Dark Lord Potter Forums
Knights of the Blackened Denarius
Mark Forums Read
has been released. Scryer is a search engine for fanfiction built for DLP members.
Ernest Armand Tinwhistle Aka "Binder"
Summoner for Hire
Principles? What are those?
Smart About Mayhem
Knows the Supernatural
Great: Conviction, Discipline, Guns, Lore,
Good: Contacts, Deceit, Endurance, Resources
Fair: Alertness, Athletics, Intimidation, Stealth
Average: Burglary, Investigation, Presence, Scholarship,
Paranoid? Probably (Alertness) (+2 to Alertness to avoid surprise) (-1)
Binding Will (Conviction) (+2 to Conviction for the sole purpose of Binding summoned creatures in a circle or to his will) (-1)
Takes One to Know One (Deceit) (Can use Deceit instead of Empathy to catch someone in a lie) (-1)
Cool Headed (Discipline) (May use Discipline to defend against social skills, including the Closing Down trapping of Rapport) (-1)
Hand-Eye Coordination (Guns) (May use Guns instead of Weapons for thrown weapons.) (-1)
Avoiding Fire (Guns) (He may use Guns as a defensive skill, gaining the Dodge trapping of Athletics on it.) (-1)
Ritual (Summoning and Binding) [-2]
Summoning Orb (+4 Complexity with Summoning and Binding)
Summoning Staff (+4 Control with Summoning and Binding)
Note: Both are kept in a sanctum somewhere guarded by summoned minions. He doesn’t take them into the field.
Armor: 2, with kevlar.
Naagloshii Aka "Shagnasty"
Skinwalker Horror Show
More Terrible Than Can Be Imagined
Older Than The Hills
Visitor of Such Destruction
Like the Denarians, the Skinwalker's skills are not worth listing individually for the most part. Add in True Shapeshifting, and this gets even more ridiculous. The Skinwalker should be assumed to be a Superb threat in Mental or Social conflict of any sort (including it's magical abilities sans Evocation or Thaumaturgy specialties), and a Great conflict physically by default (escept for Guns and Weapons which are Mediocre...it has no need of them), however due to True Shapeshifting it will actually usually be at least Superb but most likely Fantasic in physical contests in the areas it selects (not counting power bonuses)...but being so in one area will leave it at only Fair in another. That won't stop it from ripping your face off, but does give an area to focus your effort...until it changes shape again. That's basically how Listens-to-Wind beat the bastard.
The Sight [-1]
Modular Abilities: 11 points worth [-13]
True Shapeshifting [-4]
Supernatural Recovery [-4]
The Catch is Holy Stuff, and specifically Navajo holy stuff, though nuclear weapons work, too [+2]
Evocation: Elements (Earth, Air, Fire, Water, Spirit); Power (Air+1, Water +1, Spirit+2), Control (Air+1, Water +1, Spirit+2)
Thaumaturgy: Complexity (Veils+2, Wards+1, Transformation and Disruption+1); Control (Wards+1, Transformation and Disruption+1)
None known. It probably doesn't feel the need. If it did, probably two rings each giving +1 Power and Control with Spirit, one Offensive, one Defensive
Mental: OOOO (+1 Minor Consequence)
Physical: OOOO (Sometimes up to OOOOOO more, plus one additional Minor Consequence)
Social: OOOO (+1 Minor Consequence)
Armor: 0 to 3 depending on Form.
Knight of the Yuletide King
Too Naïve For His Own Good
Raised in Santa’s Workshop
Subtle Strength of Yuletide Magic
Gregarious to a Fault
• Superb (+5):
• Great (+4):
• Good (+3):
• Fair (+2):
Contacts, Empathy, Resources
• Average (+1):
Alertness, Athletics, Endurance, Fists, Weapons
• Marked by Power [-1]
• Inhuman Strength [-2]
• Inhuman Toughness [-2]
• Inhuman Recovery [-2]
• The Catch [+3]
is cold iron and the trappings of Summer
• Item of Power: St. Nicholas’ Staff [+2]
• Yuletide Magic [-4]
• Refinement [-2]
• St. Nicholas’ Staff:
Complexity: +2 Yuletide; Frequency: +2 Yuletide
• Santa’s Bangle:
Yuletide Weapon: 6 Attack; 4/uses per session
• Handmade Gloves:
Yuletide Weapon: 5 Attack vs. Zone; 3/uses per session
• Ruby Cap:
Yuletide Counterspell: 6; 4/uses per session
• Maroon Scarf:
Yuletide Block: 4 or Armor: 2; 6/uses per session
• Crimson Coat:
Yuletide Block: 6 or Armor 3; 4/uses per session
• Hiding Boots:
Yuletide Block: 5 vs. Perception, Duration 3 rounds; 3/uses per session
• Two Potion Slots
Yuletide; Weapon: 4 Attack
• Cold Front:
Yuletide; Weapon: 2 Attack vs. Zone
• Shield of Warmth:
Yuletide; Block: 4
• Ho! Ho! Ho!:
Yuletide; Applies Goodwill Toward Men Aspect to an opponent; sticky
• Veiled Steps:
Yuletide; Block: 4 vs. Perception
Cost: As normal Sponsored Magic
Drawing on the power of the Saint Nicholas, you’re able to cast spells that fit his essential nature: warmth and coldness, charity, protection, travel, and power over secrets. These magics are under the sway and watch of Saint Nicholas himself; making use of it will inevitably catch his notice.
Standard Sponsored Magic benefits, including counting as an Evocation element, allowing evocation spell effects that encourage or make use of warmth or coldness, charity, protection, travel, and a power over secrets. In addition, Yuletide Magic may be used to duplicate Conjuration or Warding effects at Evocation speeds and methods, and receives a +1 bonus to Control and Complexity on Conjuration. Yuletide Magic’s Evocations always includes either warmth or cold in some way, depending on the element being use.
Duchess Arianna Ortega
Duchess of the Red Court
Driven by Revenge
Millennia of Power
Cold and Ambitious
Fantastic (+6): Lore
Superb (+5): Conviction, Fists
Great (+4): Alertness, Presence, Discipline
Good (+3): Athletics, Deceit, Rapport, Weapons
Fair (+2): Endurance, Intimidation, Survival, Stealth, Scholarship
Other skills default to Average.
Addictive Saliva [–1]
Blood Drinker [–1]
Flesh Mask [–1]
Feeding Dependency [+1] affecting the following powers:
Cloak of Shadows [–1]
Inhuman Recovery [–2]
Supernatural Toughness [–4]
The Catch [+2] to both is sunlight, holy stuff; no armor on belly.
Supernatural Strength [–4]
Supernatural Speed [–4]
Evocation (Earth, Spirit, Water) - Control: Water +2, Earth +2, Spirit +1; Power: Water +1, Earth +1
Thaumaturgy - Complexity: Transformation/Disruption +2, Divination +1, Wards +1; Control: Transformation/Disruption +1
Ring - +1 Offensive Power and Control with Earth
Pendant - +2 Defensive Power and Control with Water
Water Shield - 8-shift Water defensive block, requires Pendant
Lightning - Weapon:7 Earth attack, requires Ring
Veil - 5-shift block to detection
Mental oooo +1 mild consequence
Physical ooo(oooo), Armor:2
Total Refresh Cost:
Notes: Slightly above Duke Ortega physically, and far more dangerous, since she is a competent sorceress as well. Harry was only able to defeat her since the terms of the duel prevented her from using her superior physical abilities to full effect; even so, her effectively Superb dodging made her difficult to hit.
She is described as wearing jewelry, so some of that could be her focus items. Her "red ball" spell's effect and element are unclear, but it might be a blood/entropy themed Water evocation, or perhaps Spirit (force).
Wise-cracking Truck Driver
"What I thought we were, racial differences aside, was a couple of old friends"
"Have you paid your dues? yes sir the check is in the mail"
The Pork Chop Express
"It's all in the Reflexes"
"She can't get enough of me"
"I'm a reasonable guy, but I've just experienced some very unreasonable things"
"Give me your best shot pal, I can take it!"
Bend and Break
Name: Egg Shen
"I am the past come back to haunt you Lo Pan"
"See? That was nothing"
"that's how it always begins. Very small"
"The Evil Dream Will Die"
"see things no one else can see, do things no one else can do"
The Six Demon Bag
"China is in the heart"
Miao Yin - the girl with green eyes
Dragon of the Black Pool Restaurant
"What I thought we were, racial differences aside, was a couple of old friends"
"Cops got better things to do than get killed"
"My mind and my spirit are as one"
Armed Arts (sword)
Tom Marvolo Riddle, AKA the Dark Lord Voldemort
Dark Lord Ascendant
I Will Live Forever, Reign of Terror, Mutilated Soul, Laws Are Nothing To Me, Obsessed with Fate
+6 Discipline, Lore, Intimidate
+5 Deceit, Endurance, Contacts
+4 Scholarship, Presence, Awareness
+3 Athletics, Craftmanship, Stealth
+2 Burglary, Resources, Ride
+1 Might, Fists, Weapons, Survival
- a wand allows controlled use of wand magic. Voldemort's wand also acts as a +2 power/control offensive focus for spirit. Without a wand, most wizards cannot control their magic except reflexively in extreme situations.
- Voldemort can do maneuvers, blocks and weapon 4 attacks at his conviction +2 for transfiguration, enchantment, curses and illusion. Requires a Wand (see above).
Magical Defense Training
- Voldemort rolls his Wand Magic instead of normal skills as a defense against ranged attacks.
+5 necromancy and transmutation/disruption power, +4 psychomancy and warding power, +3 necromancy and transmutation/disruption control, +2 psychomancy and warding control, +1 conjuration power and control
Greater Wand Magic
- Voldemort can use Thaumaturgy as evocation for the Spirit, Earth and Water Elements, usually when using a wand (FP requirement to use without). He uses his thaumaturgy specializations as element specializations. Unlike lesser wand magic, this does need mental stress, as normal. This is a form of sponsored magic, with standard sponsored magic benefits. (price modified for already having thaumaturgy and wand magic)
- Voldemort has Worldwalker and Swift Transition, for same-plane transitions only. National borders and certain wards are a barrier to this ability.
- Voldemort can fly with as much control as a man has in a fast walk. He flies fast enough to outpace almost any land vehicle and the slower airships.
- Voldemort can see into another's mind and listen to their thoughts and memories. Interpretation requires a Lore roll opposed by the victim's discipline. Success allows the user to tell when he's being lied to, get specific information or use it as a social advantage.
Physical Immunity: Anchored Soul
- Voldemort has anchored his (mutilated) soul with permanent bonds unto the world. Whatever happens to the body, the soul endures and eventually finds a way out of it. Voldemort can be harmed normally - but is immune to any further extreme consequences, including Death. No take-out result is ever permanent. Unfortunately, this ability has a drawback; Voldemort already has the Extreme Consequence "mutilated soul".
- +2 stress to magical attacks intended to kill
- 1st/3rd/5th all 2x
Page 5 of 5
Mark This Discussion Read
Mark This Discussion Read
All times are GMT -4. The time now is
-- Dark Lord Potter
---- Project DLP
---- April Fools '12
---- Derpy Lord Potter
---- April Fools '10
Dark Lord Potter
Powered by vBulletin® Version 3.8.3
Copyright ©2000 - 2014, Jelsoft Enterprises Ltd.
Copyright ©2005 - 2011 Darklordpotter.net. All rights reserved.
No personal intellectual property on this site may be used without the credit and express permission of the respective authors.