Another Capes magician

Okay, here’s the first followup to this post, another magician suitable for play in Capes. This guy’s quite different from The Shroud, though if anything he’s even more obsessed. He doesn’t see himself as a hero, and the world would agree with him. This guy follows a long tradition of comic book magicians, in that like many of them he’s directly based on a certain Liverpudlian mischief-maker. Unlike my prior example mage, this guy doesn’t have a special secret identity-name (though he does have numerous aliases…), though I still provide two versions of him to show different sides of the man.

The Honorable Jack Sumner
Jack Sumner
Powers:

  • Summon Entity (P) 2
  • Bind Entity (P) 4
  • Mystic Wards (P) 1
  • Deceive (P) 3

Styles:

  • Dangerous to Know (P) 5
  • Eclectic Practice (P) 3
  • Manipulative 4
  • Ritual Magic (P)  1
  • Reckless 2

Attitudes:

  • Selfish 3
  • Cunning 1
  • Sarcastic 2

Drives:

  • Obsession 3
  • Truth 2
  • Justice 2
  • Fear 1
  • Love 1

Background: Jack Sumner (if that is his real name) is an English-born ne’er-do-well and sorceror noted for his facility in dealing with demonic beings as well as his knack for getting away from such dealings with his skin intact. His survival can be attributed to quick wits, luck, ablative friends and sheer balls. He pays for his various unsavory habits with a combination of con artistry and magic, and his fortunes have waxed and waned dramatically, leaving him on the streets with nothing on more than one occasion. The man’s sardonic smirk and everpresent cigarette mask decades of misery; he is often tormented by the silently accusing shades of his late friends.

Jack Sumner
Abilities:

  • Read the mark 1
  • Up To No Good 3
  • Occult Knowledge  (P) 4
  • Owed Favors 2

Styles:

  • Stormcrow 4
  • Witty 1
  • Lucky 3
  • Full of Surprises 2

Attitudes:

  • Sardonic 4
  • Drunk 1
  • Abrasive 3
  • Depressed 2

Drives:

  • Obsession 2
  • Love 3
  • Pride 1
  • Despair 2
  • Justice 1

edit: tweaked his sheets a bit.

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11 Responses to “Another Capes magician”

  1. creativedv8tion Says:

    So whom is he based on, b/c I sure as hell don’t see any similarity to anyone.

    Nope, not at all.

    [/facetiousness]

  2. uhlrik Says:

    Doctor Strange! Yeah!

    *looks shifty*

  3. creativedv8tion Says:

    Now, see, I was gonna guess Wong, so I was close. Yeah.

    *looks Ctrly*

  4. uhlrik Says:

    btw, I edited the sheets a bit. Refined them, don’tcha know. Gonna do the same with ol’ Shroudy in a few minutes.

  5. creativedv8tion Says:

    Well, CAPES might as well be Aramaic to me, so the sheetitude (while it all looks really cool) revisionation doesn’t really affect me much.

  6. uhlrik Says:

    True. I still tweaked it. 🙂

    I’m glad that you like what you saw, though.

  7. creativedv8tion Says:

    The Shroud one was cool, too. Both are actually cool enough to make me wish I knew what neat-sounding things like ‘Stormcrow’ mean.

    Not enough to pirate a copy of the game, much less spend money I don’t have on it, but still.

  8. uhlrik Says:

    Oh, Stormcrow is a reference to Gandalf. It means that wherever he goes, trouble is sure to follow. With 4 points in it, that’s a very important narrative factor for Jack.

  9. creativedv8tion Says:

    Ah, yes, it definitely suits the character. (I figured a 4 was pretty important a factor.)

  10. uhlrik Says:

    Stats in Capes are actually very easy to understand. I had a pretty good handle on them before I even got hold of the rules.

    They’re not about a character’s objective limits at all (the stats won’t tell you exactly how much a character can bench press, unlike some systems), they’re about what matters in the Character’s story and how much it matters/will make a difference in helping the Character’s player influence the narrative. Obviously, the higher the number, the bigger a deal.

    The sheet has two kinds of stat on it: Abilities and Drives. Abilities are further divided into Powers/Skills, Styles and Attitudes. Abilities are completely defined by the player, and use whatever descriptors the player feels will most clearly/amusingly/effectively get the point of the Ability across.

    Powers and/or Skills are what a character does.

    Styles are how the character does things, the “flavor” of the character’s story. Powered characters might have some of their Styles count as Powered too (there’s an edge and a cost that goes with using Powered abilities). In my text notation, anything Powered has a (P) thingie after it.

    Attitudes are a character’s emotional states that are most likely to impact the story.

    Drives are kinda catchwords for themes of the character’s story. Only 10 Drives exist, and each Powered character has 5 of them: UnPowered characters don’t get any.

  11. creativedv8tion Says:

    Sounds very cool.

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