Dakor the Magician F A S E R I P Res Pop Ex 20 Gd 10 Ty 6 Ex 20 Gd 10 Rm 30 Rm 30 Rm 30 Fe +2 Health: 56 Karma: 70 Origin: The mysterious Magician known only as Dakor is a sorcerer: a normal human being that has gained staggering super-human abilities thanks to his mystical researches. His powers are not the result of a freak accident of Science or genetic mutation, but instead learned skills of the occult that he has mastered thanks to years of diligent study. Known Powers: Schooling: Dakor the Magician is a sorcerer whose magical schooling appears to have multiple sources. It seems to resemble pieces of both a Philosophical (Chaos) and Geomantic line of study, but has other influences as well. As such, it may be easiest to label him a wizard of the Eclectic stripe. This Adept has demonstrated these spells: Animation (u): Dakor has the ability to manipulate an object with his mind, having it move as though it were alive. This spell functions at Excellent (20) rank, allowing him to inflict damage up to that rank every turn he is animating an object. This comes in particularly handy when he's animating an object altered by his Topographical Manipulation... Image Projection (p): with concentration, Dakor can produce an exact visual duplicate of himself with which to fool others. This decoy is excellent for sussing out traps and ambushes, and is of Remarkable (30) complexity. For every round Dakor can pass a FEAT with this spell, the projection may continue to perform as desired, fooling others to its true nature. Nature Control / Air (s): Dakor has some limited control over the nature of elemental air. He can exercise his manipulation of air at Good (10) rank. He can use this spell to fire air-based force blasts or otherwise manipulate the atmosphere around him. Though somewhat limited in scope, this spell has opened up Dakor's ability to learn other air manipulation spells. Nature Control / Animals (s): Dakor exhibits Good (10) ranked control over non-sentient, animal life forms. He can control animals by verbal command while this spell is active, if he can pass a green power FEAT roll. While the spell seems slightly limited in power and scope, it comes in very handy when used with his Summoning and matter Rearrangement spells. Nature Control / Weather (s): his final known form of nature control, this spell allows Dakor to manipulate the weather itself when necessary. He can wield this spell at Remarkable (30) rank, and has demonstrated rather impressive abilities with it thus far. These include manifesting a powerful snowstorm in the middle of a desert, among other things. Summoning / Animals (d): Dakor can also conjure animals from seemingly nowhere, at Remarkable (30) rank. He can summon about 2,000 pounds of animal with each spell, which can translate into one really big creature, or a bunch of small things (an elephant, several lions, or hundreds of rats, for instance). He likes the big ones, though. Topographical Manipulation (u): Dakor has a unique version of this spell, in that he can transform inanimate matter into living animal life forms at his leisure, doing so at Remarkable (30) rank. For instance, he has changed a soldier's gun into a living snake in the past. The new life forms are considered permanent creations, not eventually reverting back to type. Telepathy (p): when mere verbal communication fails him, Dakor has the ability to read the minds of others, and to participate in two-way communications amongst other sentient beings. This spell functions for him at Remarkable (30) rank, and he is rather good at grabbing even the most transient of surface thoughts while in contact with others. Tongues (p): traveling in various lands on the job, Dakor can't be bothered to actually learn the languages of the people he's about to trounce with his mighty mystic mannerisms. As such, he has learned the use of this spell in order to do the translation for him. Functioning at Good (10) rank, it allows him to converse with the locals wherever he travels. 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 must make an Intuition FEAT against Remarkable (30) intensity to figure out that Dakor is responsible for this trick. Equipment: (none) Quirks: Repugnant Personality: though Dakor has impressive powers, he insists on charging folks lots of money to help them solve their problems. As such, he seems just a little bit rude to others, and therefore, they tend to react to him as if his Popularity were -1 CS in rank. Talents: Detective / Espionage: Dakor is a competent detective, as his stories indicate, and as such he receives a +1 CS to Reason and Intuition FEATs that are required when searching for clues or attempting to tie them together to solve some mystery or another. Hypnosis: a simple form of mind control, Dakor can use this talent to drop a post-hypnotic suggestion on a body, or extract information from their mind, as long as he can hypnotize them first. Suggestions only last for 1d10 hours, however, so Dakor can't make them do things long-term... Occult Lore: Dakor also knows his magical background. He's quite up to speed on magical happenings, both present and past, and as such, he receives a +1 CS to FEAT rolls that require expertise in such esoteric areas of knowledge. Contacts: Dakor is primarily a loner, working alone in the midst of his occult investigations. He does have his trusty manservant Williams to aid him in his work however, and can likely rely on Lord Twisdon and his daughter for aid in a pinch, too. Costume: While active as a mysterious Magician, Dakor wears a classy ensemble which includes a blue suit jacket over a white, long sleeved shirt, a red cummerbund, a black belt, blue trousers, brown leather shoes, and sometimes a striking short, red cape. Personality: Dakor is something of a mercenary, mostly offering the use of his mystic might for hire. 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: brown Eyes: ? Weight: ? Other Distinguishing Characteristics: Dakor wears a pencil-thin moustache. 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 hypnotizes 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. He was next called into action to save the British Consul to Singapore, who had been kidnapped by Chinese bandits. Disguising himself as a poor peddler, he infiltrated the bandits' headquarters outside Borneo and wormed his way into their ranks. After finding the Consul, however, he is discovered! Eventually overpowered, Dakor is set to be executed by the bandits, but he escapes by transforming their guns into corn stalks! Breaking the Consul out, Dakor then makes for the river to make his escape. Evading the bandits' traps and ambushes with his mighty magics and his two-fisted fighting, he eventually gets the Consul to his boat and makes for freedom. Later, when the daughter of his friend Lord Twisdon is abducted by a Nordu tribe, Dakor leaps into action to rescue her. Riding a steamer to their home land, he tracks the Nordu down only to find they've heavily drugged Twisdon's daughter, and now she believes herself to be the goddess of the tribe. Out of her mind, she orders them to kill Dakor. Escaping thanks to his magic skills, he ultimately frees himself of the trap prepared for him, and narrowly avoids being burned alive at the same time. Facing the Nordu chief in combat, he slays the villain - freeing Twisdon's daughter from the spell she was apparently also under. Leaving the Nordu a statue to worship, the duo then make for home. Dakor the Magician's further exploits have yet to be revealed, but he's a powerful guy. It's likely he continued his occult investigations both before and during World War II.