ZEBADIAH EINAR

OUT OF RETIREMENT WARDEN

Description:

DFFAE_ZebEinar04.png
FULL NAME: ZEBADIAH ZEBULON EZEKIEL JEROME EINAR
TEMPLATE: WIZARD

ASPECTS:

HIGH CONCEPT: OUT OF RETIREMENT WARDEN

Invoke:
Compel:

TROUBLE: FROZEN DOWN TO THE SOUL

Invoke:
Compel:

THE MAGMA KRACKEN WAS A MYSTIC CHAMPION OF A PAST AGE

Invoke: for combat magic, or dramatic one on one confrontations. I’ve seen this before. I know something from then that will help now
Compel: something from the past is back to haunt him. Out of date and out of touch.

GET OFF MY LAWN!

Invoke: Be a grumpy angry old man. Having the home ground advantage.
Compel: Be a grumpy angry old man. Being perceived as being a grumpy angry old man. Have minor small and annoying things happen.

IF YOU DON’T HAVE THE POWER, YOU NEED TO BE TWICE AS CLEVER.

Invoke:
Compel:

THE LAWS EXIST FOR A REASON, KID

Invoke:
Compel:

MY APPRENTICE CAROLINE

Invoke:
Compel:

NO LONGER USED ASPECTS:

I BREAK THE BREAKERS
AN ENEMY YOU CAN RESPECT
TROUBLE: BROKEN MAN, BROKEN MAGIC
FROM A MORE CIVILIZED AGE

SKILLS +44/45

(6) Fantastic:
(
5) Superb: Lore, Discipline
(4) Great: Scholarship, Weapons, Conviction
(
3) Good: Intimidation, Alertness, Resources
(2) Fair: Contacts, Presence, Endurance, Investigation
(
1) Average: Athletics, Empathy, Deceit, Survival, Stealth

Initiative: +3
Languages Spoken: English, Latin, German, Salish

STUNTS -1

  • ARCANE DUELIST
    Using a combination of minor magic and years of experience with arcane battles, can use Melee to defend against supernatural effects, even at range or area effects.

POWERS -11

EVOCATION [–3] (page 249)

  • YOU KNOW WHAT YOU KNOW.
  • Evocation -Default Power: 4 Default Control: 5
    Elements
  • Fire (Powr: / Ctrl: )
  • Earth (Powr: / Ctrl: )
  • Spirit (Powr: 4 / Ctrl: 5)
  • Water (Powr: 4 / Ctrl: 6)
  • Air (Powr: 7 / Ctrl: 7)
  • Misc (Powr: / Ctrl: )

Notes: Offensive Air Power +1 and Control +1 with Cane

  • AIR: Power 3/4 offensive and defensive with cane, +2 control (Power 6/7, Control 7)
  • WATER: +1 Power, +1 Control (power 4, control 6)
  • SPIRIT: (power 3, control 5)
  • SPECIALIZATION.
    Power Bonus +1 with AIR Magic.

REFINEMENT [–4]

  • +3: Power Air magic
  • +2 Control AIR Magic
  • +2 Power AIR Magic (net +3)
  • +1 Control WATER magic
  • +1 Power WATER magic

THAUMATURGY [–3] (page 275)

  • SPECIALIZATION.
    Elementalism Complexity Bonus +1.

THE SIGHT [–1] (page 223)

  • ARCANE SENSES.
    May use Lore as if it were an arcane Investigation skill as well as an arcane Alertness skill. Gain +1 to Lore when using it in this fashion.
  • WIZARD’S TOUCH.
    Touch another being who has some magic potential may roll Lore to catch just a hint of a “spark”—indicating their nature as something other than mundanely mortal. Even on a failed roll, might experience some sense that something is “off,” without being able to pin it down.
  • OPENING THE THIRD EYE.
    See Page 233.

SOULGAZE [–0]

  • Page 226

WIZARD’S CONSTITUTION [–0] (page 170)

  • TOTAL RECOVERY.
    Able to recover from physical harm that would leave a normal person permanently damaged.
  • LONG LIFE.
    As a side-effect of the improved ability to recover from injury lifespan is significantly extended.

REFRESH

REFRESH: 14
TOTAL REFRESH COST: 12
CURRENT REFRESH: 2

FOCUS ITEMS

  • Warden’s Sword(2) – Sword 3: 3 used of Counter-magic 6 or sword attack 6
  • Old Belt buckle(2) – Block 4 or armor 2, 4 uses/session.
  • Storm Cane +1 Offensive Air power, +1 Defensive Air Power

ROTE SPELLS

  • CUTTING WIND
    Stress Cost: 1
    Type: Air
    Duration: Instant
    Mechanics: Weapon 8
    Story of the Spell: Requires Cane
  • THAT ROCK N ROLL MUSIC
    Stress Cost: 1
    Type: Air
    Duration: Instant
    Mechanics: One zone area Power 5 Air maneuver vs. Discipline – aspect ‘Dazed’
    Story of the Spell:
  • STORM IN A BOTTLE
    Stress Cost: 1
    Type: Air
    Duration: Instant
    Mechanics: Power 2 3-Zone attack
    Story of the Spell: Requires Cane
  • WALL OF SOLID AIR
    Stress Cost: 1
    Type: Air
    Duration: 2
    Mechanics: Power 6 Shield with +1 Duration
    Story of the Spell: Requires Cane
  • FLOWING SHACKLES
    Stress Cost: 1
    Type: Water
    Duration: 2
    Mechanics: Power 5 water block with +1 duration vs. Might (needs 3 stress)
    Story of the Spell:

STRESS

Mental 0000
Physical 000
Social 000

CONSEQUENCES

(2) Minor Any
(2) Minor Bonus Mental
(4) Moderate Any
(6) Severe Any
(8) Extreme BROKEN BACK

Bio:

DFFAE_ZebEinar02.png

BACKGROUND

A young but powerful warden in the 1930’s and 1940’s, then known as “The Magma Kracken” for his devastating Earth and Fire magics. They still tell stories about the time he single handedly took out a Wendigo some shaman gone wrong called out of Canada, and his battles against Black court vampire rum-runners at the end of prohibition is one of the reasons behind Washington state’s restrictive alcohol sales laws. Some people claim that he even melted the heart of the Unseale Fae, Fern Frost, daughter of Jack, and granddaughter of the Storm Lord…

Back in the 1930’s, he was often called “Warden Zee”

Rising Conflict: “I break the breakers”

DFFAE_ZebEinar03.png

When the White Council called on Warden Zebadiah Einar when the dread Necromancer Kemler rouse up, he answered the call. Part of a special strike squad lead by the subtle but implacable (and future Senior Council member) Martha Liberty, they served as a critical distractionduring the final strike. During the apex of the battle, The Magma Kracken went solo vs. Kemler’s youngest (known) apprentice, and stabbed him inthe heart as he was held by tentacles of white-hot stone. Unfortunately, the apprentice managed to last long enough to get off his death curse, shattering Zebadiah’s magic, and crippling his body.

Returning home after, and unable to so much as flip a light-switch, either mundanely or magically, the Wardens arrange to take care of their fallen survivor. His nurse Edna Smith (Smythe?) and they have a daughter, Lucille, who, as a teenager with a latent Talent, runs away to to escape her overprotective father, and to someday prove to him that she can be as much the hero she thinks her farther once was…

First Adventure (Too Old to Rock&Roll):* “Get off my Lawn!”

When Bill Conway discovered the old book in the attic, he thought summoning Kirt Cobain’s ghost into his guitar would be totally cool. Unfortunately for him, what he calls up is hungry, and even more unfortunately for him, the old widower across the street who is always complaining about noise during band practice used to be a warden, and the silver sword over the mantle is not just decorative. When Old Zeb finally figures out what is going on, can he track down Bill’s gig in time to stop him before he used the energy of the audience to open up a gateway to dangerous part of the Never-ever, and even if he can, can a grumpy old man make his way past the mosh-pit without going crazy.

In his righteous rage, Zebadiah calls down the rain in his first act of full on Wizard level magic in almost 50 years…

Guest star

Sal’s DANCING ON THE HEAD OF A PIN:*
When emissaries of the forces of Heaven and Hell make arrangements to talk to Sal, the only neutral party they both trust is a Wizard of the White Council. Sal is surprised to see a familiar old man, who drinks old whiskey, with a silver sword and cracking with the power of a bottled storm playing moderator at the local neutral grounds. Why does this old guy get respect from angels and demons, and is always paying his bar tab in full reason enough to trust him? Sal leaves with important information, and time enough to plan his next move safely.

ZEBADIAH EINAR

THE EMERALD CITY Justins