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Mr Murk (PL10/13)


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Posted (edited)

Mr. Murk
Power Level: 10/13 (250/250) [253]Mr Murk.jpg
Unspent Power Points: 0

Trade-Offs: +2 Attack / -2 DC, +4 Defence / -4 Tough

 

In Brief: Blind Immortal Neanderthal

Theme: Ligeti - Requiem

 

Alternate IdentityErasmus Murk, Esq.
Birthplace: Northern Africa [Earth Prime]

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. 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

 

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 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]

 

”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: 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"

Spoiler

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; PFsUncanny 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

Edited by Fox
+1pp for May 2019
Posted

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. 

Posted

My concern for this character is not mechanical, but rather how niche he seems?

 

(I would cite a minor quibble over his height/weight not match Neanderthal, but that's largely not important)

 

Given he promotes an agenda that could lead to a lot of conflict with PCs 

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