Argal
Argal with Arch Mage Staff

Race: Fomor Dunedag (Demon) of Anwnn
Generation: 3rd, true born demon, son of Pwill the White Stag
Conviction: protection
Ranks: Arch Mage of Hawker's Fort, Prince of the Forest of Shadows, Anwnn.
Alignment: chaotic good.
Appearance: ... Demon ... His body is made up of a shadow-like substance (which can be damaged) with bat-like wings, 'Pan' like antlers and face, a long feline tail tipped with a brush of fur, long, curved claws, goatish ears, sharp teeth and fangs, with hard to perceive facial features, his white teeth aside, and his eyes are black, his pupils, eye-whites, and irises alike.
... Fomor Deep Elf ... This is the form the people of Hawker's Fort know and recognize him as. Elven with very long, curling, chocolate brown hair, fair skin, teal-green eyes, and is youthfully handsome. He is quite tall, a little over six feet, and has attractively sculpted facial features. Passes himself off as a native elf because he looks like the native shadowlands elves.
Personality: What Argal loves most... The woods, first and foremost. After that he enjoys manipulating, molding and evolving his power. He just loves to play with magic. Argal is a good demon, a rarity among his fomerian kind. Argal is fairly antisocial but is quite friendly when approached or engaging with someone. He can also be very stern if someone steps out of line and won't put up with unruly shows of disrespect. Is usually quite honest but secretive about what he is.
Argal with Bush Staff

About Argal:
Argal is out of Anwnn, the Land of Shadows, Everyoung of gaelic lore and is as shadowy as the land that bore him in true form. He is a wizard of sorts in that his focus is the protection of others but he is also a crack battle mage. His ability to harm is as impressive as his arts of support though he does what he can not to kill unless it becomes necessary.
In Anwnn; Argal is the Prince of the Forest of Shadows, where his father Pwill Rules. His father has a white stag form which he can often be found guarding the forest as, and as often he midleads trespassing hunters into dangerous traps with. Argal might be shadowy in appearance in his true guise but he is anything but dark in nature. He is not quite the judge of people his father is until they commit some terrible evil, but he is a defender of the innocent and a conquerer of evil with a keen albeit unique sense of justice. Argal has lived in Hawkers' Fort since it was known as Castelguard, but left the city before it came to be known as Castleguard once again. He never actually told anyone in Morashtar what he was, who he was, or where he was from, but let them assume what they would, and they assumed and came to accept him as a Namas Elf hybrid over the years which spanned ages. He travels to his homeland privately at will, when he needs to retreat from his duties. He enjoys his good father's company and visits him when he misses him as well. Argal does not mean to mislead the people of Morashtar, but only wished to make a life for himself there that was his own and not be judged for being Fomor.
Some time ago Argal killed the Morning Star believing all the stories of him being pure evil. He had blamed him for the terrible deeds a demon had committed, thinking they all acted on the Morning Star's commands or not at all. He'd also had a prophetic type dream of the devil which finalized his conviction. Argal was certain he knew his way of death and in killing him he caused a rebirth in the devil that hurled the immortal headlong into his most ambitious of all feats. When the Morning Star returned (and it took quite a long time) he plunged Argal into Acheron for his attack on him and for years showed Argal just what the being he killed was and what his duties were. Then he left him there, free to wander the vast realm but unable to leave it. It gave Argal a lot of time to think.
Then came a day the arch devil Artorius found him, whether by design or happenstance, and offered him a job as arch mage of the legion he commanded. Argal had to agree to his terms first however. One, he had to agree to permit Artorius to sire him as his devil acolyte, Two he had to consent willingly to being bonded by him, and three, he had to pledge his undivided loyalty and devotion to him. Argal thought on it for three days then agreed, though he doubted a devil could sire a demon. He soon found out how wrong he was. Before long he was sired, into just what he wasn't clear on, but he was free of Acheron, and riding with his new brethren into Gothtyrdan.
He found the Blacklion vampire clan he served under to be earnest, disciplined, friendly, quite decent men and woman. The legion's warriors at arms were obedient to the chain of command and of such a motley variety it amazed him that they all got along as brothers and sisters. There was some tension naturally but all said they were professional and respectful. The King they had come to serve, under Artorius, seemed a fine leader and the people who served Octavian expressed that leadership.
Argal had come to terms with the fact that demon, devil, angel fallen or celestial, human, weyrbeast, elf or goblin, didn't matter really. They were all people with ethics, wickedness and everything in between whatever their race. Some clans, kingdoms or factions produced more evil than others of course, but one had to look past all that to the individual. Being Fomorien Argal should have learned that lesson a lot sooner than he had. Maelmorda could have killed him, tossed him into purgatory or had him tortured however long, but instead he had TALKED to him. He did that with people who weren't hopelessly evil he'd come to find.
Argal wondered if he might have happened into his right place at last. The one thing that worried him was that Gothtyrdan was the seat of the Morning Star. He still needed to earn his forgiveness and it was not easily won. Argal had admitted to himself and Maelmorda that killing him had been a terrible mistake. He was not the monster he'd been led to believe he was by... Well just about everyone who DIDN'T actually know him.
Argal with Vine Staff

Abilities
Skills
- Base Physical Actions HB +4 AR +4 33 +31
- Base Magic Actions 40 HB +5, AR +4, +Spell Level Damage
- Melee Combat 30 , Sword +36, Morning Star Flail +37
- Archery 35, Longbow +45, Crossbow +50, Shortbow +40
- Wilderness Survival 30, camp, gather, hunt, navigate
- Underground Survival 40, camp, gather, hunt, navigate
- Desert Survival 25, gather, shelter, water, etc...
- Equestrianship 40 riding, training, grooming
- Mineralology 35 identify minerals
- Cryptology 38 decipher runes, glyphs, etc..
- Arcane Lore 40 +1 init per ace, +1 HB
- Arcane Seals 40 barrier around power
- Arcane Marks 45 vs. detection and ID
- Alacricity 8 +1 AR per ace, +1 mvm p.s.
- Fork Power 41 +1 target, +1 per ace
- Loop Power 40 vs. dispells and disjoining
- Layer Power 39 combine +1 spell per ace
- Smart Spells 38 +1 intel & log per ace & stam used
- Factor 40 +1 defensive factor per ace
Demon Form
- Bestial Form 45 +31, +5 stealth
- Horns "..." +1 per level, +45
- Tail "..." +1 per 5 levels, +8 whip
- Bite "..." +1 per 2 levels, +22
- Claws "..." +2 per 5 levels, +16
- Fomor Riposte 41 +82 blocking
Paths
- Wizardry 40 +40 --- (opens in new window)
- Sorcery 36 +36 --- (opens in new window)
- Umbramancy 41 +41 (opens in new window)
- Spectremancy 42 +42 --- (opens in new window)
- Telekinesis 35-45 area +1 yard p.s. call effect
- Conjuration 38 +38
- Mental Tower 41 +41
- Telepathy 45 +45
Vital Stats Specifications
- Wings "..." +1 per 5 levels, +8 flail, flight
- Health 1395 death when HP is at 0
- Shapeshift 40 +1 form per 5 levels
- Regeneration 35 -35 d6 damage next turn human 35 blend in, -5 all paths
- Fortitude 10 -10 damage per hit taken ice bear 25 ice elements
- Stamina 45 pass out when stam is at 1 shadow lion 25 shadow elements
- Strength 31 adds to phys. attack dmg
- Vital Tap 35 tap demon traits, max lvl 35
- Willpower 35 vs. mental attacks.
- Possess by Touch 35 +1 willpower per ace
- Immunities N/A ice-cold, disease, depletion Dominate 36 +1 willpower per ace
- Weakness: electrical N/A 5% resistance max Planeswalker 38 +1 location per level
Checks
Physical Checks
- Strength: 31 vs. str. adds damage
- Stamina: 45 phys. withstanding
- Movement: 16/24 +1 yard per success
- Stealth: 23 quietness Logic 18 vs. illusions Touch 16 sensitivity to contact
- Reflexes: 25 reaction, dodge and catch
- Dexterity: 18 out-manuever, balance
- Courage 17 vs. fear
- Fortutide: 10 reduces damage
Physical Senses Checks
- Olfactory 18 sensitivity to odors
- Hearing 15 sound alertness
- Taste 17 vs toxins and flavor
- Vision 17 movement alertness
Mental Checks
- Willpower 35 vs. dom. and pain
- Intelligence 18 vs. mental challenges
- Wisdom 26 vs. influences
- Alertness 18 average vs. overall stealth
- Constitution 36 vs. charms
- Clairvoyace 14 detect spirits Danger Sense 25 3% per level, 75% chance
Inborn Powers
Telekinesis
{1-3} Up to 1 pound.
{4-6} Up to 10 pounds
{7-9} Up to 50 pounds.
{10-12} Up to 200 pounds.
{13-15} Up to 500 pounds.
{16-18} Up to 1000 pounds
{19-21} Up to a ton.
{22-24} Up to five tons.
{25-27} Up to 10, 000 tons.
{28-30} Formulation of Commands-Blend with other powers, create artifacts, items, wards, etc.
Conjuration is a gate summoning spell until high levels are reached. Fabrication spells are true conjuration powers.
- 1 (1-3) Conjure Food: 1 food item per success
- 2 (4-6) Conjure Liquid: called liquid including beverages, up to 1 gallon per success. This spell fails on milk when used by a puka owed to a blood curse.
- 3 (7-9) Conjure Item: conjure a single called item of a size that can be hand held.
- 4 (10-12) Conjure Multiple Targets - conjure up to +1 called item, food, or beverage per success.
- 5 (13-15): Conjure Gate: conjure an elemental gateway which closes distances through the elemental plane called which only those selected to enter can pass through.
- 6 (16-18): Conjure Beasts: conjure up to +1 creature per success as called.
- 7 (19-21): Fabricate Item: create a called item out of the elemental planes.
- 8 (22-24) Fabricate Magic Item: create a called magic item out of the elemental planes with an elemental power.
- 9 (25-27) Fabricate Multiple Targets: create up to +1 called target per success.
- 10 (28-30) Arcane Fabrication: create magical items with any power from the arcane spell book.
- 11 (31-35) Fabricate Haven: fabricate a mansion or fortress as called out of the elemental plane. +1 aspect of the mansion or castle fabricated per success as called. Area of up to 50 square yards per success.
- 12 (36-40) Fabricate Wilderness: fabricate rocks, trees, plants, soil, watersheds and streams, etc out of the elemental plane. +1 aspect fabricated per success as called. Area of up to 100 square yards per success.
Conjuration
Mental Tower
- 1-{1-3} Stupefy - Mage scrambles subject's senses making them dazed and confused, -1 AR, -1 AR per ace.
- 2-{4-6} Reveal Reality - Subject sees, feels, and senses things as they really are.
- 3-{7-9} Mental Sanctuary - Subject is protected against attacks against the will or mind, and mental trespasses.
- 4-{10-12} Persuasion - Subject is swayed to see or believe things as the mage dictates.
- 5-{13-15} Mental Bequest - Mage bequeaths a mental advantage to subject, or enchants an item which improves a mental check. +1 called mental check, +1 per ace as called.
- 6-{16-18} Embed Memory - Mage implants 1 memory in subject's mind that the target believes to be TRUE.
- 7-{19-21} Dementia - Subject's mental faculties are shattered, -1 all mental checks per success, or cause insanity with a permanent psychosis, the mage determining what triggers it and the effects of that trigger.
- 8-{22-24} Purify the Mind - Subject's mind is healed of any damage caused by past emotional or physical traumas, while thoughts become clear and untainted by negativity. Also cleanses mind of any mental tampering.
- 9-{25-27} Restructure Memory - Part or all of a subject's memories are wiped clean and replaced with new memories of the Mage's invention.
- 10-{28-30} Immunity to Mental Tampering - Mages can make a subject immune to any kind of mental tampering, or all mental tampering.
- 11- {31-35} Smite the Mind - Lowers all mental checks to -1 per success (to as low as 2) permanently or temporarily as called, crit required to succeed.
- 12- {36-40} Arch Tower of the Mind - Improvise and create mental commands, applications, and spells as called. Level=Magic Level Used. LoD=Total MA roll.Examples:
- Mental Asphyxiation-Gradual loss of mental faculties, -1, -1 per ace per turn, lasts 1 turn per success.
- Memory Displacement Ward-Anyone entering warded area will forget they were there when they leave warded area, +1 yard per success ward area.
Argal with Battle Staff

Items
His Staffs
- Battle Staff: this sharply pointed staff buffs him physically overall and when thrust inside an enemy he can release any power he commands inside of them, guaranteeing critical effect.
- Fomor Vine Staff: he can command plant life with this staff with added power of +4.
- Arch Mage Staff: amplifies all his power by +4 with +1 focus and creates a powerful telekinetic shield within 20 yards that the staff repairs as it takes damage, creating a sort of safe haven around himself while he is welding power. His enemies hate this shield.
- Fomerian Bush Staff: can command the beasts and channel the properties of plants with this powerful staff with +4 boost.
Argal's Summonable Friend Mossbeard

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