Dakor the Magician - Saga Style
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Dakor the Magician

Strength
5x
Agility
5x
Intellect
5c
Willpower
8d

Hand Size:
Edge:
4 (25)
2

Powers:

Schooling:
Dakor is a mage, one whose powers could theoretically be from either the Philosophical school of Chaos or of a Geomantic nature. Since they seem to revolve entirely around nature-type effects and phenomena, we shall call it Geomancy. A Disciple of such magics, Dakor has demonstrated mastery of the following effects to date:

Nature Control / Animals (Animal Control, s): this handy spell allows Dakor to communicate with (as much as is possible) and control animals of all types. He can do this at intensity 6. Communication is automatic, but control calls for an easy nature control / animals action, opposed by the willpower of said animal (if applicable). After learning this spell, Dakor has been able to, in turn, study these effects:

* Summoning / Animals (d): Dakor has the ability to summon forth animals to do his bidding. Wielding this potent spell at intensity 10, he can draw forth up to ten distinct animals from across the globe, and then tell them what to do. He has so far shown a preferrence for large, intimidating animals when using this effect (because they're so much fun!).

* Matter Rearrangement (Transmutation, u): Dakor has a unique version of this spell, in that he can transform inanimate matter into animal life forms at his leisure, doing so at intensity 10. For instance, he has changed a soldier's gun into a living snake in the past. These new life forms are permanent creations, never reverting back to type. Furthermore, Dakor need not touch a target in order to do this...

Nature Control / Air (Air Control, s): Dakor's secondary nature control ability, this spell allows him to manipulate the air to some extent, either whipping up intensity 6 winds or buffeting a target with a similar intensity, air-based force blast. Learning this spell has allowed Dakor the ability to study the mechanics of the following spell effects:

* Windstorm (u): Dakor can whip up a terrible, tornado-like gust of wind, and drop it on a bunch of unsuspecting foes. This intensity 10 windstorm can then inflict like damage upon said foes for as long as Dakor concentrates on holding it in place (an average intensity windstorm action), and can be combined with local materials (sand, debris, thumb tacks, etc...) to devastating effect.

* Ventriloquism (p): a relatively minor effect, to be sure, this spell allows Dakor to cause his voice to manifest anywhere within his line of sight. If he is using this spell effect to confuse and befuddle others (as he tends to do), targets are only allowed an intellect action (versus intensity 10) to figure out that Dakor is responsible for this trick if he's being sloppy about it.

Hindrances:

(none)

Skills:

Espionage:
Dakor does investigative work for a living, and as such, knows this skill out of necessity. He is observant enough to easily locate obscure clues about a crime, operate surveillance equipment, and can quickly determine if a body is following him.

Mesmerism: Dakor knows a thing or two about hypnosis. By passing an average intensity Willpower action (opposed by his target's Willpower score), Dakor can either extract information from him or implant several post-hypnotic suggestions in his mind.

Occult: as a rather competent mage, Dakor knows lots of things about magical phenomenon. He's knowledgable about magical secret societies, ancient artifacts (either of power or not), and knows more forgotten lore than you can shake a stick at.

Calling:

Investigator:
though he primarily does it for the cash, Dakor can easily be quantified as having this calling, as he simply loves tearing apart a mystery. He most often attacks quandaries of a more occult nature, but he need not stop there should some other interesting occurence grab his attention.

Costume:

Apparently, Dakor didn't have one, simply relying upon typical clothing for his day and age while he did his sorcerous detective work. Perhaps he wears the stereotypical trenchcoat and fidora of the pulp detectives of times past. It's hard to say, as I have not actually seen Dakor in action (sorry).

Personality:

Dakor was an interesting fellow, being more of a super for hire than a hero. His investigative works were never undertaken for free, unless he had a personal interest in the job. While on the job, however, he has demonstrated a rather cavalier attitude towards the lives of others, and seems to have a rather nasty sense of humor that manifests through the crafty use of his magic.

Real Name: unknown
Occupation: freelance detective
Legal Status: presumed American citizen with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: none

Height: ?
Hair: ?
Eyes: ?
Weight: ?
Other Distinguishing Characteristics: none

Story:

Very, very little is known about the origin of Dakor the Magician, much less his real name. However, it is known that Dakor is a sorcerer of some skill, and that he is also a detective that investigates 'unusual crimes'. The first involved the Blooded Ruby of Kung, an artifact of some cultist import that had suddenly gone missing.

Apparently, after some explorer stole the Ruby from the Chinese god 'Kung', his son was murdered by a friend that went mad for the gem after seeing it. This former friend, Tom Denver, has since hooked up with the Foreign Legion, so Dakor picks up the trail of the Ruby there, where he finds Denver about to be killed in turn by Legionnaires over the magic gem.

That night, in the desert camp, Dakor hypnotises Denver so he can steal back the Ruby, when he is knocked unconscious by roaming guards and placed in the guard house. Just then, the Legionnaire camp is attacked by Tuareg forces, and Denver deserts during the ensuing mayhem. Of course, Dakor has to save the man from random gunfire from both sides.

Dakor then follows, though menaced by Legionnaire guards in the process. Transforming their guns into snakes, the Magician follows after his quarry, where he ends up getting captured again, this time by the roaming Tuaregs. Again locked up with Denver (also captured), Dakor witnesses the man start babbling about how the gem is his and his alone.

Of course, their captors also hear this, and kill Denver for the Ruby. Not needing to hold back any longer, Dakor kills the Tuareg chief and recovers the Ruby of Kung. Dropping a sandstorm on the Tuaregs to keep them busy, Dakor makes for the land of Kung, and returns the Ruby to it's proper place -- in the eye of a large, buddha-like statue of Kung.

After this, Dakor went home to collect his fat fee. His later adventures saw him rescuing the British Consul at Singapore from Chinese bandits, and then rescuing the daughter of a friend of his from a Hindu tribe that has kidnapped her in the hopes of making her their goddess. That's the extent of Dakor the Magician's published adventures.

Using Dakor the Magician in other stories:

Dakor was a mage, and a fairly powerful one, at that. He makes for great adventure potential, especially concerning the gray moral area he operates in (he only helps people for money, not out of the goodness of his heart). Perhaps he is, in fact, an expert on occult happenings in the 1940s that heroes could consult, if necessary.

Compatibility Notes:

If you are using the standard magic rules instead of my own, all you need to do in order to make Dakor 100% compatible with the MSH Saga Game Book is give Dakor the Magic power at intensity 8, change his spells to magic power stunts, and lower those spells of intensity 10 to intensity 8. There, that was simple enough, no?

the Dakor the Magician entry made possible by the research of Jess Nevins!

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