Showing posts with label Devil and Demons. Show all posts
Showing posts with label Devil and Demons. Show all posts

Wednesday, November 6, 2013

Frank Brayker from 'Demon Knight' (1995)

Frank Brayker



 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Typ (06)
I: Ex (20)
P: Am* (50)

Health: 70
Karma: 76
Resources: Pr (04)
Popularity: 0

Talents
Military
Occult Lore*
Guns
Sharp Weapons
Improvised Weapons
Knowledge: The Key
Knowledge: 20th Century History
Knowledge: Demonology

Powers
Bearer of the Key:
Frank Brayker was the most recent bearer of one of the seven keys of creation, and as such, has many benefits and abilities conveyed from it. The Key is a reliquary of sorts, containing the trace blood of Jesus as well as all of the other bearers from the time it was initially filled. The bearers of the key have the following abilities:

  • Incarnation Awareness: Although not truly incarnation awareness in the traditional sense, each bearer is shown the history of the key and all hands of those who the key has passed through. As such, each bearer leaves a degree of themselves (literally) within the key, and ultimately pass into the current bearer. This explains the Am (50) Psyche, as well as the Occult Lore skill, which is somewhat inherited.
  • True Sight: The Bearer of the Key has the ability to perceive creatures as they really are, as shown with Brayker and ultimately Jerilyne recognizing the Collectors. The Bearer is considered to have this ability at Ex (20)
  • Recovery: The Bearer can be wounded and even mortally injured, but they recover from most other wounds and damage far faster than a normal human being, with Ex (20) ability, allowing them to recover endurance ranks fairly quickly.
  • 'Immortality': The Bearer does not age while in possession of the key, and they will maintain their youth at the time that they received the key and became the Bearer until such time that it is ready to pass from their hands. Brayker was a veteran of World War One, receiving the Key during the height of the war. The Bearer is not 'truly' immortal, as they can be killed and are
  • Demonic Detection: The Bearer can always tell when a demon is present within three areas. The detection is only for demons, and it is assumed that it will not function for other types of mystical creatures.The Bearer can detect demons with Am (50) ability and up to three areas.


Contacts
Frank Brayker has no real contacts

Limitations
Bearer of the Key: Frank is the bearer of a powerful mystic artifact which is being sought by powerful demons. Frank cannot disguise who he is from them, and he is considered to not just have enemies, but is actively being pursued.
Limited Means: Frank is transient as he must continually be on the move.


The Key

 

 

 

 

 


 

 

 

 

 

 

 

 

The Key is a powerful artifact which is tied directly to the bearer. One of seven keys, the Key is the last key not obtained by the forces of darkness, who desire it above all else as it would allow them to plunge the universe into chaos and shadow. The Key radiates mystical power, allowing anyone with Gd (10) mystical detection to determine what it is. Anyone with true sight, postcognition or Danger Sense will need to make a Psyche FEAT vs. Ex (20) intensity due to mystical nature of the key. Those failing will be a penalty while in the presence of the key (An area effect, -2cs). The Key is made of simple materials (Brass more than likely fitted with tempered glass), but it is protected as if it is made of Cl1000 Material. The key cannot be destroyed in conventional means. The key is a potent artifact, with the following known properties:

  • Demon Warding: When blood is drawn out of the Key, it can be used to seal doorways, windows, and entrances with a Mn (75) level ward. Demons cannot cross the ward so long as the key is active. Humans and other beings can cross the wards without incident, although as seen, should the key cross its own wards they drop. It takes a few drops to seal a simple door, a great deal more in order to seal larger spaces.
  • Sanctification: The blood within the key is considered sanctified, and as such, remains in its liquid form and does Rm (30) damage to tainted or supernatural creatures based upon the opposing Psyche. Should a creature have greater than Am (50) Psyche, the damage increases, as seen in the differences between the possessed and summoned demons.
  • Bearer: The key chooses its bearer, which is usually done under certain conditions and signs. The Bearer is fully aware when they are entering a situation in which they could die or that the key must be passed.

The Key is limited to how much blood it contains. If the movie is correct, then the key can hold upwards of 6 quarts or more, depending. While the Key does not look like it can hold this amount, it seems capable of doing so. The Key must be 'recharged' through the complex ritual that extends between a new Bearer and the previous one (See Below)

Changing Bearers:
While anyone can hold the key, only one Bearer benefits from the additional abilities and immortality at a time. The Bearer is usually chosen by fate: Usually tied to specific signs and events, the old Bearer becomes aware that their time is limited. Once a current Bearer is mortally wounded, the chosen Bearer is told (and shown) the events surrounding the Key's creation. The new Bearer then drains the blood of the old Bearer into the key, recharging it. Upon the acceptance of the task, the Bearer gains the enhanced abilities and powers, and the old Bearer dies.


Thursday, October 17, 2013

The Accountant from 'Drive Angry'


'Satan is simply the warden of a very large prison. Quiet man actually, thoughtful and he's well read. And I happen to know the idea of sacrificing children in his honor annoys him greatly.'







 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Accountant

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Am (50)
P: Am (50)

Health: 140
Karma: 110
Popularity: 0/-20 (In true occult circles)
Resources: Typ(06)/Cl1000 (In hell)

Talents:
In theory, the Accountant has had unlimited time to hone his skills, but for the purposes of the write-up, the skills shown during Drive Angry include:

Administration
Firearms
Marksman
Driving
Mystic Origin*
Human Psychology
Knowledge: Hell's bureaucracy
Tracking
Shadowing
Law
Law-Enforcement*
Knowledge: Hell
Knowledge: The Damned
Knowledge: Ritual
Sharp Weapons
Thrown Weapons
Thrown Object*

Powers:
Demonic Nature: The Accountant is the chief administrator/soul retriever for Hell as it is presented in the movie. Hell is represented as an immense prison, and as such, the Accountant is suggested to be the 'head guard', sent to retrieve the more difficult cases. As such, the Accountant's Earthly form is purely suggestive, as it is easily implied that he could be far stronger and/or physical if necessary. For the purposes of the write-up, the Accountant is very similar to an angel in The Prophecy series such as Gabriel, in that the following is similar:

  • The Accountant is completely immune to normal types of damage, such as toxins, disease, physical damage, energy damage, radiation, aging, and other aspects. In addition, the Accountant doesn't suffer stun effects from normal damage, but can be slammed and even incapacitated. The Accountant can be harmed by mystical means, and usually does not recover lost health when assaulted by such.
  • Omni-Knowledge: Hell's Business: The Accountant is completely aware of the prisoners who have escaped from Hell, although he does not seem to possess knowledge about specifics, thoughts, or purposes. The Accountant also has a running tab of when individuals will be arriving in hell, down to specific dates. The Accountant is considered to have this ability at Un (100).
  • Hypnotic Control: The Accountant can affect hypnotic control over groups and individuals with Rm (30) ability, gaining an additional +1cs for specific effects (such as using human nature among officers of the law to convince them he is a FBI agents).
  • Hell-Sense: The Accountant seems to have the ability to track individuals who have escaped hell or bound for it with Rm (30) ability. The sense works more like the power telelocation, in so far he has a general idea of where an escaped individual is going.
  • Sense Evil: The Accountant can determine a person's nature with a look with Mn (75) ability, and is able to determine how much a person is affected by good/evil.
  • The Coin: The Accountant carries a roman coin that he uses as a prop and can conform to specific items, such as an FBI ID or what have you. The origin of the coin is unknown, but it is suggested that it is either one of the coins used to pay Charon or one of the thirty pieces of silver paid to Judas. The other suggestion is that the coin is the method that the Accountant passes from Hell into Earth.
  • Mystic Sense: The Accountant can sense magic with Rm (30) ability

Contacts:
The Accountant is an employee and confidant of Satan.

Limitations:
Limitations to Authority: the Accountant is limited by the authority and scope of his role. The Accountant cannot for instance take direct action outside of the requisition of the escaped damned, unless assaulted or directly challenged. In addition, the Accountant will not seek to abuse his abilities simply to abuse them, it's against 'the rules'

Completely Dedicated: The Accountant is completely dedicated to his job, which is to maintain order and to retrieve escapees. The Accountant is not above adhering to the exact 'letter of the law', and is not mindless as to simply follow the pursuit of an enemy. The Accountant for instance allowed John Milton to save his granddaughter before being taken back to hell, but made it clear that he would be going back as soon as that was accomplished.

Loyal:The Accountant thinks highly of his boss, and is considered to be loyal.


The God-Killer




The God-Killer is a five barrel gun which was stolen by John Milton from the desk of Satan himself. The weapon is unlike anything seen before it is bone-handled and has only five bullets - It is never said how it can be reloaded, but it as assumed such can be done by higher (or lower) powers. Each bullet has the Latin phrase 'DEUS VELOX NEX' carved into it (God's swift death). During the movie, three shots are fired for certain - One at the Accountant (Which leaves a scar as it misses), one at a flunkie, and one at the main bad guy. A shot from the God-Killer has the following effects:
  • Total Destruction: The God Killer will completely destroy a being with ShZ ability. The target must immediately make a psyche FEAT against that intensity, may not use Karma, and must make a Red to resist its effect. The bullet bypasses normal defenses to rank, and completely eliminates the target through an explosion of mystical energy. Parts of the target may be left, but slight pieces.
  • The God-Killer cannot be fired easily by the living or even the Undead/Damned/Ascended. The God-Killer requires a Psyche of at least Ex (20) to fire. A Living person (Not dead/undead/etc) must have a Psyche of at least Am (50) to remain conscious, or be rendered unconscious for 1-10 rounds. A person with a Psyche below Typ (06) must make an Endurance FEAT or begin the dying process.

Wednesday, November 7, 2012

The Wishmaster from 'The Wishmaster'

Once, in a time before time, God breathed life into the universe. And the light gave birth to Angels. And the earth gave birth to Man. And the fire gave birth to the Djinn, creatures condemned to dwell in the void between the worlds. One who wakes a Djinn shall be given three wishes. Upon the granting of the third, the unholy legions of the Djinn shall be freed to rule the earth. Fear one thing in all there is...fear the Djinn.





Name Unknown, if applicable

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Mn (75)
R: Rm (30)
I: Am (50)
P: Mn (75)

Health:145
Karma: 155
Resources: See Powers
Popularity: 0/-20 in occult circles

Talents:
Mystic Origin*
Knowledge: Ancient Languages
Knowledge: Ancient Cultures
Demonology*
Knowledge: Human Greed
Knowledge: Djinn Culture


Powers:
Djinn: Although technically more of an ifrit, the Wishmaster is a supernatural creature who is forced to serve mankind until it can take advantage of a third wish, at which time he will unleash his trapped brethren. As a member of the Djinn, the Wishmaster has the following abilities:
  • Inhuman: The Wishmaster does not need to eat, breath, or sleep. In addition, the Wishmaster is completely immune to toxins, poisons, disease, fire, environmental concerns, and aging. The Wishmaster does not seem to be bound by mortal existence, and the FASERIP above is just an approximation of his presence within the mortal world based on the first two movies.
  • Shape shifting: The Wishmaster is able to change his shape from his normal form to any human shape he desires, granting him Am (50) ability to shape-shift. The Wishmaster is also able to imitate someone perfectly, down to their scent, but without their memories or specific mannerisms.
  • Empathic Understanding: While not expressly stated, the Wishmaster seems to understand the nature of his victim, allowing him to better exploit the situation to his own ends. As such, the Djinn has Am (50) empathy
  • Unnatural senses: The Wishmaster has unnatural senses, which allow him to perceive both the physical world as well as the intangible world with Am (50) ability.
  • Fire Generation: While not expressly stated, it is shown that the Djinn comes from a realm of fire, and is able to manipulate it with Rm (30) ability.
  • Wishes: The Djinn can alter reality with Cl1000 ability based around several key rules: The Wishmaster can grant three 'wishes' to someone who releases him, and must grant those three wishes regardless of impact and/or desire. The Wishmaster may grant other wishes, especially enjoying causing torment and misery by those who say "I wish X" casually. The Wishmaster is not obligated to grant any wish to anyone outside of the person who has released him. The level of his ability to change reality includes the gambit of misery and death - From art pieces coming to live to exploding people to having someone turn to glass.

Contacts:
Relatively speaking, the Djinn's only contacts are his fellow Djinni.

Limitations:
The Wishmaster may be powerful, but he has some very powerful limitations:
  • Unusual Looks: The Djinn in his natural form grants him the dubious -2cs reaction bonus.
  • Occult Lore Bonus: Most occultists are familiar with the Djinn and his purpose, and gain a +1cs on researching him.
  • Bound by the Wish: As stated above, the Djinn is bound to certain rules in order for his wishes:1. He must follow the wish to the letter, but can interpret loosely worded wishes as he sees fit. 2. He cannot harm, coerce, or force a person to make a wish, although he can come very close, 3. He must honor the wish even if it means his own imprisonment (as seen in the first movie).
  • Psychological Trademark: The Wishmaster cannot help but cause misery, and must 'fulfill' any wish made in his presence. While bound to the person that freed him, he does not have the same limitations in fulfilling wishes of those who make them.

Tuesday, November 6, 2012

Damian Thorn from 'The Omen' film series





Damien Thorn (age 30)

F: Ex (20)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Am (50)
P: Am (50)

Health: 40
Karma: 110
Resources: In (40) Personal, Access up to Mn (75)
Popularity: 40/-40 (In public and/or In occult circles as the Anti-Christ, See Below)

Talents:
Mystic Origin*
Politics
Business/Finance
KNowledge: Biblical Lore
Knowledge: Ancient History
Leadership*
Psychology
Demonology
Military

Powers:
Anti-Christ: Damien Thorn is the Anti-Christ, granted supernatural powers due to both his parentage (as the son of the Devil) as well as legacy. As the Anti-Christ, Damien has many powers and abilities, not limited to:
  • Telepathy: Damien can read the thoughts of those around him by Am (50) ability
  • Resistances: Damien is Immune to traditional diseases, toxins, and poisons.
  • Self-Revival: Damien can restore himself from death after reaching 0 Health, and cannot be killed through traditional means (See limitations)
  • Empathy: Damien can sense the emotions of those around him with Am (50)
  • Emotion Control: Damien can manipulate the emotions of those around him with Am (50) ability
  • Charismatic Control: Damien can convince anyone of anything given a short time, and can do so with Mn (75) ability. Damien can draw upon his abilities to sway crowds and nations, requiring less than three combat rounds to do so and requiring an opposed Intuition FEAT vs. Monstrous (75) to notice or 'break' the control. Those aware of Damien's true nature are apparently immune.
  • Probability manipulation: Things happen to those that Damien either favors or dislikes with Am (50). Most of Damien's enemies suffer horrific accidental deaths (such as being impaled by church spires, pecked to death by ravens, or freezing after falling into a lake). In contrast, Damien's followes and allies gain benefits, such as increased luck or financial windfalls due to sudden deals, thus endearing Damien further to them. The power is more reactionary than directed, although Damien can focus his efforts to cause things to happen with Mn (75) ability.
  • Animal Communication and Control: Large dogs and similar creatures seem to be at Damien's beck and call, allowing him to control animals with Ex (20) ability.
  • Army of followers: Damien has a number of followers in every walk of life that have assisted his ascension. Damien may spend an action to call upon a follower, who has usually placed themselves in places and positions of power. Damien's 'network' is incredibly and suprisingly vast, vast enough to place him in the circle of the most powerful beings in the world.

Damien has powers that are just being discovered, and can easily be molded and shaped into any sort of adversary necessary.

Contacts:
Damien's contacts range the gambit, from diplomats to world leaders and businessmen. Damien can call upon any of those positions of power to assist him (See above)


Limitations:
Antichrist: Damien's main limitation is the same as his powers: He is the anti-christ, and as such, has many limitations:
  • True Nature: Those with the ability to sense the occult or unholy will gain a strong reading from Damien - He cannot hide what he is, and cannot shield it from those who know. In addition, Damien has the numbers '666' on the back of his head, hidden in the hairline. These numbers identifiy him as the anti-christ.
  • Recognizable: Once Damien has been recognized as the Anti-Christ, his abilities to control an individual vanish - Although, several individuals continue to serve willingly.
  • The Seven Daggers of Megiddo: Damien is nearly unkillable, and cannot permanently be destroyed unless stabbed by the seven daggers of megiddo, ancient artifacts designed to destroy the Anti-Christ. As powerful as Damien is, it only takes a single Red FEAT with the dagger to end him, as he immediately begins the dying process and cannot use any of his abilities (Or karma) to save him.



The Zuni Fetish Doll from 'Triology of Terror'




He who Kills

F: Ex (20)
A: Gd (10)
S: Pr (4)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 54
Karma: 70
Popularity: - 5
Resources: Fe (2)

Talents:

Sharp Weapons
Hunting
Mystic Origin*
Thrown Weapons


Powers:

He who Kills: The Zuni Fetish Doll is simply the latest incarnation of the powerful spirit He who Kills. As such, the Doll is merely the vessel, having being bound into the doll is necessary.
  • Body Armor: Fe (2) protection. As a spirit possessed doll, the Zuni Fetish Doll does not need to eat, breath, or sleep.
  • Possession: He who Kills is capable of possessing hosts when its current body is destroyed or reduced to 0 Health. When someone is possessed by He who Kills, they gain the same razor sharp teeth and bloodlust, and are completely under the full possession of He who Kills. While in doll form, He who Kills apparently has a lesser psyche, its true power as a spirit is Mn (75), which is the intensity one must make to avoid being possessed. He who Kills will seek to possess the nearest host, preferably the one who delivered the killing blow to its new host. He who Kills can voluntarily leave a host.


Contacts:
None


Limitations:

  • Binding: He who Kills can be bound into its current form with a prepared chain, which keeps the spirit in a form until the chain is removed, as it was in the movie.
  • Unusual Looks: He who Kills can always be identified by its teeth.
  • BloodLust: He who Kills is driven by bloodlust, and suffers a -1cs in attempting to prevent itself from murdering a chosen victim.

Rawhead Rex from 'Rawhead Rex'











Rawhead and Bloody Bones, Tommy Rawhead, Rawhead Rex

F: Am (50)
A: Ex (20)
S: In (40)
E: Am (50)
R: Gd (10)
I: In (40)
P: Rm (30)

Health: 160
Karma: 80
Resources: Pr (4)
Popularity: - 10


Talents:

Hunting
Mystic Origin*


Powers:

Demon: Rawhead Rex is a pagan demon, capable of extraordinary acts of bloodlust, gore, and perverse violence. As a demon, Rex has many attributes which make him nearly unstoppable from conventional means. Rex has displayed the following abilities (at least in the movie and short story):
  • True Invulnerability*: Rex has shown Ex (20) resistance to most conventional means of damage, and cannot be killed under normal circumstances due to his nature. Rex is completely immune to standard damage types, and can only be hurt through bypassing his natural invulnerability or other means. As Rex is a figure in Irish/Celtic mythology and legend, Rex is not hampered by traditional religious icons, such as wardings and such from the church. Please see Rex's limitations for more information.
  • Natural Weaponry: Claws: Rex possesses claws that can rend through natural material with ease (tearing through high tensile aluminum in seconds), as well as carving through human flesh with Rm (30) ability. Rex's claws are considered a mystical attack, and halve the effectiveness body armor, resistance, and other forms of protection.
  • Natural Weaponry: Fangs: Rex's mouth is a row of powerful sharp teeth that allow him to bite for In (40) damage. The bite is similar to his claws in that it is considered a mystical attack, halving effective protections.
  • Supernatural Senses: Rex possesses keen senses at Rm (30), which ironically also treat as protected senses at the same rank.
  • Tracking: Rex is capable of tracking individuals with Rm (30) ability, as shown in th film where he follows the primary protagonist on foot and waits for opportunity to kill his son.
  • Regeneration*: Rex can regenerate damage quick enough, with Am (50) ability
  • Recovery: Rex recovers Endurance ranks at a heightened level, providing him with Rm (30) recovery.
  • Hyper Running: While not overtly stated, Rex is was capable of maintain pursuit with a vehicle in the film and picking the appropriate time to strike. It would be safe assume Rex can move faster than normal with Gd (10) hyper running.

Contacts:

None


Limitations:

  • Pregnant Women: While it seems rather odd, in the short story, Rex's downfall came from a fertility Idol wielded by a pregnant woman, drawing the parallels between male and female sexuality in pagan religion. Rex can only be 'killed' by the use of the idol in the hands of a pregnant woman. Rex is immediately banished accordingly, and in the movie, it simply has to be a woman.
  • Unusual Looks: Rex suffers an extreme -2cs reaction upon first encountering him.
  • Bloodlust: Rex suffers from bloodlust, seeking to cause as much mayhem and violence as possible.
  • Imprisonment: It is possible that Rex could be re-imprisoned under the earth if the conditions were met, but this is pure speculation and up to the judge to interpret.

Tuesday, October 27, 2009

Darkness from 'Legend' (1985)

Mother Night! Fold your dark arms about me. Protect me in your black embrace. I sit alone, an impotent exile, whilst this form, this presence, returns to torment me!





Darkness, the Dark One, the Dark Lord, His Infernal Majesty

F: Mn (75)
A: Rm (30)
S: In (40)
E: Mn (75)
R: Rm (30)
I: Mn (75)
P: Mn (75)

Health: 220
Karma: 180
Popularity: -100
Resouces: Shift X (150)


Talents:
Mystic Origin*
Demonology
Weapons Master*
Knowledge: Culture
Knowledge: World Knowledge
Knowledge: The Balance
Leadership*:
Seduction:



Powers:
Demonic Form: Darkness is the epitome of Darkness and evil, and as such is physically powerful and almost indestructible. Darkness's powers are more subtle than other representations of the Lords of Darkness, and while capable of many actions and activities, is still bound by the rules of 'The Balance' between light and dark. Darkness cannot act outside of his fortress at the beginning of the movie, and is bound to remain there, away from humanity and suffering from the light, relying on minions outside of his tower. As such, Darkness's nature allows him many benefits, such as:
  • Immortality: Darkness does not seem to age or grow old, and appears the same undefinable age. True death seems ultimately beyond Darkness, as the rules of The Balance states, "There can be no good without evil"
  • True Invulnerability: Darkness is incredibly hard to damage, granting him Am (50) True Invulvernability to standard methods of damage, but not complete (See Darkness's limitations).
  • Environmental Awareness: Shift X (150) ability to sense the goings on in his tower when he's focused. Darkness knows every element of his home and reacts accordingly.
  • Raise Undead: Darkness can raise the dead who line his halls to do his bidding or defend his tower with Un (100) ability.
  • Shadow Shaping: Darkness can manipulate the shadows his in his tower, creating near solid creatures and/or objects with Mn (75) ability, such as beings, illusionary images of loved ones, or shadowy dancers.
  • Telepathy: Darkness can read the minds of those touched by guilt, avarice, darkness, sin, or whatnot with Rm (30) ability
  • Teleportation: Darkness can gate from one part of his tower to another with Un (100) ability.
  • Resist: Fire: Darkness is completely immune to fire and heat.
  • Clairvoyance: Darkness can see things far away with Un (100) ability, also possessing Claudience at Un (100), allowing him to communicate with his servants as they do his bidding.
  • Spirit Communication: Darkness can communicate with the dead with Un (100) ability.
  • Magic Control; Darkness can control magic within his realm with Un (100) ability.
  • Hypnotic Control: If a person has sinned, Darkness can slowly mesmerism them from a distance as he did Princess Lily with Am (50) ability, swaying them to accept their role and sin, slowly corrupting them.
  • Telepathic Shield: Cl1000 protection from psionic attacks and to read his mind.
Servants: Darkness has multiple servants who range the gambit and are utterly devoted to him, under penalty of death (or worse).

Contacts:
Darkness has few true contacts, outside of favorite servants and the powers above him.


Limitations:
While Darkness is powerful, whose abilities cannot be fully listed, there are clear limitations:
Sunlight: Darkness cannot abide sunlight, which not only wounds him but could destroy him. Light is Darkness's opposite in 'the balance' and is capable of truly wounding him. The slightest ray causes serious damage, bypassing the TI and other resistances.
The Balance: Darkness is bound the rules of 'The Balance', which means he cannot force anyone to do anything that they do not choose for themselves, such as vanity in touching a unicorn or forcing them to sin.
Bound to his Tower: Curiously, Darkness cannot leave his tower and is bound within. While his powers are immense inside his tower, Darkness cannot leave and must rely on agents and operatives to carry out his will.
Vulnerability to magic wielded by an innocent: Darkness was vulnerable to the attacks from Jack, and it is perceived that Jack's innocence and opposite role in 'the balance' was the reason.