Jack Youngblood

Description:

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ASPECTS:

HIGH CONCEPT: DISGRACED WARDEN OF SEATTLE

INVOKE: To be an Warden and to do magic. To know the region and be familiar with the Occult players there.

COMPEL: Because of his choice to save his half brother Portland fell to the Fomor and they gained a foothold in the region. Word of Jack’s betrayal has spread across the region throughout the supernatural world. Many feel he is directly responsible for everyone that has been harmed by the Fomor since. His status as a Warden has been suspended pending review and he is not very well regarded in the Halls of Edinburgh.

TROUBLE: BLOOD IN THE WATER

INVOKE: Under the right circumstances Jack might appear as a pure mortal.

COMPEL: Jack has made quite a lot of enemies over the years. As word gets out about his loss of power some of them might choose to take advantage of his situation. Others may no longer help him since he is not a major power in the supernatural community anymore.

MISSPENT YOUTH

INVOKE: When doing something criminal or dealing with the criminal element supernatural or otherwise.

COMPEL: He has a bad rep for being a crook and a trouble maker in the Supernatural community and he has a rap sheet with mortal authorities. Some of his old associates might come calling on him.

MY HEART BELONGS TO A FORMER DENARIAN

INVOKE: Jack is in love with Abigail Youngblood and would do anything for her. For years she was possessed by the demon, Azael, and Abby retains much of the Fallen Angel’s knowledge making her an excellent source of mystical lore and experience. Jack’s love is a powerful force and he often finds his strength and inspiration from it.

COMPEL: Jack would do anything for his wife. ANYTHING. And she is dying of cancer.

EYES AND EARS EVERYWHERE

INVOKE: Jack has friends all over the Seattle area in both the mundane and supernatural worlds. His connections to the Spirit World and the ghosts that haunt Seattle is deep and he can often find out the most obscure facts through those connections.

COMPEL: Because of his connections Jack is often called upon to provide information by a variety of unsavory characters. Others might know of his deep connections and seek to eliminate someone who can shine a light on their activities.


APPROACHES

Great + 4:

Good +3: Force

Fair +2: Flair, Focus, Guile

Average +1: Intellect

Mediocre +0: Haste


MANTLE

MAGICAL PRACTITIONER (-Supernatural- Mundane Scale)

UNIQUE CONDITIONS

Exhausted (sticky) [ ]

Check this condition to boost your magical power, as described by the Evocation stunt. When you are Exhausted, the GM has one boost to use against you in any scene in which your fatigue may be used against you. Clearing Exhausted, of course, requires an active effort to rest. The GM may allow this recovery to occur between any two scenes involving a sufficient time jump.

Burned Out (lasting) [ ]

Check this condition to further boost your magical power, as described by the Evocation stunt. If Burned Out, you cannot use magic, period, until fully recovered. Begin recovery by eating, meditating, or otherwise deliberately resting as per the Exhausted condition. Recover fully at the end of the following session.

The Third Eye (sticky) [ ]

Mark this condition when utilizing your magical Sight to view the mystical, true world overlaid on the material world. While the condition is marked checked, your memory is eidetic and the following are true:
You view everything as a metaphorical expression of its true nature.
The Sight ignores supernatural disguises or glamours and grants no guidance in interpretation of what is seen.

Un-manned (lasting): [ X ]

Jack’s encounter with the mana eating Outsider, the Un-man, left him almost completely drained of his magic and unable to control what little he could summon. If he fails a roll using magic it has the potential to go out of control and effect everything and everyone around him. Also, pushing his magic to increase its effect is far more difficult. To benefit from the Supernatural scale with his magic requires him to spend a point of stress. To get a +1 bonus on a casting costs two stress. To get the benefit of two stress (plus two on his magical action) requires Jack to take the Exhausted Condition. If he wanted to gain the benefits of Exhausted (plus four to any single magical action or to attack multiple targets magically without dividing your roll ) Jack would have to mark the Burned Out lasting condition. He cannot gain the benefits of Burned Out without serious risk to his health. Jack must mark his In Peril or (if it is already marked) his Doomed Condition. It is unclear how or even if he can recover from being Un-manned.

CORE STUNTS:

Evocation:

As a wizard, you can cast magical spells comprising the five elements: fire, air, earth, water, and spirit. In game terms, you may perform any of the four basic actions with spectacular magical effects such as defending with a shield of ice or creating an advantage by shifting earth beneath the opponent’s feet. Your actions may have scale (page 182) at the GM’s discretion. If desired, push yourself to increase the spell’s effect as follows:

  • Check a stress box for +1 or two boxes for +2 on any one magical action. You may check only two boxes at a time.
  • Mark Exhausted to add +4 to any single magical action or to attack multiple targets magically without dividing your roll (page 190).
  • Mark Burned Out to gain +2 to all magical actions for the rest of the scene or, if Exhausted is already checked, to attack multiple targets with magic without having to divide your roll.

These benefits are cumulative: if you mark two stress boxes and both conditions, you could do a single magical action at +8, and then have +2 to all magical actions for the rest of the scene.

Thaumaturgy:

You excel at ritual magic (page 168). Add +2 to the preparation roll for any ritual.

Soulgaze:

When looking someone directly in the eye for more than a few seconds, you peer into their soul and they likewise see into yours. The exchange manifests itself as a cryptic vision. Make an Intellect roll, opposed by their Intellect roll; the winner learns one concrete, useful piece of information about the other individual, or two things if they succeed with style. On a tie, each person learns something. These things can be advantages with a free invoke at the GM’s discretion.

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ADDITIONAL STUNTS:

White Council Membership:

As a member wizard in good standing, once per session, you may contact the White Council to request assistance. The GM determines what aid, if any, is given and the cost thereof. If the favor is great, the GM may impose the Indebted condition with multiple boxes checked; you must recover from the condition before again using the White Council Membership stunt.

Warden (requires White Council Membership):

You have the mandate and authority to track down and mete out lethal justice to those who violate the Laws of Magic (page 78). Gain +2 to attacks against anyone designated a sorcerer by said violation(s).

Silver Sword (requires Warden):

You possess one of the silver swords of a Warden, crafted especially for you and enchanted with a counterspell that unravels mystical protections such as wards and defensive spells. To use the counterspell, roll an applicable approach against an approach of the practitioner who created that enchantment. The sword also provides +2 to active defense actions against evocation. (Note the term active; simply holding the blade offers no such protection.)

Enchanted Item:

You always possess a number of useful items—potions or other magical gadgets. Once per session, describe one of these items and create an ad hoc stunt effect related to its function, which you may use for the rest of the scene. Work with the GM to determine the specifics according to the guidelines on page 114. If the effect you desire is powerful, the GM may charge a fate point for its use, at her discretion. You may lend your item to another character, allowing them to use this stunt in your stead. You may take this stunt more than once; each time grants an additional use per session.

Spirit Talker:

Spirit Talkers perceive the presence of spirits and ghosts. If they are deliberately trying to conceal themselves Roll Focus (or Intellect) vs. Guile. Spirits get a +2 when trying to perceive or locate you. Spirit Talkers speak and otherwise communicate directly with ghosts and other invisible or incorporeal spirits, without any need to perform thaumaturgy. They may seek out information and specific individuals among the dead.

CONDITIONS:

In Peril (sticky): [ 4 ]

You may mark the In Peril condition whenever you are hit by an attack. Negate up to four shifts of damage from the attack and then create an aspect that describes how the attack causes damage not easily shaken off (such as a Broken Leg or Shattered Reputation). Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from In Peril when you act deliberately to resolve the peril: medical attention for an injury, a bribe to erase the slight on your reputation. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher.

Doomed (lasting): [ 6 ]

You may mark the Doomed condition whenever you are hit by an attack. Negate up to six shifts of damage from the attack and then create an aspect that describes how the attack has rendered you almost helpless, such as Bleeding Out or Ready to Embrace the Dark Side. Whoever inflicted the condition is awarded a free invoke on that aspect. Recover from Doomed when you act deliberately to resolve the doom: emergency medical attention, the intervention of a White Council healer skilled in mental magic, or something similar. This typically entails overcoming an obstacle against an opposition of Great (+4) or higher. Clear out Doomed at the end of the next session after you’ve started recovery. If Doomed is checked and you are taken out (page 189), death is one of the possible outcomes.

Indebted to Odianna of Winter (sticky): [ X ][ X ][ X ][ X ][ ]
Jack owes Odianna for preventing Abi’s cancer from killing her. It won’t hold forever but he is very much in her debt.

This condition has five boxes. Mark one or more boxes when you have accrued a debt to a powerful group, person, or entity. The number of boxes you mark depends on the magnitude of the favor done for you; the GM has final say. Recover boxes of Indebted by doing favors for the lender in return, on their terms. Typically, a fairly safe but challenging task recovers one box, a dangerous task recovers two boxes, and a task that puts you in mortal danger or could otherwise permanently impact you recovers all boxes.

REFRESH: 1
Spent Refresh: 3

STRESS: [ 1 ][ 1 ][ 1 ][ 1 ][ 1 ][ 1 ]
Bio:

Jack Youngblood’s 3×3×3 DFFAE_Banner3x3x3_Jack.png

DOB: December 21, 1987

BACKGROUND

Jack Youngblood was a young wizard with the potential to be one of the most powerful of his generation. His father, a Warden of great renown, relentlessly pushed his young son to realize that potential. Jack resented his father’s strict discipline and overbearing attitude and rebelled against him at every turn. He was involved in many petty crimes and associated with gangs, disreputable Fae and many other uncouth characters in both the mundane and supernatural worlds. Despite using his great power irresponsibly he was a good kid at heart who enjoyed causing mischief and driving his father to distraction. That all ended when his antics led to the love of his life, Abigail Youngblood being possessed by the Denarion Demon, Azael who put his father in a coma leaving Jack to care for his younger sister Caroline Youngblood. Seeking redemption Jack swore on his fallen father’s Warden sword he would become a Warden worthy of his family name.

RISING CONFLICT

For several years Jack Youngblood worked alongside his mentor and fellow Warden, Zebidiah Einar and his close friends, Bruno Walsh and Leif Wotensen and loyal allies such as hero cop Roy Mullenix and the ex-SEAL Mathew “Woof” Riley to protect the city of Seattle from any and all threats. They faced many terrible foes but somehow they were always able to keep the people of Seattle safe. Jack was finally reunited with Abigail when the demon Azael abandoned her body because she had developed cancer. The demon now inhabits Jack’s father’s body.

Abigail, finally free of the Fallen Angel after years of possession, realized that she and Jack had a child and that the demon had hidden it from her. Fearing their time was short because of her illness Jack and Abigail married shortly after her liberation. Jack focused his entire being on finding his lost child and curing his new wife of the cancer that was devouring her from the inside. Perhaps that distraction was why he was completely unprepared and faced The Un-man alone. Jack arrogantly believed his potent magic would be more than a match for a young protege of his hated enemy, the two bit warlock, Barry Goldman. It was a careless mistake and it nearly cost him his life. The Un-man, a powerful Outsider that had possessed Troy Wilkerson’s body, ripped the magic from Jack draining him almost completely dry. He only survived the encounter because of the efforts of two of Seattle PD’s finest who managed to bring the monster down in a hail of gunfire. Jack was bereft of the bulk of his power and still needed to find a cure for his wife and the location of his daughter. His situation could not have been more desperate.

THE STORY

STORY TITLE: BLOOD OF THE FALLEN
GUEST STARRING: Charles Kress

Despite his failing magic Jack Youngblood’s duties as a Warden are clear. He must stop the Fomor invasion before they gain a foothold in nearby Portland. However, when Jack discovers that Azael, the demon who knows the location of his missing child, is also in the Rose City and wants to possess his newly discovered half brother, Charles Kress, he is forced to make a terrible choice. Take up the fight and defend the city or save his half brother from damnation and confront Azael about the location of his lost child. Can Jack save Charles from the demon? More importantly can Charles save Jack from himself?

GUEST STAR

STORY TITLE: TWISTED STEEL AND SEX APPEAL
STARRING: Solomon Castostrani

When a psychotic, supernatural serial killer came to Seattle Jack couldn’t help but notice. He had heard rumors of a series of murders of people who were “special” and decided he had no choice but to follow up on it. He witnessed a terrible battle between what looked like a young man (although Jack suspected and later confirmed that he was much older than he appeared) and a madwoman who had no regard for the safety of innocents. Jack did what he could to minimize collateral damage but in the end he simply didn’t have enough power to stop the battle or aid his newfound ally, Solomon Castostrani. Although he did manage to steer the fight to the newly constructed Seattle Waterfront away from bystanders. There Solomon baited a trap for the monstrous psychotic and dropped tons of shipping containers on himself and his tormentor. Jack held out little hope but dug Solomon out of the rubble anyway. He was shocked to discover that the strange young man survived. Solomon was grateful to Jack for his aid and a budding friendship developed between the two of them. Despite their best efforts they never found any trace of the madwoman.

GUEST STAR REDUX

STORY TITLE: ANCIENT CLAY
STARRING: David Clay

Rabbi Shulman was not suspicious when Radcliffe financial foreclosed on his house while his son was sick, but talking to other parents found similar problems, so he went to the lawyer who lived in his basement for help. Tracing the financial web lead to a strange link with a Ancient Mesopotamian artifact dug up by a Radcliffe sponsored dig on display at the local community center, and an ancient disease spirit haunting its halls. Only a man of clay could survive its toxic touch to save the children. Once they were safe the young Warden, Jack Youngblood, aided the Golem in binding the spirit back into the artifact preventing the disease from spreading.

Jack Youngblood

Dresden Files Accelerated: Emerald City: Requiem HumAnnoyd