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GM Armitage contemplated the response; it was not that he was vexed by it, more that a blanket of dissatisfaction had been laid on him. "I suspect that things are more complex than you say, sir" he said, diplomatically "although your principles are noble, the nature of the world is riddled with the peculiar. As for me, it is stasis of mind and thus culture that is the devil, the ultimate corruption. The seduction of comfort and safety, which, paradoxically, is the least safe of all" "But these speculations on philosophy are to be had over a meal and wine, I think. For now then, we have a practical problem. That oaf, Rhodes, and yes - I know you think him an oaf and so you should - is about to marry Miss Longfield, much to her assured lamentations. Possibly mortal lamentations, if I read correctly, which I must oft do" he said, more confidence than pride. "It is legal, and voluntarily, but I am sure you will agree, unpalatable. Now, what should you and I do on the matter? Stand back and let the railroad lead her to ruin, or act as we have power to do?"
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GM "Perhaps, Sir" said Doctor Armitage stroking his nearly trimmed beard. "But I am yet to be convinced on the matter. No action is still an action. The mind of man is disposed towards inactivity, for we are more comfortable in taking responsibility for our lack of action than we are towards the reverse. And yet, if one is bold and fearless, it is action that defines us, not the lack of it" He turned to the warmth of the bonfire. "Do we stand by and drink in the fire's light, and heat? Passive but comfortable, or do we stare into the fury of the combustion, and master it?" he said, greedily. He turned back to Dreadnought. "You are a man of extraordinary strength and might, I am sure. You have the power to affect change beyond that of twenty normal men. Beyond a hundred, a dare say, or more. Surely you seize this and judiciously impose your will on the world to remake it in accordance with your vision, whatever it might be?" he asked. "I should ask too what that vision is!" he said, bold again.
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GM "Yes..." said Armitage. For a moment, the man showed the faintest chink in his self control. A little greedy smile, a little passion flowing. "And mayhap the walls should crumble sooner rather than later? What say you? Rumblings of discontent at the state of the world, closed minds, closed hearts. Liberty in chains, why it is sometimes enough to make a man wish to push those walls rather than simply wait for time to take action..." He paused and regained a little composure. "But forgive me. I am a medical man, I see many cases of lunacy, you see. I sometimes let their vexations become my own. Fascinating insights into the nature of the human mind, though, the mad" he said, becoming a little distracted. "I dare say you have the same problems in....when was it? Liverpool?" he said, letting the word deliberately slip.
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GM Doctor Armitage smiled in reply, still studying Dreadnought carefully. Lord Rhodes kind of melted away, trying to shuffle sideways in the face of the titans of wit and brawn in front of him. He didn't of course like the bruising to his ego, and grabbed Anna Longfield a little roughly, pulling her away. "Come dear! Let us see the fireworks that celebrate my return!" he said, rather loudly and crudely, such that a few brave souls gave a tut at his oafish manner. "I think you will understand Lord Rhodes is not the finest example of British aristocracy" said Doctor Armitage to Dreadnought. "Lord and Ladies do not thrive on merit, nor wither for lack of it. Unlike, I dare say, you and I, who I would presume, live by it, and for it..."
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ic [IC] Tonight there's gonna be a Jailbreak
Supercape replied to olopi's topic in Rivers, Lakes and Oceans
Synth [As Grunt] Synth but heard and felt the crunch of his nose as the elbow collided with it. He could feel the massive swelling of blood congest his nose and spill to his lips. "Ha! I bruised your elbow pretty good with my nose!" he managed to spit out as he slumped to the wall. "Is that all you got? Come on, Ill bruise your other elbow with my kidneys!" he added, as blood flowed freely from his surely broken nose. He didn't reach up to stem the flow. He had plenty of blood, after all. But still, he was in the meat grinder today. And now even with his usually acute smell he couldn't smell a bloody thing. Just blood. -
Another great roll: Tough save vs Agent: 1d20+8 13 so dazed and third bruise (and injury?)
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So maintaining the grapple / chokehold as a free action. I imagine that an acrobatic bluff whilst strangling someone is pushing it, so move action to switch to hypertrophy muscles in "Muscle array" Kicks the other guy: 1d20+10 23 if that hits, a DC 23 Tough Save. In case it is needed, Grapple roll (for someone trying to escape) Grapple roll if needed: 1d20+24 30
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Starshot "Dugga, get ready to run if we need to....warship ahead...." said Starshot over the intercom before flicking the com shut. He had no wish to discuss the tactics of the situation with a cowardly space monkey. He turned the ship, cutting down thruster speed and stabilising momentum. "I don't like the look of that warship, even with no life signs. Could be piloted by robots. Hellfire, it could be a robot" he added, not liking the turn of his thinking. "In any case, the station is the key. The hub. I think it is there we shall find answers, if we are to find any at all..." he said to Bliss. It was his honest best judgement of the situation, but no road ahead was without risk. Just the way he liked it. He just wished he wasn't in space. He turned the Xeno's sensors to the station, looking for a docking station. "I'd rather go through a more conventional route to the ship than try to cut our way through the hull in a space suit"
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Initiative: 1d20+16 22
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Rev "Sounds awesome, can't wait to try that out!" said Rev, keenly. "I can see it now! Underwater Kung Fu lessons on robotic ninja clowns!" she said wistfully, giving a few funky karate chops in the air. "I mean, they teach kung fu, here, right? It's in the super awesome hero skill set, right?" she asked. She hoped. "Any way, I'm not one for showing off my jets lightly. Unless its flying. Which is pretty fun, even if I do need to fuel up for it. But you know, I can't really go incognito either?" she said, giving SFX a hopeful look again. "Unless you come up ace!" she said with an encouraging (possibly desperate) grin and some funky snap of two chrome fingers into mime guns.
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GM Lord Rhodes could not, of course, refuse. He offered his hand most boldly. Perhaps he was afraid, but in truth, his biggest fear was looking afraid and so in this unpalatable situation he did not delay, his hand (so to speak) was forced by his hubris. "Why certainly Sir! Why how I would love to have you hacking down the Jungles of Africa or the Amazon, clearing us a path, what what! Or maybe hacking down some of the primitive savages that live there. Why, what filthy brutes they are! Still, nothing a big backhanded slap from the Giant of Liverpool would not sort out har har!" he said, jolly as you like. At this point, Doctor Armitage interceded. His black eyes were most hard to read, but he seemed to find Lord Rhodes a stupid oaf. "Why, I did not know you were such an authority on the science of athropology, Sir?" he said, giving a snide look and a snide smile. "Anthrowhat?" jumped Lord Rhodes, who found Armitage uncomfortable. There was no denying the presence of Armitage, that was sure. "Oh some fancy science or something like that. I sir, am I man of action..." he mumbled, wilting under the presence of Armitage for all his bluster.
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Yes. Added clarification that Earth Prime is birthplace. Added Theme Tune. One minor change to crunch; changed obscure power to obscure and distraction (environmental control) to better represent the effect of summoning the murk around him.
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From the album: Supercapes Visions
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Mr. Murk Power Level: 10/13 (250/250) [253] Unspent Power Points: 0 Trade-Offs: +2 Attack / -2 DC, +4 Defence / -4 Tough In Brief: Blind Immortal Neanderthal Theme: Ligeti - Requiem Alternate Identity: Erasmus Murk, Esq. Birthplace: Northern Africa [Earth Prime] Residence: Varies (London most usually) Base of Operations: Varies (See HQ) Occupation: Lawyer, Businessman Affiliations: Other Immortals Family: None 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. When he summons the Murk (Obscure and Environmental control) the area is shrouded in a oily grim grey darkness, it feels unpleasant and their is the sound and sensation of buzzing flies and horrible insects (like the Murk itself). The Murk 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). Bowler Hat: Mr. Murk has enjoyed the last hundred years. He is particularly attached to his bowler hat, 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 + 18 + 10 = 56 Strength: 22 (+6) Dexterity: 8 (-1) Constitution:22 (+6) Intelligence: 16 (+3) Wisdom: 28 (+9) Charisma: 20 (+5) Combat: 20 + 20 = 40 Initiative: +3 Attack: +10 base, +12 Melee Defense: +10 Base, +4 Dodge Focus, +5 Flat Footed Grapple: +16 Knockback: -3 Saving Throws: 4 + 5 + 6 = 15 Toughness +6 (+6 Con) Fortitude: +10 (+6 Con, +4) Reflex: +4 (-1 Dex, +5) Will: +15 (+9 Wis, +6) Skills: 148 Ranks = 37 PP Bluff 12 (+17) Concentration 12 (+21) Diplomacy 12 (+17) Gather Information 10 (+15) Handle Animal 4 (+9) Intimidate 12 (+17) Knowledge (Arcane) 4 (+7) Knowledge (Business) 12 (+15) Knowledge (Civics) 12 (+15) Knowledge (Current Events) 8 (+11) Knowledge (History) 12 (+15) Knowledge (Theology and Philosophy) 12 (+15) Notice 4 (+7) Ride 2 (+1) Sense Motive 12 (+20) Stealth 4 (+3) Survival 4 (+12) Feats: 17 PP Attack Focus (Melee) 2 Benefit 2 (Wealth) Blind Fight Connected Contacts Equipment 4 Environmental Adaptation [The Murk Dimension] Favoured Opponent (Immortals) Improved Initiative 1 Jack of All trades Trance Well Informed 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] Powers: 7 + 29 + 3 + 10 + 1 + 29 + 8 = 87 Comprehend 2 (Speak, understand, read all languages, Feats: Innate) [7 PP] “Polyglot experience” [Training/Experience] Command Word Array 13 (26 PP Array, Feats: Alt Power 3) [29 PP] [Sound, Magic Descriptor] BP: Mind Control 10 (Extras: Conscious, Duration [Sustained], Feats: Dimensional 1 [The Murk], Subtle, Flaws: Partially Limited [5 Ranks - Requires Name of Target]*, Sense Dependent [Auditory], Drawback: Power Loss 1 [Unable to speak]) [26/26 PP] “Command the Soul” *At GM’s discretion number of ranks can change (e.g. 10 Ranks for “Mr. Archibald Boris Charles Drummond”, 5 Ranks for no name at all, and somewhere in between for incomplete names such as “Mr. Drummond” or “Archie”) AP: Communication 11 (2 million Miles, Extra: Omni Directional, Feats: Dimensional 1 [the Murk], Selective, Subtle 2) [26/26 PP] “Far-Reaching Words” AP: Illusion 10 (Auditory, Extra: Duration [sustained], Selective, Feat: Dimensional 1 [The Murk], Progression Area 5 [250'], Flaw: Limited [Speech only]) [26/26 PP] "Voices" AP: Stun 6 (60' Cone, Extra: Area [Cone]) linked with Dazzle 6 (Auditory 60' Cone, Extra: Area [Cone], Alt Save [+0, Fort], Flaws: Touch Range [-1]) [18+6=24 PP] ("Mighty Shout") Device 1 (5 DP, Flaws: Easy to Lose) [3 PP] “The Murk Stick” (Magic) Strike 2 (Feats: Affects Insubstantial 2, Mighty) [5 DP] (Bludgeoning) Murk Array 5 (10 PP array, Feats: Alt Power 3, Drawbacks: Power loss 3 [Sunlight]) [10PP] [Dimensional/Magic] BP: Concealment 4 (All visual senses; Feats: Close Range, Selective) [10/10PP] AP: Morph 5 (Any humanoid, +25 bonus) [10/10 PP] AP: Obscure 4 (Darkness/Visual 50’ radius, Flaws: Partial, Range [Touch]) linked with Environmental Control 4 (50' radius, Distraction DC 10, Flaws:Range [Touch]) [2+8=10/10 PP] AP: Supermovement 1 (“the Murk”, Extras: Affects Others, Area [Burst], Feats: Progression Area 3 [50’ radius], Selective) [8/10 PP] Immunity 1 (Aging) [1 PP] [Magic] Regeneration 1 (Resurrection 1 / week) [1 PP] [Magic] Super Senses 29 (Accurate Mental [4], Acute Mental [2], Counters Concealment to Mental [2], Detect Immortals [2], Detect Inked Text [2], Detect Magic [3], Detect “Soul” [3], Detect Divine [3], Dimensional 1 [The Murk], Radius All mental [2], Ranged: all detect [5]) [29 PP] “Soul sight” [Magic] *Detect "Soul" Super Senses 5 (Mental Danger Sense, Precognition; PFs: Uncanny Dodge (Mental) and Dodge Focus 4; Flaws: Precognition is uncontrolled) [8 PP] [Magic, Divination] Drawbacks: -5 = -5 Disability: Blind (Very common, Major) [5PP] DC Block ATTACK RANGE SAVE EFFECT Unarmed Touch DC 21 Toughness Damage Murk Stick Touch DC 23 Toughness Damage Word of Command Perception DC 15 - 20 Will and Reflex Mind Control Mighty Shout Touch/Cone DC 16 Fort Deafness, Stun Totals: Abilities 56 + Combat 40 + Saving Throws 15 + Skills 37 + Feats 17 + Powers 87 - Drawbacks -5 = 250/250 Power Points
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GM "You ain't over estimating him, darling" replied Snowbird. "He scares me to hell and back. You understand how he works, right?" she said with a shudder. "He can get anyone under his spell with enough time. I think the gangs, they are just his.." she paused and shuddered again "...experiment...." She tried to get a grip on her anxiety. "I think he has bigger plans. Those guns must be for something more than just thrill seeking street gangs. Beats me what he wanted them for, but I...look, he's not the kind of guy you say no to, right? I don't want to get zapped with his crack" she said adamantly. "If he didn't scare me so much, I'd help you take him down myself..." she conceded. "And so would my partner".
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The Red Rat Haha! Found you! But what was a shack doing out here and why the devil was it the apparent epicentre of this sonic insanity? Well, there was only one way to find out. Possibly several ways, but the principle was true. She needed to enter. Or possibly blow it up. Yes, blow it up. That was an attractive option. But on the other hand, there might be innocent people inside. True, they might be mind controlled by some sonic science, but they were innocent all the same. She did wish the doctor could get through, but there was no time for idle wishes. The swarm could not be far behind. A little more slowly now, trying to avoid undue noise, she pulled out her guns and crept towards the shack with every intention of sneaking in...
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Starshot Bliss had no nuance, but Starshot was not one for nuance either. It was a blunt assessment and he had to admit an accurate one too. It was what he knew was right, but he just didn't like it. "Agreed" he said equally bluntly. He was not one for many words. They just fell with a certain gravity from his mouth. He flipped on the intercom first and told Gunmonkey to buckle up and stop smoking near the metahyrodgen cannisters. Dugga swore blind that he would never do such a thing amidst a few coughs and frantic stubbing-out sounds. "Lets check them out then. And hope they have airlocks. I don't much like spacewalks..." he confessed, turning the Xeno to the seven apparently derelict ships and engaging full thrusters...
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GM "That is really quite beautiful, sir" replied Miss Longfield, contemplating his words, particularly the last ones. "I daresay Mr. Fiddle is worth seeing. Even I have heard of his reputation" she added, meekness and curiousity in her contemplation. "Hurrah hurrah! Lord Rhodes is here!" came a cry, almost like a trumpet. For the first time in a while, Dreanought was not the centre of attention, for Lord Rhodes was indeed pacing towards his wife to be. He was a fit man in his early fifties, or perhaps a few younger, with an elegant fur coat, thinning but well groomed blonde hair, and a monocle for effect. He was clean shaven and had a big square jaw. All in all he was a fairly handsome man for his age, with one or two small scars to indicate he was a man of action. "Aha! I have arrived! Thank you ladies, Thank you gentleman! Huzzah!" he roared, egging on the crowd, as his eyes drank in Anna Longfield. "And what's this? A giant come to steal away my lovely pudding!" he said, almost licking his lips and salivating. "I have a ravenous appetite for my dear beautiful Anna! What a delight she is! She will look quite divine on my arm, what what?" he laughed to the crowd.
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ic [IC] Tonight there's gonna be a Jailbreak
Supercape replied to olopi's topic in Rivers, Lakes and Oceans
Synth [as grunt] Now was the time, and the time, surely, was now. Synthetic cells had knitted back together, and he could breath again without choking on his own blood. And besides, if they were heading upwards, nearer the exit. But a daring thought struck him; perhaps he could use this breakout to escape. He was surely safer off the radar than in Blackstone, and in any case, Blackstone was no way to live. A careful balancing of risks --- and hard to juggle in the heat of battle. Still, the thought was there and it would not be unbidden. He slipped around the guard with alarming speed, and his arms writhed into a rear chokehold. "Goodnight, sweetheart!" he taunted, giving the man a cheeky kiss as he squeezed. And in doing so, flooded his muscles with synthetic cells to the point the uniform ripped as engorged swollen muscles expanded. He looked like a bag of walnuts. "Its going to kick off now!" he grunted to the other agent, punching out his foot... -
Starshot Starshot cracked his knuckles, pondering what to do. "Damn spaceships, just floating there" he muttered to Bliss. "Like vultures, by the looks of them" He leaned back in his leather chair and put his boots on the dashboard. "I'm a hunter, not a spaceman" he explained to Bliss. "For me, space is just the road from one planet to another. I'm not really at home in it. Despite all the luxuries on the Xeno, I feel more comfortable on solid ground" "For me, I'd ignore those damned ships, but I have to confess that might not be the wisest move. What do you think?" he asked her.
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GM Ms Anna Longfield stood mouth agape. Of course, she had seen the Norwegian troll / Liverpudlian Giant from afar, but now he was up close the impact of his size hit home. "....ah....you are big..." she croaked. "It will be my delight to introduce my niece, Ms Anna Longfield, soon to be betrothed" said Mr. Charles Hood, muttering the discontent in his voice. "It's a pleasure, Mr. Walker. All of London is talking about you" said Ms. Longfield, recovering swiftly. She was bold enough to offer her hand, but still looked scared it might be crushed. "Yes yes, I am afraid she is taken, Mr. Walker. Soon to marry, lamentably" hissed Mr. Walker. "Damnedest thing. I sometimes think this country is stuck in the Medieval age, sir. What say you?" pressed Mr. Walker. "Is there hope for progress in the future, do you think?" he asked, enthusiastically. "When one is judged on merit and not class?"
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Grapple time Strangle: 1d20+10 25 Grapple roll Opposed grap roll: 1d20+21 22! Lets see how that works before IC post
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Rev Rev retracted her fingertip tools and put up a chrome hand to wave hello. "Yo! Come have a bit, its free!" she said, grinning at the prospect. "And nobody here bites!" she added. "Right?" she asked Alex. "I mean, do we have Sharkboy or Snakegirl tucked away? I mean, anything dangerous?" she added, the thought striking her. "Anyone I need to watch out for?" she asked. "Bullies or radioactives? I guess they must have this place pretty safe. But still..." she added, voice whispering to a conspiratorial low. Her eyes shifted left and right, scanning the place. "Sure, sure, they must have it locked down safe...." But some reassurance would be nice.
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GM "He has indeed" replied Mr. Fiddle, pointing out the doctor. Doctor Randolf Armitage was well dressed, in tweed, with elegantly cut grey hair and trimmed beard. He had deep set, intelligent and dark eyes, with a long and pointed avian nose. He was of average height but of thin build. He was perhaps fifty, with a mixture of wisdom and energy. Somehow, he was not intimidating but exuded a powerful magnetism around him; people consulted with him, hung on his words although in truth he spoke very little. He was clearly admired and respected but without any brash self-advertising or boast. Just a man of great self assuredness. "The devil himself. Or at least his henchman. I confess I think it a herculean task to rattle the man" admitted Mr. Fiddle. "And God only knows what he is scheming. He is quite impenetrable curse him..." he added, tapping his cane once more. "As for the Good Miss Longfield, I have no doubt that she has no desire for her fiance. But her mother does insist, apparently. Good for the family. Status. Money, and so on. I have never married myself. I...ah...well, I have tastes that do not run well for me. I do hope the future is more enlightened..." he said, giving a studious look at Dreadnought hopping for some indication on the matter.
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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 Identity: Erasmus Murk, Esq. Birthplace: Northern Africa Residence: Varies (London most usually) Base of Operations: Varies (See HQ) Occupation: Lawyer, Businessman Affiliations: Other Immortals Family: None 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 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). 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] 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” 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