Jack Murphy

Jack Murphy
Code name: Sorc

Player: Rosewood
CHARACTERISTICS
Val Char Base Points Total Roll Notes
15 STR 10 5 15 12- HTH Damage 3d6 END [1]
23 DEX 10 39 23 14- OCV 8 DCV 8
30 CON 10 40 30 15-
10 BODY 10 0 10 11-
18 INT 10 8 18 13- PER Roll 13-
22 EGO 10 24 22 13- ECV: 7
15 PRE 10 5 15 12- PRE Attack: 3d6
14 COM 10 2 14 12-
4 PD 3 1 4/14 4/14 PD (0/10 rPD)
6 ED 6 0 6/16 6/16 ED (0/10 rED)
5 SPD 3.3 17 5 Phases: 3, 5, 8, 10, 12
10 REC 9 2 10
60 END 60 0 60
33 STUN 33 0 33
4″ Running 6 -4 4″
2″ Swimming 2 0 2″
2″ Leaping 3 -1 2″ 138 Total Characteristics Points

Cost    Powers            END

38        Attack Magic:  Multipower, 75-point reserve, all slots Reduced Endurance (1/2 END; +1/4); all slots Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)
                        Notes:  All slots SFX as desired

3u        1)  Lightning bolt:  Energy Blast 6 1/2d6, Area Of Effect (14″ Line; +1); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)          3

3u        2)  Lightning Bolt:  Killing Attack – Ranged 2d6+1, Area Of Effect (14″ Line; +1); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)   3

3u        3)  Blindness:  Sight Group Flash 15d6 (75 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)     3

3u        4)  Deafness:  Hearing Group Flash 25d6 (75 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)     3

2u        5)  Sleep Spell:  Ego Attack  6d6 (60 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)     3

3u        6)  Fireball:  Energy Blast 10d6, Area Of Effect (One Hex; +1/2); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)      3

2u        7)  Fear:  Mind Control  12d6, Telepathic (+1/4) (75 Active Points); Only to Cause Fear in of the Caster (-1/2), Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)    3

2u        8)  Friend:  Mind Control  12d6, Telepathic (+1/4) (75 Active Points); Only to Cause Trust of the Caster (-1/2), Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)    3

3u        9)  Petrify:  Entangle 6d6, 6 DEF, Reduced Endurance (1/2 END; +1/4); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)          3

3u        10) Suppress Fire:  Suppress 6 1/2d6, any Fire-based power one at a time (+1/4), Area Of Effect (4″ Radius; +1) (74 Active Points); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)           3

3u        11) Wall of Fire:  Energy Blast 5d6, Area Of Effect (20″ Line; +1), Continuous (+1); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)   3

2u        12) Weakness:  Drain STR 6d6; Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)   3

6          Defensive Magic:  Elemental Control, 30-point powers, all slots Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)

10        1)  Magic Shield: Force Field (10 PD/10 ED), Reduced Endurance (0 END; +1/2), Persistent (+1/2); Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)   Notes:  Self Only

5          2)  Tenser’s Disk:  Flight 7″, Area Of Effect (One Hex; +1/2), Usable Simultaneously (up to 4 people at once; +3/4); Levitation (-1/2), Spell (-1/2), Requires A Magic Skill Roll (-1/2), Gestures (-1/4), Incantations (-1/4)          3

13        Mage Sight:  Detect Magic 13- (Sight Group), Discriminatory, Analyze

9          Mental Defense (13 points total)

5          Nightvision
            Perks
1          Fringe Benefit:  Private Investigator’s License

            Skills
0          AK: Home Town Area 8-
3          Acting 12-
3          Breakfall 14-
3          Bribery 12-
3          Bureaucratics 12-
5          City Knowledge 14-
0          Climbing 8-
3          Combat Driving 14-
3          Concealment 13-
3          Conversation 12-
3          Criminology 13-
0          CuK: Home Culture 8-
3          Deduction 13-
3          Disguise 13-
2          Gambling (Card Games) 13-
2          KS: The Law enforcement world 11-
0          Language:  English (Idiomatic)
3          Lockpicking 14-
21        Magic Skill 22-
0          PS: Police Officer 11-
4          PS: Private Investigator 13-
3          Paramedics 13-
3          Persuasion 12-
3          Research 13-
3          Security Systems 13-
3          Seduction 12-
3          Shadowing 13-
3          Stealth 14-
3          Streetwise 12-
0          TF:  Bicycles, Small Motorized Ground Vehicles
2          WF:  Small Arms
Total Powers & Skill Cost:  212
Total Cost:  350
 200+    Disadvantages
10        Distinctive Features:  Albino (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
10        Distinctive Features:  Artificial Limb (Concealable; Noticed and Recognizable; Detectable By Commonly-Used Senses)
5          Physical Limitation:  Heavy Sleeper (Infrequently, Slightly Impairing)
15        Physical Limitation:  Prosthetic Foot (All the Time, Slightly Impairing)
15        Psychological Limitation:  Code Against Killing (Common, Strong)
15        Psychological Limitation:  Devoted To Justice (Common, Strong)
5          Psychological Limitation:  Dislikes kids (Uncommon, Moderate)
15        Psychological Limitation:  Fascinated by magic, Will always do what he can to learn more about magic.  (Common, Strong)
10        Psychological Limitation:  Overconfident (Common, Moderate)
10        Social Limitation:  Evil Twin Infrequently, Major
10        Social Limitation:  Secret ID (Frequently, Minor)
20        Social Limitation:  Subject to Orders (Very Frequently, Major)
10        Watched:  Government 8- (Mo Pow, NCI, Watching)
Total Disadvantage Points:  350

Equipment END
Battlenet Earplug Comm Units: Mind Link , Specific Group of Minds, No LOS Needed, Number of Minds (x32); Only With Other In Battlenet Who Have Mind Link (-1), Affected As Radio And Hearing Group, Not Mental Group (-1/2), IIF (-1/4), Conditional Power Power Does Not Work In Water (-1/4), Does Not Provide Mental Awareness (-1/4)

Notes: Notes: This is a highly secure system that provides communications between all members carrying the identical device. It cannot be tapped or intercepted. If a unit is stolen the system is then open and vulnerable to the stolen unit.
0
Federal Police Warrant Card and Badge: Fringe Benefit: State Police Powers; OAF (-1)

Notes: Notes: These items are ‘proof’ of law enforcement association and can be stolen or forged.
EXPERIENCE POINTS
Total earned: 0
Spent: 0
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 350

 

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