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Mr Murk


Supercape

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Toying around with this character. Not an effective fighter (but meets caps), but very effective manipulator. Might be interesting playing a blind character? (NB whilst he can sense souls to fight, he is still disabled - cant drive or read for instance, and can't even navigate round rooms easliy). 

 

Mr. Murk
Power Level: 8 (180/180)
Unspent Power Points: 0

 Trade-Offs: +2 Attack / -2 DC, +2 Defence / -2 Tough

 

In Brief: Blind Immortal Neanderthal

 

Alternate IdentityErasmus Murk, Esq.
Birthplace: Northern Africa

ResidenceVaries (London most usually)
Base of OperationsVaries (See HQ)
Occupation: Lawyer, Businessman
Affiliations
Other Immortals
FamilyNone alive

 

Description:
Age: Est. 50,000
Gender: Male
Ethnicity
Albino Neanderthal
Height: 5’7”
Weight: 120 Kgs
Eyes: Blind (White Opaque)
Hair: White, tinged with orange

 

Mr. Murk is an albino Neanderthal, of short, strong and exceptional squat appearance. He is completely blind, having only milky white pale eyes. He has a few ancient scars on his body, particularly one running down the left side of his face.

 

Mr. Murk has taken to the style of an English Gentleman. He wears a suit and tie, and overcoat in colder climates, complete with waistcoat. He is particularly attached to his bowler hat.

 

History:
Mr. Murk was born a blind albino in a Neanderthal tribe approximately 50,000 years ago. It was a more brutal time, and he was lucky to have survived, but survive he did thanks to the love of his caring mother. It soon transpired that the child was very strange; able to see the souls of the living, and make strange predictions. He soon became worshiped as a conduit to the gods.

But times changed, and his people died out, no matter his actions. Mr. Murk did not age, and the times he was killed, he only rose again.

 

Over the millennia Mr. Murk has “Slept” for thousands of years and awoken periodically. He was there when Alexander came to Egypt, when Rome fell, when the Plague swept through Europe, and countless other times. He seems attached, in some way to eras of great portent. He is surrounded in prophesy himself, an enemy of the old gods, perhaps – he has been called “Godhammer / Gotthammer” in Germanic Europe may centuries ago. Whatever the case, it seems divine beings are uneasy around him.

 

In the 19th Century, Mr. Murk foresaw great changes coming a hundred years hence. He set up shop in London and has been operating there for over a hundred years, building up a network of contacts and wealth that is now considerable. He has kept relatively quiet, even in great events like the Terminus Invasion. But now he is slowly stepping out of the shadows, feeling that something grave and important is coming, and his destiny may just manifest…

 

Personality & Motivation:
Mr. Murk has a rather unique perspective on life given his own immortality. There is only one thing he values above it, which is love. Love being the finest distilment of the life.

 

However, he has also seen countless years of misery, hurt, pain, and in any case has precognitive visions. He sees the big picture. Thus his “eye” is towards the greater good at all times. This does not make him callous or ruthless, although he might appear so at times - he is not above sacrificing a few to save the many, even though he may lament the loss.

 

Over the years, Mr. Murk has found that relationships with humans are heart breaking. He does not avoid them, but he tends to only form friendships with the most interesting and charming of them. And he prizes his relationships with immortals over anything else. For this reason, he tries to help out his immortal kin, even if they are morally suspect. In his view, they have an eternity to change.

 

Powers & Tactics:
Mr. Murk is connected to a strange dimension he calls “The Murk”, which allows him to become invisible, change his appearance, or create darkness – but sunlight will completely dispel this power.

 

Whilst blind, Mr. Murk can sense, accurately, the “Soul force” of people. Whilst he cannot sense their nature, he can recognise peoples soul force. In addition, Mr. Murk can see, unreliably, into the future, including sensing impending doom or danger.

 

 

Mr. Murk is very strong and durable (although not superhumanly so), albeit a bit on the clumsy side. His vast experience means he is a capable fighter, although he has no particular martial art expertise.

 

Although Mr. Murk has forgotten much over the years he is extremely wise and astute, and is very skilled. In particular, he has honed his skills in law and business over the past century and has, as a result, acquired vast resources.

 

Tactically, Mr. Murk prefers manipulation and foresight to combat. His strength lies not in combat but in his resources, wisdom, skills, and visions.

 

Whilst Mr. Murk is sensitive and attuned to magic, able to sense it and understand it easily, but this also makes him slightly vulnerable to magic effects.

 

Power Descriptions:
When Mr. Murk “walks into the Murk” (uses that array) there is a smokey fog for a moment. His other powers are essentially undetectable.

 

The Murk

The Murk dimension is a reflection of the prime one. It is poorly lit (partial visual obsvurement), and tends to a cool, dank climate. Everything that is present in the prime dimension will be present in the Murk, just a as a lifeless, crumbling, antique version (thus, one cannot walk into the Murk to escape a prison; for the walls will still be there albeit in a different flavour).

 

The Murk is almost lifeless bar annoying buzzing insects and rats (who can apparently survive in this dimension easily). Modern technology is either absent or replaces by a primitive form (a car may be replaced by a rotten carriage without horses, for instance).

 

Being in the Murk saps the soul. It causes 1 WIS damage every hour (no save) – although Environmental adaptation (The Murk) will protect against this. It is also a distraction [DC 10] environment.

 

The Murk simply does not “exist” where there is sunlight. Walking into these areas (which look like fog) simply moves one back into the prime plane.

 

 

Complications:
Homo Nandethalensis: Mr Murk is not quite human. He looks odd at best, but ugly in truth. He is easily recognisable and can make people uneasy without his powers active. In addition, some medical treatments might be ineffective or dangerous in the wrong hands, as he is not quite human.

 

Codus Immortus: Mr Murk has developed and maintains the “Codus Immortus”, a legal document for immortals (or those that have signed up to it) boiling down to “don’t kill immortals and be good to one another). He will be very well inclined, and tend to protect, Immortals even if they have not signed up to the Codus (and even if they are morally questionable).

 

The Codus Immortus requires:

Do not kill another immortal (who has signed the Codus Immortus)

Protect and save other immortals (whom have signed the Codus Immortus) from deathly peril or inhuman torment

Club Immortus is hallowed ground; no fighting or cheating.

 

Bowler Hat: Mr. Murk has enjoyed the last hundred years. He is particularly attached to his bowler hate, bequeathed to him by the late Erasmus Fiddle, the 19th Century Lawyer who taught him. Mr. Murk will attempt to preserve his hat at all costs.

 

Divine Retribution: Divine beings will be uneasy and ill disposed towards Mr Murk. Whilst this applies to all divine beings those that are cruel or malign (or just arrogant) will be especially ill disposed.

 

Linguistic Challenge: Mr. Murk has been everywhere on earth, through the ages. His comprehend power reflects his ability to speak nearly every language on earth. It will not apply to non-terran languages however. In addition, very obscure, rare, or arcane languages might be poorly understood or incomprehensible (as best suits plot!)


Abilities: 12 – 2 +12 + 6 + 16 + 10 = 54
Strength: 22 (+6)
Dexterity: 8 (-1)
Constitution:22 (+6)
Intelligence: 16 (+3)
Wisdom: 26 (+8)
Charisma: 20 (+5)



Combat: 20 + 20 = 40
Initiative: +3
Attack: +10
Defense: +10 (Flat Footed 5)

Grapple: +16
Knockback: -3



Saving Throws: 4 + 5 + 4 = 13
Toughness +6 (+6 Con)
Fortitude: +10 (+6 Con, +4)
Reflex: +4 (-1 Dex, +5)
Will: +12 (+8 Wis, +4)



Skills: 120 Ranks = 30 PP

Bluff 12 (+17)

Concentration 6 (+14)

Diplomacy 12 (+17)

Gather Information 6 (+11)

Handle Animal 4 (+9)

Intimidate 12 (+17)

Knowledge (Arcane) 4 (+7)

Knowledge (Business) 12 (+15)

Knowledge (Civics) 12 (+15)

Knowledge (History) 8 (+11)

Knowledge (Theology and Philosophy) 8 (+11)

Notice 4 (+7)

Sense Motive 12 (+20)

Stealth 4 (+3)

Survival 4 (+12)

Feats: 12 PP

Benefit 2 (Wealth)

Blind Fight

Connected

Equipment 4

Fearless

Improved Initiative 1

Jack of All trades

Trance

 

Equipment

HQ: “Club Immortus of London. Toughness 10 [1 EP], Size: Medium (Warehouse) [1 EP], Features: Communications, Fire Prevention System, Garage, Infirmary, Library, Living Space, Power System, Security System 3 [DC 30], Staffed [11 EP], Powers: Teleport 8 (2000 miles, Extras: portal [+2], Flaw: Limited to other HQs [-1], Long Range) [16 PP[ [1 EP] Total EP Cost 14

 

Alternate HQs in: Freedom City, Cairo, Delhi, Rio, Hong Kong, Paris [6 EP]


”Club Immortus” masquerades as an old fashioned private club of yesteryear. They are large buildings in major cities, tucked away in the centre of the city in bohemian areas (The first one Mr Murk set up was in Soho, London). Inside they have a few staff (such as bartenders, cooks, cloakroom attendants), and things like leather chairs and wooden bookcases. The décor, food, and drink all vary with the location


Powers: 2 + 8 + 1 + 1 + 20 + 5 = 39

 

Comprehend 2 (Speak all, understand all languages, Feats: Innate) [5 PP] “Polyglot experience”

 

Murk Array (8 PP array, Feats: Alt Power 3, Drawbacks: Power loss 3 [Sunlight]) [8PP]

Base Power: Concealment 4 (All visual senses) [8/8PP]

Alt Power: Morph 4 (Any humanoid, +20 bonus) [8/8 PP]

At Power: Obscure 4 (Darkness/Visual 1000’ radius, Flaws: Range [Touch]) [8/8 PP]

Alt Power: Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Environmental Adaptation [The Murk], Progression Area 2 [25’ radius], Selective) [8/8 PP]

 

Immunity 1 (Aging) [1 PP]

 

Regeneration 1 (Resurrection 1 / week) [1 PP]

 

Super Senses 20 (Accurate Mental [4], Acute Mental [2], Analytical: Detect Soul [1], Counters Concealment to Mental [2], Detect Magic [3], Detect “Soul” [3], Dimensional 1 [The Murk], Radius All mental [2], Ranged: Both detect [2]) [20 PP] “Soul sight”

 

*Detect “Soul”

Essentially this is anything with a Wisdom score although there may be exceptions. There may for instance be certain sorcerers or warlocks who have put their soul somewhere else than their body. The analytical score means that Mr Murk can judge the will save and wisdom score of an individual (as well as any other notes that may be pertinent such as a curse). This ability does not sense the morals, ethics, or so on an individual

 

Super Senses 5 (Mental Danger Sense, Precognition, Flaws: Precognition is uncontrolled) [3 PP]


Drawbacks: -3 – 5 = -8

Disability: Blind (Very common, Major) [5PP]

Vulnerability: Magic (Very Common, Minor/+1 DC) [3 PP]



DC Block

ATTACK              RANGE      SAVE                           EFFECT
Unarmed             Touch      DC 21 Toughness                Damage

 

Totals: Abilities 54 + Combat 40 + Saving Throws 13 + Skills 30 + Feats 12 + Powers 39 - Drawbacks -8 = 180/180 Power Points

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