Supercape Posted Monday at 10:44 AM Posted Monday at 10:44 AM (edited) Murderman Power Level: 8 (150/150) Unspent Power Points: 0 Trade-Offs: -2 Attack/+2 DC, -2 Defence/+2 Toughness In Brief: Forensic Pathologist blessed by dark gods to return from the dead with the face of his murderer! Alternate Identity: Doctor Magnus Moore Birthplace: Bedlam Residence: Bedlam Base of Operations: Bedlam Occupation: Forensic Pathologist for Police Affiliations: Police Family: Monty Moore (Older brother, pilot, with wife and kids). Lyra Moore (Elderly mother with dementia) Description: Age: 40 (04/04/1984) Apparent Age: 40 Gender: Male Ethnicity: Caucasian Height: 5’11” Weight: 68Kgs Eyes: Green Hair: Brown Magnus has a tall, thin, lanky frame. He is shaven (but often has a bit of stubble), with long hair and glasses. He often looks slightly unkempt. He rarely smiles, looks serious and melancholic, but has the air of intelligence and thoughtfulness. He has an “X” shaped scar on his forehead – from his first “death” (a bullet to the head). History: Magnus was an intelligent child in an intelligent family. He studied medicine and turned to forensic pathology as a speciality. The constant corruption, murder and violence turned him sour, cynical, and depressed. Slowly retreating from society, he started spending more time with the corpses in his care, respectfully, compassionately. One case had a profound effect. The murder of a priest, with the corpse in Magnus’ care. He was pressurised to fabricate evidence by a mob – and when he refused, he was shot in the head. However, such was his care of the dead that the dark gods of the nether realm deemed him worthy of special blessing. Magnus sprang back from the dead with necromantic power! Personality & Motivation: Magnus has a bleak, cynical, burnt out personality. He finds the world stupid, contemptable, full of stupid ideologies. However, he is also a dedicated doctor and passionate about his work – which stops crime. However depressed he gets about life and the universe and everything, his job at least provides him some meaning. On a more cheery note, his new power allows him more agency in straightening out the worst offenders, and he has no qualms about dishing out bitter justice on evil. Powers & Tactics: Murderman can recover from death and injury extremely quickly, and when he dies (by someones hand) he will assume the form of his killer. The murder does not have to be completely direct – for instance, a falling piano trap will not turn him into a piano, but the man/woman who set the piano trap. In addition, he can psychically project any weapon which he has been killed with (like a gun or knife) and summon an ethereal version of the weapon to use. Alternatively, he can touch someone and inflict the psychic pain of death on them, usually overwhelming them in the process. Aside from his powers, he is intelligent and a trained doctor and pathologist. His method is usually methodical and deductive in solving problems. To return to his normal form requires him to use the Oil of Abad, an ancient formula that soaks in after a few hours and returns his form to normal. The dark gods have given him the formula, and he usually carries a small bottle of it (it’s a jet black, oily concoction that smells of rotten fruit). Power Descriptions: When summoning the psychic projections of the weapons that have killed him, they will appear in his (usually) hand, with wispy green ethereal light surrounding them. Complications: In service to the dark gods: The eldritch and unknown forces that power Murderman are neither good nor evil, but have placed upon him the duty to treat corpses and the dead with due reverence. Should he fail in this, his powers will be withdrawn (presumably temporarily) Bleakness: Magnus has a cynical, burnt out personality. He has contempt for stupidity, tribalism, and irrationality. This sour and morbid personality can put people off him. Caffeine, no Alcohol: Magnus is addicted to caffeine (normally as double espresso shots), and will be tired, irritable and sleepy without it (and have a massive headache). In addition, he has a ALDH2 gene mutation, which slows down alcohol metabolism massively. He easily gets drunk and will stay drunk for much longer – hence he avoids alcohol. Headshot: His first death was highly traumatic. Any ballistic type damage to his head (for instance, a critical hit), will send him unconscious due to psychic effects, irrespective of any physical damage. Murder Weapons: Although, technically, Murderman can psychically manifest any weapon (Variable descriptor 2 effect), in actuality it has to have been a weapon he has murdered with. His usual preference is a “shotgun”. NB: The psychic weapons can (and usually do) have a non-lethal effect. Abilities: 0 + 0 + 0 + 8 + 8 + 0 = 16 Strength: 10 (+0) Dexterity: 10 (+0) Constitution: 10 (+0) / 20 (+5) Enhanced Intelligence: 18 (+4) Wisdom: 18 (+4) Charisma: 10 (+0) Combat: 12 + 12 = 24 Initiative: +0 Attack: +6 Defense: +6 Grapple: +6 Knockback: -5 Saving Throws: 5 + 4 + 6 = 15 Toughness: +10 (+5 Con, +5 Protection) Fortitude: +10 (+5 Con, +5) Reflex: +4 (+0 Dex, +4) Will: +10 (+4 Wis, +6) Skills: 80 Ranks = 20 PP Bluff 4 (+4) Craft (Chemical) 6 (+10) Diplomacy 4 (+4) Intimidate 4 (+4) Investigate 4 (+8) Knowledge [Behavioural Sciences] 8 (+12) Knowledge [Civics] 4 (+8) Knowledge [Life Sciences] 8 (+12) Knowledge [Theology and Philosophy] 4 (+8) Language 2 (English [Native], French, Spanish] Medicine 8 (+12) Notice 8 (+12) Search 8 (+12) Sense Motive 8 (+12) Feats: 3 PP Benefit: Wealth 1 [Well off] Benefit: Police Clearance Jack of all Trades Powers: 10 + 9 + 5 + 29 + 29 = 72 All powers have the divine and necromantic descriptors. Enhanced Constitution 10 Morph 4 (+20, Single appearance: Whoever murdered him, Extras: Action [Reaction], Duration [Continuous], Drawbacks: Involuntary [-1 PP], One way: Requires Oil of Abad and a few hours to reverse – or being murdered again [-2 PP]) [9 PP] Protection 5 [5 PP] Psychic Weapon Array (26 PP Array, Feats: Alt Power 3) [29 PP] BP: Blast 10 (Feats: Affects Insubstantial 2, Improved Critical 2, Variable Descriptor 2 [Weapons]) [26/26 PP] AP: Blast 7 (Extras: Area [Burst], Feats: Affects Insubstantial 2, Variable Descriptor 2 [Weapons]) [25/26 PP] AP: Strike 10 (Extras: Penetrating 5, Feats: Affects Insubstantial 2, Extended Reach 2, Improved Critical 2, Improved Disarm, Improved Throw, Improved Trip, Variable Descriptor 2 [weapons]) [26/26 PP] AP: Nauseate 10 (Extras: Alternate Save [+0, Will], Feats: Affects Insubstantial 2, Improved Critical 2) [24/26 PP] “Touch of pain” Regeneration 17 (Disabled 6 [1/round], Injured 3 [1/minute], Resurrection 8 [1/round], Feats: Persistent, Regrowth) [19 PP] Totals: Abilities 16 + Combat 24 + Saving Throws 15 + Skills 20 + Feats 3 + Powers 72 = 150/150 Edited Monday at 01:03 PM by Supercape
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