Lord Arcane, Magus Maximus  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
20 DEX 10 30 20 13- OCV 7 DCV 7
18 CON 10 16 18 13-
15 BODY 10 10 15 12-
20 INT 10 10 20 13- PER Roll 13-
25 EGO 10 40 25 14- ECV: 8
20 PRE 10 10 20 13- PRE Attack: 4d6
18 COM 10 4 18 13-
20 PD 3 2 20/30 20/30 PD (15/25 rPD)
20 ED 4 1 20/30 20/30 ED (15/25 rED)
4 SPD 3.0 10 4 Phases: 3, 6, 9, 12
7 REC 7 0 7
40 END 36 2 40
40 STUN 32 8 40
7" Running 6 2 7"
3" Swimming 2 1 3"
3"/1 1/2"" Leaping 3 0 3" 151 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 7" [14" NC]
Swim (2) 3" [6" NC]
H. Leap (3") 3"
V. Leap (2") 1 1/2"
Flight 0"/22" [0"/88" NC]
Teleport 11" [22" NC]
EXPERIENCE POINTS
Total earned: 1120
Spent: 1120
Unspent: 0
Base Points: 500
Disad Points: 380
Total Points: 2000
APPEARANCE
Hair Color:  Black
Eye Color:  Grey
Height:  6' 1"
Weight:  175 lbs
Description:
A well groomed and dressed man sporting the look of a gentleman of the 1930's, typically in formal mens wear of the time. He holds himself and moves with a natural grace and collectedness, and is the height of civility in speech and manner.

 Lord Arcane, Magus Maximus  
DEFENSES
Type Amount Notes
Physical Defense 20/30 Current BODY:
Res. Phys. Defense 15/25 (15)
Energy Defense 20/30 Current END:
Res. Energy Defense 15/25 (40)
Mental Defense 10 Current STUN:
Power Defense 10 (40)
STUNTS & FIGHTING STYLE
Lord Arcane is the ultimate Dues Ex Machina of mystical matters for an entire dimension.
COMBAT INFORMATION
OCV: 7 DCV: 7
Combat Skill Levels:
+5 Overall
+6 with DCV ([Boggling Blinking Spell]), 1 Continuing Fuel Charge lasting 1 Hour (+0); Extra Time (Full Phase, Delayed Phase, -3/4), Spell Book (-1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 9
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Lord Arcane, Magus Maximus  
SUPERPOWERS!
Cost  Power END
Wizard's Gifts
195   1)   Wizard's Aura:  FF (10 PD/10 ED/10 Mental Defense/10 Power Defense/5 Flash Defense: Unusual Group/5 Flash Defense: Sight Group/5 Flash Defense: Hearing Group) (Protect Carried Items), Reduced Endurance (0 END; +1/2), Persistent (+1/2), IPE (Fully Invisible; +1) (195 Active Points) 0
14   2)   WIzard's Mind:  Shapeshift (Mental Group, Limited Group of Shapes), Imitation, Costs END Only To Change Shape (+1/4) (31 Active Points); Requires A EGO Roll (-1/2), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), Concentration (1/2 DCV; -1/4)
Notes: The Magus bends his mental pathways to appear to be that of someone else. He may imitate someone elses mind or present a completely manufactured mind.
2
20   3)   Wizard's Dignity:  Knockback Resistance -10" 0
22   4)   Wizard's Veil:  Invisibility to Sight and Hearing Groups , Inherent (+1/4), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (67 Active Points); Limited Power Only vs Recording Devices (-2) 0
37   5)   Wizard's Vitality:  LS (Eating: Character only has to eat once per week; Extended Breathing: 1 END per 20 Minutes; Immunity All terrestrial poisons and chemical warfare agents; Immunity: All terrestrial diseases and biowarfare agents; Longevity: 400 Years; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Sleeping: Character only has to sleep 8 hours per week) 0
Magus Maximus
281   1)   Mystic Anonymity:  Major Transform 1d6 (Remove All Memory Of The Magus Maximus, Meeting Lord Arcane Again), Selective (+1/4), Personal Immunity (+1/4), Inherent (+1/4), Partial Transform (+1/2), AOE (One Hex; +1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Affects Desol Any form of Desolidification (+1/2), Continuous (+1), BOECV (Mental Defense applies; +1), IPE, Hide effects of Power (Fully Invisible; +2), MegaScale (The Entire Dimension; +5), Penetrating (x10; +5) (281 Active Points)
Notes: Without constant exposure to the Magus Maximus, memory of his existance and role in events fades away.
0
247   2)   Mystic Anonymity:  Major Transform 1d6 (Remove All Record Of The Magus Maximus, Countermagic), Personal Immunity (+1/4), Inherent (+1/4), Partial Transform (+1/2), AOE (One Hex; +1/2), Uncontrolled (+1/2), Reduced Endurance (0 END; +1/2), Persistent (+1/2), Affects Desol Any form of Desolidification (+1/2), Continuous (+1), IPE, Hide effects of Power (Fully Invisible; +1), MegaScale (The Entire Dimension; +5), Penetrating (x10; +5) (247 Active Points)
Notes: All physical records of the Magus Maximus existance are erased / altered to conceal his existance and role in events.
0
145   3)   Mystic Awareness:  Detect Mysticism 16- (Unusual Group), Discriminatory, Analyze, Increased Arc Of Perception (360 Degrees), Range, Sense, Targeting, Telescopic: +200, Tracking 0
20   4)   Mystic Portation:  Teleportation 1", Safe Blind Teleport (+1/4), AP (+1/2), Usable Simultaneously (up to 16 people at once; +1 1/4), Difficult To Dispel (x256 Active Points; +2), MegaScale (The Entire Dimension; +5) (20 Active Points) 2
Magus Maximus Variable Power Pool
200 Variable Power Pool (Magic Pool), 150 base + 50 control cost, No Skill Roll Required (+1) (300 Active Points); Extra Time (1 Minute, -1 1/2), Concentration (0 DCV; -1/2)
Notes: Given time to prepare a proper ritual or spell, the Magus Maximus can do almost anything.
Master of Mysticism Variable Power Pool
187 Variable Power Pool, 150 base + 37 control cost, (225 Active Points); Limited Class Of Powers Available Slightly Limited (-1/4); all slots Spell Book (-1/2), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4)
Notes: Spells presented are examples only; Lord Arcane's spell books are compendius.
0   1)   Arbelon's Lesser Aegis:  Force Field (20 PD/20 ED), Hardened (+1/4), 2 Continuing Charges lasting 1 Day each (+1/2) (70 Active Points); Gestures, Requires Gestures throughout (Requires both hands; -1), Extra Time (1 Turn (Post-Segment 12), Only to Activate Constant or Persistent Power, Character May Take No Other Actions, -3/4), Incantations (Requires Incantations throughout; -1/2), OIF (Focus: Piece of Chanlink around neck on a silver chain; -1/2), Spell Book (-1/2), Concentration (1/2 DCV; -1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 15 [2 cc]
0   2)   Azul's Minor Mystic Burst:  Energy Blast 8d6 (vs. ED), Area Of Effect (4" Radius; +1) (80 Active Points); 3 Charges (-1 1/4), Spell Book (-1/2), Incantations (-1/4), Gestures (-1/4), Limited Range (100") (-1/4), Extra Time (Delayed Phase, -1/4), Concentration (1/2 DCV; -1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 19 [3]
0   3)   Bertrand's Boggling Blinking:  +6 with DCV ([Boggling Blinking Spell]), 1 Continuing Fuel Charge lasting 1 Hour (+0); Extra Time (Full Phase, Delayed Phase, -3/4), Spell Book (-1/2), Incantations (-1/4), Gestures (-1/4), Visible (-1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 9
0   4)   Durmaan's Conjured Confiscation:  Teleportation 10", Ranged (+1/2), Usable As Attack (+1) (50 Active Points); Only vs Inanimate Objects 8lbs or less Power loses almost all of its effectiveness (-2), 3 Charges (-1 1/4), Extra Time (Full Phase, Delayed Phase, -3/4), Only to bring item to hand Power loses about a third of its effectiveness (-1/2), Spell Book (-1/2), Concentration (1/2 DCV; -1/4), Gestures (-1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 7 [3]
0   5)   Fandari's Unforgiving Unweaving:  Dispel Magic 26d6, One At A Time (+1/4) (97 Active Points); Extra Time (1 Turn (Post-Segment 12), -1 1/4), Gestures, Requires Gestures throughout (Requires both hands; -1), 4 Charges (-1), Incantations (Requires Incantations throughout; -1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), OIF (Focus: Threadripper; -1/2), Spell Book (-1/2), RSR: Transmutation (No Active Point penalty to Skill Roll, RSR Skill is subject to Skill vs. Skill contests; -1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 14 [4]
0   6)   Fandor's Glorious Glitterblind:  Sight Group Flash 4d6, Area Of Effect Nonselective Target (5" Cone; +3/4) (35 Active Points); 4 Charges (-1), Extra Time (Full Phase, Delayed Phase, -3/4), No Range (-1/2), Spell Book (-1/2), Gestures (-1/4), Incantations (-1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 8 [4]
0   7)   Halsey's Cloud of Abyssal Darkness:  Darkness to Sight Group, Normal Touch and Mental Awareness 3" radius, Personal Immunity (+1/4), Conforming (+1/2) (63 Active Points); 3 Continuing Charges lasting 1 Turn each (-3/4), IAF (Focus: Small Bag of Dried Peas soaked in Black Ink; -1/2), Spell Book (-1/2), Extra Time (Delayed Phase, Only to Activate Constant or Persistent Power, -1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 16 [3 cc]
0   8)   Tuen's Fabulous Flight:  Flight 12", Improved Noncombat Movement (x4), Ranged (+1/2), Persistent (+1/2), Usable Simultaneously (up to 4 people at once; +3/4) (80 Active Points); OIF Fragile (Focus (Bird Feather); -3/4), Extra Time (Full Phase, Only to Activate Constant or Persistent Power, Delayed Phase, -1/2), Spell Book (-1/2), 1 Continuing Fuel Charge lasting 20 Minutes (-1/4), Incantations (-1/4), Gestures (-1/4), Concentration (1/2 DCV; -1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 20 [1 cc]
0   9)   Urgon's Revelation of the Skulker:  Detect A Class Of Things (Invisible Things) 13- (Unusual Group), Discriminatory, Sense, Targeting Sense (22 Active Points); Extra Time (Full Phase, Delayed Phase, -3/4), OIF Fragile (Focus (Monocle); -3/4), 2 Continuing Charges lasting 5 Minutes each (-1/2), Spell Book (-1/2), Gestures (-1/4), Incantations (-1/4), Concentration (1/2 DCV; -1/4), Nonpersistent (-1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 5 [2 cc]
0   10)   Vargaal's Horrific Bolt:  Killing Attack - Ranged 8d6 (vs. ED) (120 Active Points); 3 Charges (-1 1/4), Extra Time (Full Phase, Delayed Phase, -3/4), OIF Fragile (Focus (Wand); -3/4), Spell Book (-1/2), Incantations (-1/4), Gestures (-1/4), No Knockback (-1/4), Variable Limitations (Incantations, Gestures, Extra Time, Concentration, FOCI) (requires -1/2 worth of Limitations; -1/4) Real Cost: 23 [3]
Arcana Variable Power Pool
150 Variable Power Pool (Gadget Pool), 120 base + 30 control cost, (180 Active Points); VPP Powers Can Be Changed Only In Given Circumstance (-1/2), Limited Class Of Powers Available Slightly Limited (-1/4); all slots Must Be At Least IIF (-1/4)
Notes: Magic Items presented are examples; the Lord Arcane has access to many such knick knacks and curiosities.
0   1)   Clasp of Envisioning:  Clairsentience (Sight And Hearing Groups), x2 Range (450"), Reduced Endurance (0 END; +1/2) (52 Active Points); Blackout (-1/2), Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), IIF (-1/4) Real Cost: 23 0
0   2)   Portal of Intori:  Desolidification (affected by Mystic), Reduced Endurance (0 END; +1/2) (60 Active Points); Concentration, Must Concentrate throughout use of Constant Power (1/2 DCV; -1/2), IIF (Ring; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) Real Cost: 30 0
0   3)   The Key of Meldrek:  (Total: 79 Active Cost, 34 Real Cost) Dispel Traps / Wards Set On Locked Item 12d6, Reduced Endurance (0 END; +1/2) (54 Active Points); OAF (-1), Linked (Lockpicking; Lesser Power can only be used when character uses greater Power at full value; -1/2) (Real Cost: 22)
plus
Lockpicking 20- (25 Active Points); OAF (-1) (Real Cost: 12) Real Cost: 34
0
0   4)   Tuen's Amulet:  Flight 10", Reduced Endurance (0 END; +1/2), Persistent (+1/2) (40 Active Points); IIF (-1/4) Real Cost: 32 0
Staff of Morguru Multipower
40 Multipower, 60-point reserve, (60 Active Points); all slots OIF Unbreakable (-1/2)
4u   1)   Mystic Attenuation:  Drain Primary Characteristic of Choice 3d6, any Primary Characteristic one at a time (+1/4), Delayed Return Rate (points return at the rate of 5 per Minute; +1/4), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   2)   Mystic Blast:  Energy Blast 8d6 (vs. ED), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   3)   Mystic Bore:  RKA 2d6 (vs. ED), Reduced Endurance (0 END; +1/2), Penetrating (+1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   4)   Mystic Deflection:  Missile Deflection (Any Ranged Attack), Missile Reflection, Full Range (+1) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   5)   Mystic Hand:  Telekinesis (20 STR), Fine Manipulation, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   6)   Mystic Haze:  Sight, Hearing, Mental, Smell/Taste and Additional Sense Groups Flash 5d6, Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   7)   Mystic Jolt:  Energy Blast 4d6 (vs. ED), Reduced Endurance (0 END; +1/2), AVLD (Power Defense; +1 1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
4u   8)   Mystic Nullification:  Dispel Magic 11 1/2d6, any Magic power one at a time (+1/4), Reduced Endurance (0 END; +1/2) (60 Active Points); OIF Unbreakable (-1/2) 0
2u   9)   Mystic Staff:  Hand-To-Hand Attack +6d6, Reduced Endurance (0 END; +1/2), Affects Desol Any form of Desolidification (+1/2) (60 Active Points); Hand-To-Hand Attack (-1/2), Required Hands Two-Handed (-1/2), OIF Unbreakable (-1/2) 0
1592 Total Powers Cost

 Lord Arcane, Magus Maximus  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
4 +2 Movement Levels
50 +5 Overall
18 Mystic Unerringness: Penalty Skill Levels: +6 vs. Range Penalties with All Attacks
3 Bureaucratics 13-
3 Conversation 13-
3 Deduction 13-
3 Gambling 13-
3 High Society 13-
Maskelyne Family Stage Magic Tricks
3
1) Acting 13-
3
2) Analyze: Stage Magic Tricks 13-
3
3) Animal Handler (Birds, Rabbits) 13-
3
4) Concealment 13-
3
5) Contortionist 13-
3
6) Disguise 13-
3
7) Inventor (Stagecraft Gimmicks) 13-
3
8) Lockpicking 13-
3
9) Oratory (Stage Presence) 13-
3
10) PS: Stage Magician (INT-based) 13-
6
11) Penalty Skill Levels: +2 vs. Awkward / Confining Circumstance Penalties with All
6
12) Penalty Skill Levels: +2 vs. Time Penalties with All
7
13) Sleight Of Hand 15-
3
14) Ventriloquism 13-
3 PS: Magical Laboratory Work (INT-based) 13-
3 Persuasion 13-
3 Scholar
2
1) KS: Alchemy (INT-based) (3 Active Points) 13-
2
2) KS: Artificing (INT-based) (3 Active Points) 13-
2
3) KS: Conjuration/Summoning (INT-based) (3 Active Points) 13-
2
4) KS: Dimensional Magics (INT-based) (3 Active Points) 13-
2
5) KS: Divination (INT-based) (3 Active Points) 13-
2
6) KS: Enchantment (INT-based) (3 Active Points) 13-
2
7) KS: Illusion (INT-based) (3 Active Points) 13-
2
8) KS: Invocation (INT-based) (3 Active Points) 13-
3
9) KS: Magical Theory (INT-based) (4 Active Points) 14-
2
10) KS: Research Techniques (INT-based) (3 Active Points) 13-
3
11) KS: Transmutation (INT-based) (4 Active Points) 14-
3 TF: Common Motorized Ground Vehicles, Equines
4 WIF (Violins) 14-
179 Total Skills Cost
PERKS
Cost  Name
15 Money: Filthy Rich
15 Total Perks Cost
TALENTS
Cost  Name
30 Destiny's Aegis: Combat Luck (15 PD/15 ED)
2 Wizard's Alarum: Lightsleep (3 Active Points); RSR: Divination (-1/2)
2 Wizard's Timing: Absolute Time Sense (3 Active Points); RSR: Divination (-1/2)
2 Wizard's Eye: Absolute Range Sense (3 Active Points); RSR: Divination (-1/2)
2 Wizard's Rest: Simulate Death (3 Active Points); RSR: Necromancy (-1/2)
25 Wizard's Tongue: Universal Translator 18-
63 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
300 Dimensional Guardian (Dependent NPC): The population of CU5KS1 Earth Dimension 8- (Incompetent; Useful noncombat position or skills; Unaware of character's adventuring career/Secret ID; An Entire Dimension)
5 Distinctive Features: Has the appearance of a man from the 30s, very 'dapper' and antiquated Easily Concealed, Noticed and Recognizable, Detectable By Commonly-Used Senses
0 Distinctive Features: Powerful Mystic Aura Concealable with Magic, Noticed and Recognizable, Detectable Only By Unusual Senses
20 Normal Characteristic Maxima No Age Restriction
15 Psychological Limitation: Aloof and Urbane Common, Strong
15 Psychological Limitation: Must protect Dimension from Mystic Threats Uncommon, Total
15 Reputation: Magus Maximus; will destroy mystic threats to dimension, 14-, Extreme, Known Only To A Very Small Group (Powerful Extradimensional Mystical Threats)
10 Social Limitation: Secret ID Occasionally, Major
380 Total Disadvantages Cost

 Lord Arcane, Magus Maximus  
APPEARANCE & SHTICK
APPEARANCE
Height: 6' 1" Hair: Black
Weight: 175 lbs Eyes: Grey
A well groomed and dressed man sporting the look of a gentleman of the 1930's, typically in formal mens wear of the time. He holds himself and moves with a natural grace and collectedness, and is the height of civility in speech and manner.
PERSONALITY & MOTIVATION
Jareth is a complicated and mysterious man of high principle mixed with overarching practicality. Not everything he has to do as the Magus Maximus is morally stark, but overall he is a virtuous and noble soul burdened with a grave and bleak mandate: to protect an entire dimension from external harm, no matter what the cost. Sometimes the cost includes the lives of many innocents, but Jareth explores all options before taking such a course even when it is expedient.

Urbane and civilized in speech and manner, Jareth plays things close to his chest, but never hesitates to fully disclose information that is key when calling on the aid of others; they'll forget anything directly related to him anyway. However, some knowledge is dangerous for mortal men to know such as the nature and existance of some extradimensional entities and realms, and he takes care to present some mundane facade or evade giving such information unless absolutely necessary.
CATCH PHRASE(S)
"I have a matter in which your assistance would be most salutary; if you might allow me a few moments to explain...?."
POWERS & SPECIAL EFFECTS
The Magus Maximus is a powerful master of mystic arts, able to do just about anything given time and access to his trappings. Even caught unpreparred the items and spells he routinely employs make him more than a match for most.

The Magus Maximus should be the most powerful worker of magic of an unselfish nature in the entire dimension, though the margin may be close and an upstart might arise of comparable or greater power (the title doesnt pass automatically; the current Magus Maximus must voluntarily reliquish their power or else die; the Mystic Anonymity, Mystic Awareness, Mystic Portation, Magus Maximus VPP, and Dimensional Guardian Disadvantage go with the mantle of Magus Maximus). If a campaign setting already has a more powerful wizard of unselfish intent, the GM should increase the power of Lord Arcane to be at least a little greater than that other character's.

 Lord Arcane, Magus Maximus  
ORIGIN
Shrouded in mystery....

Jareth Nigel Maskelyne is a forgotten son of the great Maskelyne family of stage magicians and inventors (and secretly, true arcanists), his existence occluded from memory and mundane records by means of a powerful glamour gained upon his ascension to the role as Magus Maximus of the CU5KS1 dimension over fifty years ago.

In that time Jareth has served with distinction, keeping the dimension safe from interdimensional maruaders and threats beyond the ken of the mundane world. Though there have been some incurrsions from time to time, Jareth was able to manipulate events to minimize the damages and end the threat as soon as possible. Working from secrecy when possible, he has had to take a more active role from time to time, but his glamour of Mystic Anonymity removes all traces from both the memory and historical records of the mundane world.

However, he is but one man, no matter how powerful, and every now and then he appears before a person or group to ask for their assistance...though after any doings are over the memory of him and his request fades, as those involved forget his existance and the role he played in their adventure...
Character created with Hero Designer (version 2006111006)