Dakor the Magician
Melee RV 20 |
Coordination RV 10 |
Brawn RV 6 |
Fortitude RV 20 |
Intellect RV 10 |
Awareness RV 30 |
Willpower RV 30 |
Lifestyle RV 30 |
Repute RV +2 |
Health: Fortune: |
56 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 both the Philosophical (Chaos) and Geomantic lines 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 the following spells thus far:
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 rank value 30 complexity. For every round Dakor can pass an ACT with this spell, the projection may continue to perform as desired, fooling others to its true nature.
Linguistics (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 to do the translation for him. Functioning at rank value 10, it allows him to converse with the locals wherever he travels.
Nature Control / Air (s): Dakor has some limited control over the nature of elemental air. He can exercise his manipulation of air at rank value 10. 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 rank value 10 control over non-sentient, animal life forms. He can control animals by verbal command while this spell is active, if he can pass a red power ACT roll. While this spell seems slightly limited in both power and scope, it comes in very handy when used in conjunction with his summoning and topographical control 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 rank value 30, and has demonstrated rather impressive abilities with it thus far. These include manifesting a powerful snowstorm in the middle of a desert, among other improbable meteorological events.
Object 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 rank value 20, allowing him to inflict damage up to that value every turn he is animating an object. This comes in especially handy when he's animating an object already altered by his topographical control spell.
Organism Generation (d): 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 rank value 30. 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 their original form.
Summoning (d): Dakor can also conjure mundane animals from seemingly nowhere, doing so at rank value 30. 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 really big ones, though.
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 Dakor at rank value 30, and he is rather good at grabbing even the most transient of surface thoughts while in contact with others.
Topological Control (u): one of Dakor's favorite spells is that which allows him to toy with the very shape of things. With this rank value 20 spell, he may contort matter into new shapes at his leisure, whether rolling a sword up like a carpet or fashioning one living creature into the form of another (albeit with the same approximate volume as before).
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 Awareness ACT against rank value 30 to figure out that Dakor is responsible for this trick.
Limitations / Enhancements:
(none)
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 Repute was -2 RS in value.
Skills:
Detective / Espionage: Dakor is a competent detective, as his stories indicate, and as such he receives a +1 RS on Intellect and Awareness ACTs 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 others do things long-term.
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 RS on all ACT 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: citizen of the United Kingdom with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: none
Height: 6'
Hair: brown
Eyes: brown
Weight: 180 lbs.
Other Distinguishing Characteristics: Dakor wears a pencil-thin moustache.
Story:
Very, very little is known about the origins 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 such publicized crime involved the Blooded Ruby of Kung, an artifact of some cultist import that had suddenly gone missing.
Apparently, after an explorer stole the Ruby from the Chinese god Kung, his son was murdered by a friend who had went mad for the gem after seeing it. This former friend, Tom Denver, had since hooked up with the Foreign Legion, so Dakor picked up the trail of the Ruby there, where he found Denver about to be killed in turn by Legionnaires over the magic gem.
That night, in the desert camp, Dakor hypnotized Denver so he could steal back the Ruby, but he was knocked unconscious by roaming guards and placed in the guard house. Just then, the Legionnaire camp was attacked by vicious Tuareg forces, and Denver deserted during the ensuing mayhem. Of course, Dakor had to save the man from random gunfire from both sides.
Dakor then followed, though menaced by Legionnaire guards in the process. Transforming their guns into snakes, the Magician followed after his quarry, where he wound up getting captured again, this time by the scattered Tuaregs. Again locked up with Denver (who was also captured), Dakor witnessed the man start babbling about how the gem was his and his alone.
Of course, their captors also heard this, and killed Denver for the Ruby. Not needing to hold back any longer, Dakor killed the Tuareg chief and recovered the Ruby of Kung. Dropping a sandstorm on the Tuaregs to keep them busy, Dakor made for the land of Kung, and returned the Ruby to it's proper place - in the eye of a large, Buddha-like statue of the deity.
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 was discovered!
Eventually overpowered, Dakor was set to be executed by the bandits, but he escaped by transforming their guns into corn stalks! Breaking the Consul out, Dakor then made for the river to make his escape. Evading the bandits' traps and ambushes with his mighty magics and his two-fisted fighting, he eventually got the Consul to his boat and sailed for freedom.
Later, when the daughter of his friend Lord Twisdon was abducted by a Nordu tribe, Dakor leapt into action to rescue her. Riding a steamer to their home land, he tracked the Nordu down only to find they'd heavily drugged Twisdon's daughter, and that she now believed herself to be the goddess of the tribe. Out of her mind, she ordered them to kill poor Dakor.
Escaping thanks to his magical skills, he ultimately freed himself of the trap prepared for him, and narrowly avoided being burned alive at the same time. Facing the Nordu chief in combat, Dakor slayed the villain, which also freed Twisdon's daughter from the spell she was apparently under. Leaving the Nordu a statue of Twisdon's daughter to worship, the duo then returned 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.
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