 Streetwise 14-
8 Survival (Temperate/Subtropical, Tropical, Desert, Mountain) 13-
9 TF: Common Motorized Ground Vehicles, Balloons & Zeppelins, Rafts, Small Motorized Boats, Small Planes, Small Rowed Boats, Small Wind-Powered Boats, Two-Wheeled Motorized Ground Vehicles, Two-Wheeled Muscle-Powered Ground Vehicles, Wheeled Military Vehicles
3 Tactics 13-
3 Tracking 13-
3 Trading 14-
18 Traveler
0
1) AK: Andes 13-
0
2) AK: Ankor Wat 13-
0
3) AK: China 13-
0
4) AK: Congo River Basin 13-
0
5) AK: Egypt 13-
0
6) AK: France 13-
0
7) AK: Germany 13-
0
8) AK: Great Britain 13-
0
9) AK: Niger River Basin 13-
0
10) AK: Peru 13-
0
11) AK: The NeverNever 13-
0
12) AK: The United States 13-
0
13) AK: Tibet 13-
0
14) CK: Madrid 13-
0
15) CK: St. Petersburg 13-
0
16) CuK: Seelie Court 13-
0
17) CuK: Unseelie Court 13-
6 WF: Small Arms, Aircraft Guns, Blades, Off Hand, Staffs
50 +10 with All Magic and Alchemy Skills
27 +9 with Force of Will and EGO Rolls
18 +3 with HTH and Ranged Combat
10 +2 with all INT-based Skills
322 Total Skills Cost
PERKS
Cost  Name
29 A Darke Place To Read: Base
40 Noir: Cat Familiar
1 Fringe Benefit: Accredited Instructor
1 Fringe Benefit: Passport
1 Fringe Benefit: Pilot's License
4 Fringe Benefit: Warden Commander
11 Money ($5,000,000+ per year): Filthy Rich
1 Reputation: Famous Archaeologist (Among scholars) 14-, +3/+3d6; Only As Ash Darke II (-1)
1 Reputation: Medal of Honor Holder (The U.S. Military World) 8-, +3/+3d6; Only As Ash Darke III (-1)
3 Reputation: Occult Book Expert (Along scholars and users of magic) 14-, +3/+3d6
8 Well-Connected
5
1) Contact: Father Mallory, Fellowship of St. Giles (Contact has significant Contacts of his own, Very Good relationship with Contact) 11-
6
2) Contact: General Wes Thompson, US Army, former CO (Ash Darke III only, Contact has access to major institutions, Contact has extremely useful Skills or resources, Good relationship with Contact) 11-
9
3) Contact: Ida May Hall (Contact has significant Contacts of her own, Contact has useful Skills or resources, Very Good relationship with Contact) 14-
10
4) Contact: Jeff Bridges, Lawyer (Contact has access to major institutions, Contact has significant Contacts of his own, Contact has useful Skills or resources, Very Good relationship with Contact) 14-
7
5) Contact: Papillion (Contact has significant Contacts of his own, Contact has useful Skills or resources, Good relationship with Contact) 13-
6
6) Contact: The Summer Knight (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-
6
7) Contact: The Summer Lady (Contact has extremely useful Skills or resources, Contact has significant Contacts of his own, Good relationship with Contact) 8-
21
8) Contact: The White Council (Contact has access to major institutions, Contact has extremely useful Skills or resources, Contact has significant Contacts of his own), Organization Contact (x3) 11-
170 Total Perks Cost
TALENTS
Cost  Name
9 Ambidexterity (no Off Hand penalty)
50 Magical Savant: >90 AP
6 Quick Study: Speed Reading (x100)
5 Where Did I See That?: Eidetic Memory
18 Combat Luck (9 PD/9 ED)
88 Total Talents Cost
 
POWERS
Cost  Power END
120 Magic Spells: Variable Power Pool (Magic Pool), 100 base + 20 control cost, Requires Appropriate Skill Roll to Change the Power (+0); Magic Aura: 3d6 damage (only affects Technology near the character, randomly occurs unless the character becomes emotional then it always occurs; -1/2); all slots Spell (-1/2), Requires A Force Of Will To Activate The Spell (-1/4), All Powers Must Cost END or Have Charges (-1/4)
0
1) Confuto: Darkness to Hearing Group 2" radius, Selective Target (+1/2) (15 Active Points) Real Cost: 7
1
0
2) Defendi: Force Wall (10 PD/10 ED), Costs END Only To Activate (+1/4), Cannot Be Bypassed With Teleportation (+1/4), Backlash (+1/2) (100 Active Points); No Range (-1/2), Spell (-1/2), Gestures (-1/4), Incantations (-1/4) Real Cost: 33
9
0
3) Evolo: Flight 10", Usable As Attack (+1) (40 Active Points); Cannot Penetrate a Magic Circle (-1/2) Real Cost: 16
Notes: This spell is a wind variant that picks up the target and moves them at the will of the caster.
4
0
4) Expello Invito: Dispel 26 1/2d6, (Any Summoning Spell; +1/4) (99 Active Points) Real Cost: 49
10
0
5) Exsartum: Minor Transform 2d6 (Damage Written Material to Undamaged Written Material) (20 Active Points) Real Cost: 10
Notes: This spell can repair the ravages of time, water and insects and returns the written material to pristine condition without altering the actual materials or age of the writings.
2
0
6) Fuego: Killing Attack - Ranged 6 1/2d6 (100 Active Points); Cannot Penetrate a Magic Circle (-1/2) Real Cost: 40
Notes: A fire-based spell that can be set at any power level from lighting a candle (1 pip) to burning down a house (10d6).
10
0
7) Gate to the NeverNever: Extra-Dimensional Movement (Single Dimension, Any Location), Safe Blind Travel (+1/4), Usable Simultaneously (up to 8 people at once; +1) (56 Active Points); Gestures (-1/4) Real Cost: 25
6
0
8) Lure With Pizza: Summon 160-point Faeries, Summoner Must Hide (+0), Friendly (+1/4) (40 Active Points); OAF (Focus: Pizza and Blood; -1), Requires a Magic Circle (-1/4), Must Know The True Name Of The Summoned (-1) Real Cost: 9
Notes: This is the spell used to summon faeries.
4
0
9) Potion: Birth Control: Major Transform 5d6+1 (Fertile to infertile, heals back at sunrise), Usable By Other (+1/4) (100 Active Points); Brew Time (1 Hour, -3), 1 Charge (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Arrangement (-1/4), Requires nine parts (+1/4), All Or Nothing (-1/2), Must Drink Potion (-1/2), Shelf Life of Three Days (-1/4) Real Cost: 10
[1]
0
10) Potion: Calming: Minor Transform 4d6 (change emotional state to Calm), Works Against EGO, Not BODY (+1/4), Usable By Other (+1/4) (60 Active Points); Brewing Time (1 Hour, -3), 1 Charge (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Arrangement (-1/4), Requires nine parts (+1/4), Must Drink Potion (-1/2), Limited Target Humans (-1/2), Shelf Life of Three Days (-1/4) Real Cost: 6
[1]
0
11) Potion: Dispel: Dispel 22d6, Only Works On Spells Affecting Imbiber (+0), any Magical Spell one at a time (+1/4), Usable By Other (+1/4) (99 Active Points); Brewing Time (1 Hour, -3), 1 Charge (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Arrangement (-1/4), Requires nine parts (+1/4), Must Drink Potion (-1/2), Shelf Life of Three Days (-1/4) Real Cost: 11
[1]
0
12) Potion: Healing: Healing BODY 3d6, Usable By Other (+1/4) (37 Active Points); Brewing Time (1 Hour, -3), 1 Charge (-2), OAF Expendable (Difficult to obtain new Focus; -1 1/4), Arrangement (-1/4), Requires nine parts (+1/4), Must Drink Potion (-1/2), Shelf Life of Three Days (-1/4) Real Cost: 4
[1]
0
13) Potior Radicitus: Entangle 8d6, 8 DEF (80 Active Points); Cannot Penetrate a Magic Circle (-1/2), Requires nearby trees (-1/4) Real Cost: 29
8
0
14) Reperio Liberus: Detect Books, scrolls, written material 19-/15- (Mystic Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic (150 miles): +30 (49 Active Points); Costs Endurance (-1/2) Real Cost: 20
Notes: This spell allows the caster to detect lost books at a great distance but has grown less useful as the number of books in the world has risen dramatically. It was once the primary means for locating lost books and libraries such as those found in China, Cambodia, Egypt and Peru.
5
0
15) Sirocco: Energy Blast 8d6, Indirect (Any origin, any direction; +3/4), Double Knockback (+3/4) (100 Active Points); Cannot Penetrate a Magic Circle (-1/2) Real Cost: 40
Notes: This spell is a hot, dry wind that can come from anywhere. It can pick up the target and throw them a good distance as well.
10
0
16) Tectum: Force Wall (10 PD/10 ED), Mobile (+1) (100 Active Points); Gestures (-1/4), Visible (-1/4) Real Cost: 40
Notes: This is a spell similar to Tego except that it allows the caster to protect others behind the spell.
10
0
17) Tego: Force Field (10 PD/10 ED) (20 Active Points); Limited Coverage 180 Degrees (-1/2), Visible (-1/4) Real Cost: 7
Notes: This is a personal shield the appears as a large half dome on the caster's left side and moves with his arm much as a real shield would.
2
0
18) Vicissitudo: Shape Shift (Sight and Touch Groups, limited group of shapes) (23 Active Points) Real Cost: 11
Notes: This spell only allows the user to assume versions of himself at various ages.
2
47 Wizard's Staff: Aid 5d6, any one Magic Spell power one at a time (+1/4); OAF (-1), Self Only (-1/2) plus +5 with Force of Will; OAF (-1) plus Hand-To-Hand Attack +4d6, Reduced Endurance (0 END; +1/2); OAF (-1), Hand-To-Hand Attack (-1/2)0
45 Warden's Sword: Killing Attack - Hand-To-Hand 2d6 (3d6 w/STR), Reduced Endurance (0 END; +1/2); Independent (-2), OAF (-1), Real Weapon (-1/4) plus Dispel 19d6, any magical spell, one at a time (+1/4); OAF (-1)7
28 Sympathetic Magic: Succor 33d6+1 (standard effect: 100 points); Only Works On Ivy Nichols (-2 1/2), 1 Continuing Charge: Fuel: Recharge with END: lasting 1 Turn (-1), Only To Boost The Next Magic Spell Cast (-1/2), Cannot Be Pushed (-1/4), Full Power Only (-1/4), Affect Stops When The Next Spell Is Cast (-1/4), Costs Endurance (Only Costs END to Recharge; -1/4)17
25 Blasting Rod: Reduced Endurance (1/2 END; +1/4) for up to 150 Active Points of Feugo Spell; OAF (-1), Gestures (-1/4), Incantations (-1/4) plus +5 with Fuego Spell Only; OAF (-1), Gestures (-1/4), Incantations (-1/4)0
15 Soul Gaze: Telepathy 4d6, Reduced Endurance (0 END; +1/2), Continuous (+1), Cumulative (96 points; +1); Eye Contact Required (-1), Only To Read The 'Soul' (-1), Humans Only (-1/2), Either Party May Break Contact (-1/2), No Range (-1/2), Does Not Provide Mental Awareness (-1/4)0
12 Highly Observant: +4 PER with all Sense Groups0
9 Wizard's Sight: Detect The True Nature Of Things 17-/13- (Sight Group), Discriminatory, Analyze, Inherent (+1/4); Extra Time (Full Phase, -1/2), Leaves Permanent Memory Of What Is Seen (-1/2)0
5 Wizard's Regeneration: Healing 1d6, Can Heal Limbs, Reduced Endurance (0 END; +1/2), Persistent (+1/2); Extra Time (1 Month, -5), Self Only (-1/2)
Notes: This power only heals lost body parts and scars and takes a very long time.
0
2 Wizard's Longevity: Life Support (Longevity: 400 Years)0
308 Total Powers Cost
EQUIPMENT
Equipment END
.45 (Colt M1911a): Killing Attack - Ranged 2d6-1, 4 clips of 7 Charges (+0), +1 STUN Multiplier (+1/4); STR Minimum (STR Min. Cannot Add/Subtract Damage; -1), OAF (-1), Beam (-1/4), Real Weapon (-1/4)[7]
PBY5a Catalina: Vehicle
Grumman G21 'Goose': Vehicle
1940 Ford Coupe Convertable: Vehicle
1937 Cord 812 Phaeton: Vehicle
1936 Ford Pickup: Vehicle
MARTIAL ARTS MANEUVERS
Cost  Maneuver
Weapons Combat
5
1) All-Out: 1/2 Phase, +1 OCV, -2 DCV, Weapon +4 DC Strike
4
2) Attack: 1/2 Phase, +0 OCV, +2 DCV, Weapon +2 DC Strike
4
3) Charge: 1/2 Phase, +0 OCV, -2 DCV, Weapon +2 DC +v/5 Strike, FMove
4
4) Defend: 1/2 Phase, +2 OCV, +2 DCV, Block, Abort
5
5) Probe: 1/2 Phase, +1 OCV, +3 DCV, Weapon Strike
4
6) Resist: 1/2 Phase, +0 OCV, +0 DCV, 33 STR to resist Shove; Block, Abort
4
7) Shove: 1/2 Phase, +0 OCV, +0 DCV, 33 STR to Shove
0
8) Weapon Element: Blades
1
9) Weapon Element: Staffs
31 Total Martial Arts Cost

Character Name: Ash Darke
Alternate Identities: Ashley Burton Darke
Player Name: RPG
APPEARANCE
Hair Color: Sandy Blonde
Eye Color: Grey
Height: 6' 2"
Weight: 183 lbs
Description:
Ash Darke appears to be about 27 though he is actually 117. This is not an effect of his magic but a benefit for being a wizard. Just over 6'1" and keeps his weight to about 190 pounds by running up and down California St. in San Francisco. His grey eyes are intense but he never meets someone's eye, giving them the impression he is not exactly an honest person. Sandy blonde hair matches a goatee but otherwise he is clean shaven. He dresses casual but well, preferring slacks in shades of grey and Polo shirts in warm weather or pullover sweaters when cool.
BACKGROUND
Ash Darke was born on July 27, 1890 in the city of San Francisco. His childhood was fairly normal until the early hours of the morning of April 18, 1906. The earthquake killed his family but revealed he was a wizard. For nearly one hundred years, Ash Darke has moved through time mostly unnoticed by the world. He has fought in wars mundane and war arcane. He has explored and adventured, loved and lost. Now he must teach.

Ash tried to stop the demon but it killed, and the girl was left alone in the world. At the time neither knew the fate dealt them or even that she could wield as much power as he. All Ash Darke knew was this girl was a wizard and had tried to bring her father back form the dead. He just managed to stop her before she committed a capital crime that would have force him to take her life on the spot.

By order of the White Council, Ash Darke was appointed mentor and guardian to Ivy Nichols and the world changed for both.
POWERS/TACTICS
Ash is one of about ten wizards in the world with power perhaps on a level of the Sidhe. He rarely uses anywhere near all of it unless innocent lives are at stake. Even with a hundred years of magical experience, he tends to stick with what he knows and hasn't taken the time to develope more than a few spells but one thing he is very good at on-the-fly is potions.
PERSONALITY/MOTIVATION
Ash is just trying to save the whole world. Even if he is limited to doing it one person at a time. He's seen battles and things that would give the hardest man nightmares but he still tries to look at life as an exciting adventure. Having Ivy Nichols in his life has renewed his spark of adventure and he has already set up an expedition to Russia.

If you have questions or comments please contact