Nick Strummer

Aspects

 * Template: Wizard
 * High Concept: Wizard of rock
 * Musts: High Concept & Powers
 * Trouble: I've got a bad feeling about this
 * Knows the scene
 * Always prepared (to the teeth)
 * The devil you know
 * Movers and shakers (Getting things done)
 * Enough is enough

Stunts & Powers

 * Power Level: Up to your waist
 * Skill Cap: Superb (+5)
 * Skill Points Spent: 30/30
 * Fate Points
 * Base (Adj.): 9 (2)
 * -3: Evocation (p180) (2 slots)
 * -3: Thaumaturgy (p181) (2 slots)
 * -1: The Sight (p174)
 * Lore +1 for Arcane Sense
 * 0: Soul Gaze (p174)
 * 0: Wizard's Constitution (p170)
 * Endurance, total recovery & long life

Nominal Power/Control (5/5)
Owner of the Double Rock club in Minneapolis, MN. Wizard.

Phase One: Knows the Scene
Nick was at the center of the NY club scene in the '70s and lived there through the height of the Punk movement. He became a manager at CBGB in its decline and apprentice to Philly Bristal, the owner and a White Council wizard. Just as in the Twin Cities, The NYC arts scene is under the fist of the White Court. Philly was a powerful mentor and teacher, and also an ass. He believed in the power of the White Council and wizards in general. He was confident that his power and the backing of the Council was more than a match for the vampires.

Philly wanted the music scene to revolve around him. He thought the hunger for what he could provide through endless streams of screaming, impressionable rock fans was leverage enough to keep the vampires in line. In his arrogance, he tried to play both sides of every deal. He used magic to heighten the emotional effusion at shows and to keep the fans invigorated.

Nick worked in the background, never trusting his own burgeoning power for complete protection. He was in this for the magic, and he was in this for music. As Philly became more concerned with control, Nick became more concerned with what to do when control was no longer an option.

As the music scene changed and changed again, CBGB became an icon in decline. As Philly struggled to keep club afloat and bring back the glory days, Nick expanded his influence and accepted each new pop explosion. He soon became the man to see for new acts in NYC clubs.

Philly relied more and more on his schemes and dealings to keep his influence as the clubs status with the vampires dwindled.

Phase Two: Always Prepared (to the teeth)
My enchanted tattoos.

Nick disapproved of Philly's dealings in the arts and magical scenes behind the backs of the White Court. His certainty that the vampires would both find out and be really pissed about it kept him prepared for attack at any time. His fears were realized in 2006 when the Vampires came for Philly.

In the years leading up to the confrontation, Nick grew more and more wary to the point of paranoia. He spent hours a day setting wards and preparing himself for a quick escape. His preparations led him to enchant several tattoos that provide thaumaturgical focus and power.

When the vampires came, he was prepared. Nick slipped away like a paltry puff of smoke. With all his plans having run their course he found himself alone and safe. What he hadn’t planned for was his greater concern for the former. Every passing day he wanted the life he'd had. The scene and more. The danger seemed less and less significant, and he began to believe that, given significant planning and preparation, he could make it work if he could only find a place to make a new start.

Phase Three: The Devil You Know
Nick went underground after escaping from NY. The White Court made it more than clear that he wasn't welcome there. He couldn't resist the lure of the culture he considered to be more of what makes a place home than where you hang your hat. He sought a home in the Twin Cities where the music culture was rich, but the White Court was also just as invasive.

Prince, a high ranking vampire and head of the Court in Minneapolis, offered safe residence in return for the promise of gainful service to the Court and the music scene. Prince demanded the inclusion of the enthralled house band, Ritual Circle. There were also promises of special accommodations at the Double Rock for the use of the White Court.

Once again, Nick finds himself exactly were he planned to be. The journey went just as planned, but the destination isn't what he was looking for. The deep roots of the Minneapolis music scene are like a warm blanket full of sunlight. What happens in the club he calls his own, at least behind warded doors, is nothing to be proud of. Oddly, Nick finds himself looking for something more to be proud of.

Phase Four: Movers and Shakers
Also Staring: Matt Dayton

Nick was looking for a way to make a name for himself on the local scene when he ran into Matt Dayton. Together they created The Longest Day of the Year music festival. On the winter solstice they arranged 18 hours of live music in 3 venues, including Nicks newly opened Double Rock club. Nick didn't know until the shit hit the fan that Dayton's intent was to obstruct the Winter Court. This sort of conflict is far from Nick's forte, but the outcome taught him that allies are as valuable as preparation.

Phase Five: Enough is enough
Guest Star: Anders

It was raining and making up it's mind whether to turn to snow when Alexander Anderson walked into the Double Rock. He knew what he wanted, but he didn't know how common that particular desire was at this place at this time. He wanted someone - well, something - dead. Or deader. He met Nick for the first time 15 minutes later coming out of one of the private rooms. They stood, squaring off, and each glanced down at the large canvas bag in the other's hand; Nick's empty and Anderson's full of extra-dead vampire.

An hour later, the two parted ways, both knowing that they shared in one opinion. Some vampires were better off in a bag at the bottom of a lake, taking up the space not otherwise filled with a few hundred pounds of rocks.

Tattoos
The Snake &#10234; Armor:5, 2 uses per session. (2ES) The Raven &#10234; Spirit Defensive Control +2. (1FS) The Fox &#10234; Momentary ability to pass through any physical or magical barrier <6 shifts (Superb). 1 use per session (1ES)
 * The tattoo on Nick's left forearm is a stylized cobra, hood expanded, that wraps back and forth around his arm. The enchantment on the tattoo suffuses the entirety of Nicks skin with an earthen toughness. There is no tactile difference, but his skin is as though as a rhino's. (Nick does have a certain style and he's not about to have a rhino tattoo.)
 * The raven evokes a spirit guide. This focus encompasses all of Nick's training in the control of will and spirit.
 * No one runs away quite like Nick. It's not a matter of picking a direction and moving as fast as possible. He knows that, to be sure of ones escape, the quarry must be in control of the pursuer. The prey controls the path of the chase, and thus the hunter must submit to the prey's control. The Fox epitomises this, and gives Nick the upper hand when the getting-out is good.

Focus Items
Ring &#10234; Earth +2 Offensive Control. (1FS) Potion &#10234; Invigoration, or misc. (1ES)
 * Nick has always felt a connection to all things solid and strong. A good baseline, an epic mountain. His affinity with earth magic follows this predilection. The Ring he wears keeps this connection open and channels his earth magic.
 * Invigoration: allows Nick to shake off 5 shifts of consequence.

Equipment

 * Various knives. At least 4 when prepared. Weapon:1
 * Protech Enhanced Level IIIA Ballistic Vest. Armor:2
 * Black 2004 Toyota Tacoma customized at the factory with no superfluous electronics. E.g., electronic Fuel injection replaced with aftermarket carburetor.
 * Honda CBR250 Warded to resist magical effects. Magic is much harder while on the bike.

Rote

 * Complete Control: "Hyper-awareness" i papeshë &mdash; 4 shift Fantastic block for 2 exchanges. Requires the Raven. (See p.294) When Nick invokes his Raven tattoo, his senses are heightened to superhuman levels. He can see any attack coming a mile away.
 * Smash it Up: shpërthen &mdash; Weapon:6 Earth with focus ring. An area of earth, stone, wood or some other solid surface or object explodes with great force, sending shrapnel in a focused direction. Usually at the bad guy's head. Defend:6
 * Clampdown: i rëndë &mdash; Aspect: Clamped. for 3 exchanges. (See Entanglement p.293) The target finds their personal gravitational field has tripled. Heavy, man. Defend:4 Might

Other Evocation

 * Minor Threat &mdash; Kërcënimi &mdash; "Group Shield" &mdash; Spirit (5-7) Block
 * 2 shifts to target allies in this zone, 1 shift to persist for 2 exchanges, 2-4 shifts of strength for the block. >5 is extra stress.
 * Applies a Block:2-4 shield for each ally in this zone for 2 exchanges
 * Linoleum &mdash; Bashkoj &mdash; "Earth Shoes" &mdash; Earth (5-7) Maneuver
 * 3-5 for the maneuver (Power), 2 shifts of persistence for 3 exchanges
 * (2 to split the targets?)
 * Aspect: Earth Shoes
 * The target sinks several inches into the ground and is held there as if embedded in rock
 * Opposed by Might
 * Search and Destroy &mdash; Destruir &mdash; "The Crusher" &mdash; Earth (6-7) Offensive Maneuver/Grapple (See Orbitus p.294)
 * 3-6 for the maneuver, 1-4 Duration. >6 is extra stress.
 * Opposed by Might. Power - duration shifts
 * Aspect: Getting crushed. Target takes 1 physical stress per round.
 * The earth churns at your feet like a meat grinder, trapping you and pulling you down.
 * Rocket to Russia &mdash; goditje &mdash; "Force Push" &mdash; Spirit (3-7) Offensive Maneuver (See Knockback)
 * 3-7 for the maneuver. >5 is extra stress.
 * Opposed by Might
 * Aspect: Ass over Teakettle
 * Target is thrown one zone, or to the barrier. Stress may be inflicted by barriers.
 * Blitzkrieg Bop &mdash; Pengohem &mdash; "The Carpet Trick" &mdash; Earth (6-7) Maneuver
 * 3-7 for the maneuver. >6 is extra stress.
 * Aspect: Off your feet
 * The ground under the target's feet is yanked out like a carpet, unbalancing or knocking them prone.
 * Opposed by Athletics
 * Ruby So-Ho &mdash; Padukshëm &mdash; "Invisibility" &mdash; Spirit (5-7) Defensive Maneuver &mdash; (See Quick Veil p.295)
 * 1 shift per exchange (duration), 2 shifts for multiple targets, 1 or more shifts for size, the rest for strength. >5 is extra stress.
 * The target is invisible (imperceivable)
 * Opposed by Alertness or a spell matching the strength.
 * Personality Crisis &mdash; Pronar &mdash; "Veil of Power" &mdash; Spirit (5-7) Defensive Maneuver
 * 3+ shifts for the maneuver (Power), optional shifts for duration.
 * Aspect: Head Honcho or Scary as hell
 * The target emits a palpable and unavoidable sense of presence and authority, or is simply terrifying. Effects everyone.

Thauma-Gadgets™

 * chain-sm.pngBall and Chain &mdash; zinxhirët &mdash; "Targeted Chains" &mdash; Earth (6) Block
 * A length of chain rated @ 3500lb (Legendary+) targeted to a specific, individual creature. Must be prepared beforehand with access to a significant tissue or fluid sample.
 * +8 Block against physical movement, blocks, maneuvers & attacks. Persists until broken or escaped from.
 * Applies the aspect "Chained up." About 15' in length. Weighs about 10 lbs. Grade 80, 9/32".
 * Containment/quarantine &mdash; Ruajtja &mdash; "Denarian containment unit" &mdash; Earth (3) Maneuver
 * A heavy steel container, roughly the size of shoe-polish tin, filled with lead pellets.
 * Given the proximity of a Blackened Denarius, or unfortunately, another similar coin, the container will engulf the coin and fuse closed. The lead will melt into a single mass with the coin at it's center (roughly) and the steel case will weld itself into a single piece. Cooling is part of the process, but it will be too hot to hold with bare skin for several minutes. A spirit containment ring of silver is melted into the lip of the tin, to be closed once a coin is held inside.
 * Break The Silence &mdash; Run your finger once around the head-edge of the coin &mdash; "Muffle coins" &mdash; Air
 * Yet another coin. This one blocks the vibrations in the air completely in a 2' radius. Why? Slip one in your shoe, and you're as quiet as... nothing. Just don't sneeze.
 * Applies the aspect "Muffled" to the carrier.

Thaumaturgy

 * Blood-compass
 * toy-compass.png requiring actual blood, Nick applies a bit of the thing he's looking for to a novelty compass and then takes 5-10 minutes to apply a circle of Spirit around the device and tie that to a magnetic polarization. The spirit field turns freely, always facing the target. The artificial pole turns with it, and pulls the needle along, pointing the way. Duration is 1-12 hours depending on the strength of the spell.
 * Needle in a haystack
 * rock-collection.png spreads a cheap map on his worktable. (This would be a much longer process outside his lab.) He knows the map very well, and the area it represents. (This would not be possible at all without that.) He focuses on the landmarks he knows best, one at a time, forming a connection between the location on the paper and the location in his mind. As each connection is made, he places a small object (usually just a pebble) from that place onto the map, binding the connection. The more connections he makes, the more accurate the spell, and the longer it takes. Once the grid of locations is in place, he takes a pin or hand-full of push-pins and connects them with the material he's looking for. Once the connection is set, he activates the map, which starts to pull the pins to the source of the material. With a word, zbuloj, he drops the pin or pins down onto the map. If successful, the pin will stick into the current location of the target. Each pin can have a separate material connection. Nick uses colored pins for this. The spell takes at least an hour. If there is a single target, and a general location is known, Nick can focus on that area to speed things up. At least 3 landmarks are necessary and each takes about 10-15 minutes. Using fewer landmarks usually requires a greater focus on each, so more landmarks can be connected with less time spent on each. E.g., Nick can find your lost watch, using the purchase receipt, anywhere in the greater metro area, in about 4 hours. He can find it in the Warehouse District in about an hour.
 * Proximity Alarm Coin
 * s-dolloar-coin.png'd have to be one crazy bastard to go opening your Sight every time you want to check the joint for baddies. Nick will enchant a coin for the purpose when he knows what he's looking for. Spirit and Earth are bound to the coin. When the target is in close proximity, the coin will vibrate. The spell is cast like a ward, and lasts for weeks if not months. Prep time is an hour, with another 10-15 minutes per coin.

Potions

 * Invigoration (p.304 Stimulant)
 * The point is to keep going when the other guy has had enough. This potion is like a pain killer and a few red-bulls without the sluggishness or jitters. Effectively, it eliminates 5 (Lore + 1) slots of stress. That's 2 minor consequences and one stress slot, stress slots adding up to 5, or a moderate consequence and 1 slot. Nick uses flexible flasks for potions.

Specialization and bonuses

 * Evocation: Earth +1 (Power)
 * Earth, Spirit, Water
 * Thaumaturgy: Crafting Specialization Strength +1
 * The Sight: Lore +1 when used for arcane senses

Biographical
Born in 1949.