The Warlock

Sorcerer King of the Tower in Las Vegas

Description:

Template/Type: Wizard
Refresh Cost: -26 (-24 Powers)


Name: The Warlock
High Concept: Warlock-King of the Tower
Motivation: A tiger by the tail (7th Law)
Other Aspects:

  • Nightmares (and paranoia) are the price of transcending mortal limitations (1st Law)
  • Life is an interesting pattern, but nothing “sacred” or special (1st Law)
  • Why listen to your lies when I can get to the truth more directly? (4th Law)
  • I have no friends and few peers (4th Law)
  • Mathematical genius (rose to Warlock through professional gambling)

Skills:
Athletics: +1 (Average)
Contacts: +2 (Fair)
Conviction: +5 (Superb)
Deceit: +3 (Good)
Discipline: +4 (Great)
Empathy: +2 (Fair)
Endurance: +1 (Average)
Intimidation: +4 (Great)
Lore: +5 (Superb)
Might: +2 (Fair)
Presence: +5 (Superb)
Rapport: +3 (Good)
Resources: +3 (Good)
Scholarship: +4 (Great)
Stealth: +1 (Average)


Powers:
(-3) Evocation (pg 180)
(-3) Thaumaturgy (pg 181)
(-1) The Sight (pg 174)
(0) Soulgaze (pg 174)
(0) Wizard’s Constitution (pg 170)
(-2) Lawbreaker (pg 182) 1st Law (get +3 to kill with magic)
(-2) Lawbreaker (pg 182) 4th Law (get +3 to enthrall will)
(-1) Lawbreaker (pg 182) 7th Law (get +2 to get info/pull power from Outside)
(-5) Refinement (pg 182) +6 Focus Item slots / +4 Specializations
(-2) Sponsored Magic (pg 183) The Tower – Standard Sponsored; Entropomancy at Evo speed; +1 Entropomancy Control & Complexity; Can apply Entropomancy Control bonus to Evocation
(-1) Demesne (pg 170) The Tower’s Nevernever realm
(-1) Marked by Power (pg 169) The Tower
(-2) Inhuman Strength (pg 183) Only in Las Vegas (Catch)
(-2) Inhuman Recovery (pg 185) Only in Las Vegas (Catch)
(1) The Catch (pg 185) Only in Las Vegas


Stunts:
(-1) Untouchable (Presence): Social Armor:1
(-1) Calmly Sociopathic (Intimidation): +2 if calmly include (true) threats to kill or torture


Stress:
Physical: (3): OOO
Mental: (4): OOOO
Social: (4): OOOO


Extra Consequences:

  • Extra Minor Social
  • Extra Minor Mental
  • Remove one Minor Physical/Conflict as Supplemental

Armor:

  • Untouchable (Social):1
  • Overcoat:4 (3/session)

Notes:

  • Initiative: +0 (Mediocre) Alertness (He’s deliberate )
  • Attack: +1 (Average) Fists:2 – Strength
  • Attack: +3 (Good) Wrestling (2 stress as supplemental) – Strength
  • Defense: +1 (Average) Athletics
  • Move: +1 (Average) Athletics

Spellcasting:

  • Elements:
    • Air
    • Earth
    • Spirit
  • Evocation Specializations:
    • Air: +2 Power
    • Earth: +1 Power
  • Thaumaturgy Specializations:
    • Entropomancy: +2 Complexity / +2 Control
    • Crafting: +1 Strength
  • Focus/Enchanted Items:
    • Total Focus Item Slots: 10
    • Focus Items:
      • Silver Sceptre Air: +2 Off Pwr & Off Ctrl (4.0 slots)
      • Ashwood Staff Air: +1 Def Pwr (1.0 slot)
      • Gold Crown Spirit (Subtle): +1 Off Pwr (1.0 slot)
      • Custom Tarot Deck Entropomancy: +1 Control (1.0 slot)
    • Enchanted Items:
      • Tailored Overcoat: Armor:4 – 3 uses/session (2.0 slots)
      • Tanglefield Bead Block (Movement – whole zone):4 (1.5 slots)
    • Open Potion Slots: 1 (0.5 slot)
  • _ Rotes:_
    • Ride the Wave (Air/Entro): Block:5 -4 turns (Pwr:8/Ctrl:8) – 1 Mental stress
    • Unravel the Pattern (Air/Entro/Kill): (Pwr:9/Ctrl:9) – 1 mental stress
    • Collapsing Breath (Air/Entro/Kill): (Pwr:9/Ctrl:9) – 1 mental stress
    • Usurp the Will (Spirit/Entro/Enthrall): Mental attack (Strength:6) to Enthrall (Pwr:6/Ctrl:9) – 1 mental stress
    • Group Confusion (Spirit/Entro/Enthrall): Put “Entropic Confusion” aspect on everyone (with Discpline <=5) in 2 zones (Pwr:9/Ctrl:9) – 4 mental stress
  • Evocation (with all focus items):
    • Air (Offensive/Entropo/to Kill):
      • Base Power: +9 (Legendary +1) 5 (Cnv) +2 (Air Spec) +2 (Sceptre)
      • Base Control: +9 (Legendary +1) 4 (Dsc) +2 (Entro Spec) +3 (Lawbrkr)
        • Base Control: +10 if also uses Tarot Deck
    • Air (Offensive/Entropo/not to Kill):
      • Base Power: +9 (Legendary +1) 5 (Cnv) +2 (Air Spec) +2 (Sceptre)
      • Base Control: +6 (Fantastic) 4 (Dsc) +2 (Entro Spec)
        • Base Control: +7 if also uses Tarot Deck
    • Air (Defensive/Entropo):
      • Base Power: +6 (Fantastic) 5 (Cnv) +1 (Staff)
      • Base Control: +6 (Fantastic) 4 (Dsc) +2 (Entro Spec)
        • Base Control: +7 if also uses Tarot Deck
    • Earth (Offensive/Entropo/to Kill):
      • Base Power: +6 (Fantastic) 5 (Cnv) +1 (Earth Spec)
      • Base Control: +9 (Legendary +1) 4 (Dsc) +2 (Entro Spec) +3 (Lawbrkr)
        • Base Control: +10 if also uses Tarot Deck
    • Spirit (Offensive/Entro/to Enthrall):
      • Base Power: +6 (Fantastic) 5 (Cnv) +1 (Crown)
      • Base Control: +9 (Legendary +1) 4 (Dsc) +2 (Entro Spec) +3 (Lawbrkr)
        • Base Control: +10 if also uses Tarot Deck
  • Thaumaturgy (with all focus items):
    • Crafting:
      • Base Strength: +6 (Mediocre) 5 (Lore) +1 (Craft Spec)
      • Base Frequency: +1x/Session (1/session) – Base
    • Entropomancy (to Kill or Enthrall):
      • Base Complexity: +7 (Epic) 5 (Lore) +2 (Entro Spec)
      • Base Control: +10 (Legendary +2) 4 (Dsc) +2 (Entro Spec) +3 (Lawbrkr) +1 (Deck)
    • Entropomancy (not to Kill or Enthrall):
      • Base Complexity: +7 (Epic) 5 (Lore) +2 (Entro Spec)
      • Base Control: +7 (Epic) 4 (Dsc) +2 (Entro Spec) +1 (Deck)
    • Outsiders:
      • Base Complexity: +5 (Superb) (Lore)
      • Base Control: +6 (Fantastic) 4 (Dsc) +2 (Lawbrkr)
    • Other Types (to Kill or Enthrall):
      • Base Complexity: +5 (Superb) (Lore)
      • Base Control: +7 (Epic) 4 (Dsc) +3 (Lawbrkr)
    • Other Types (not to Kill or Enthrall):
      • Base Complexity: +5 (Superb) (Lore)
      • Base Control: +4 (Great) (Discipline)
Bio:

No one knows the Warlock’s name. When he came to Las Vegas 20 years ago as a young sorcerer with a penchant for gambling, he went by several nicknames (all drawn from the Tarot archetypes), such as “The Fool”, “The Magician”, and even “Wheel”.

He was a brilliant, intuitive mathematician and statistician, coupled with an arcane outlook (such as a strong affinity for the archetypes of the Tarot). Somehow he was able to use a bastard discipline of chaos theory, statistics, Tarot, and sorcery to wrap his magical aura in the “flow” of the casinos and so practice his magic without hexing the casinos (that protection only applied in casinos; anywhere else he hexed technology like any other practitioner). Before getting absorbed in his role in the Tower, he tried showing a few others how to do what he did, but without success.

He learned about the Tower and set about stealing it. No one took him seriously, until he ousted the previous owner and had already set up shop. Every faction in Las Vegas reeled, but when the dust settled, surprisingly little had changed. He changed his nickname to “The Warlock” (his first non-Tarot moniker) and played a similar role to his deposed predecessor.

The Warlock is still brilliant and his magical power has grown to terrifying levels (rivalling the oldest and most powerful wizards, including the Senior Council), but he is surprisingly aloof and exerts his influence only rarely, and even then only on a handful of occasions has he brought his full weight to bear. He is a stolid supporter of the Compact.

Rumors say that he has reached out to the White Council to arrange a unique truce in which they give up any jurisdiction over him (including the right to behead him as a warlock) as long as he upholds the Compact and stays in Las Vegas. No one (except the Warlock) knows if these rumors are true or (if they are) waht the White Council response has been. Regardless, the White COuncil is currently too busy with the Vampire War to focus the vast resources required to hunt him down in the heart of his power, especially when the taint on his soul from breaking the laws of magic hasn’t spilled out into a nightmare reign of horrors. They know he’s a sociopath and utterly inhuman now, but he’s stable

Once the War is over, things may get more interesting…

The Warlock

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