Jeff Murphy
F: Ex (20)
A: Ex (20)
S: Typ (06)
E: In (40)
R: Typ (06)
I: Gd (10)
P: Gd (10)
Health: 86
Karma: 26
Popularity: 30 (It will drop the longer he is in contact with individuals).
Resources: Ty (06)/Rm (30)
Talents:
Mystic Origin*
Military
Knowledge: Coast Guard Operations
Knowledge: Elementals Enemies and Friends
Firearms
Marksman*
Aerial Combat
Pilot: Rotorwing
Pilot: Fixed-Wing
First Aid
Rescue Operations
Powers:
Imbued with the elemental force of Air:
Jeff was imbued with great powers which allowed him to control and shape air and air currents. As such, Jeff could perform the following feats and abilities:
- Air Control: Vortex could control and shape air to perform a variety of tricks and feats with Mn (75) ability. Jeff could fly, grant flight to others, do rank damage against opponents, smother three areas, affect and control elements in their gaseous states (By manipulating the surrounding air currents), or dissapate aerosol effects.
- Air Shaping: Jeff could also manipulate air currents to create cyclones and tornados, soften impact areas or increase air friction against an opponent.
Undead Nature: Although unspecifically stated early on, the Elementals are undead - Not the rotting variety, but the non-living detached from humanity sort of undead. Regardless of the success or failure of their actions, the Elementals cannot gain or lose karma in the traditional sense, although especially early on, the Elementals do not realize this fact and will go about trying to do so. The Elementals do not evolve quite like anyone else, as they are affectly stuck in their positions and with each other. for the mechanical purposes of the the Elementals, they regenerate to the their original RIP totals, evolving only when mystical prompted or due the effects of radical changes. They cannot improve their abilities nor their state.
Along with their inability to 'live' normal lives, The Undead Nature of the Elementals prevents them from interacting with normal humanity for long periods of time. The longer that a member of the Elementals interact, the Judge must secretly roll a reaction/Intuition bonus. Humanity will mostly fill 'ill-at-ease' with the Elementals, but that feeling grows. The result of the reaction bonus is as follows:
White: Open Hostility
Green: Distrust/Anger/Disgust
Yellow: Unnerved but mostly normal. Will feel something is off
Red: No effect immediately.
This effect begins almost immediately after encountering the Elementals, but checks only begin after a certain period (usually a week to two). For each week after initial encounter, subtract a -1 CS from the target intuition to reflect the growing sense of something....wrong....
Finally, the Undead Nature of the Elementals makes them almost completely immune to damage in a traditional sense, although they can take damage and are not apparently immune. Each Elemental is immune to the element which initially killed them, and they are restored (mostly) to how they looked before they died. Once restored, they do not age, are immune from toxins, disease, and other similar normal effects. An Elemental regenerates damage with Am (50) ability, recovering Endurance ranks as quickly. While taking damage, the Elemental still must make checks vs. Death, Stun, and Slam, but even on a Death result may begin regenerating. Too many early issues had an elemental waking up in coroner's office or still operating with massively obvious damage. While apparently unkillable, the Elementals are from it.
An Elemental can choose to die or be killed through acts of extreme violence. Mystical forces and powers can also kill an Elemental, as can the forces of the others - An Elemental can kill another Elemental (but not early on). It is possible that an Elemental will live for tens of thousands of years (As seen in the first series after the encounter with the assassin Sanction - A dream sequence from Monolith shows him a possible (likely) future). If an Elemental receives a kill result with 50% of their health and Endurance missing,it is possible to kill them...the elemental must make a Psyche FEAT at -2cs, followed by an Endurance FEAT. If the Elemental fails one or the other, they begin the normal dying process and cannot regenerate. If they fail both, they lose the remainder of their health and Endurance ranks immediately. Once an Elemental is died, another person who has been killed in the same manner will rise to take their place (Drowning for water, burning for fire, landslide/mudslide/etc for Earth, and suffocation for air).
Contacts:
Vortex had some contacts from his days in the Coast Guard, and was on good terms with members of F.I.S.H including Agent Porter Scott.
Limitations:
Jeff had the following limitations:
- Elemental Drawback: Jeff suffered the same effects as all of the Elementals, as stated above.
- Impetuous: Jeff was a 'shoot first/ask questions later' sort of the figure early on, and seemed to have a lot of rage in him. As such, Jeff is considered to be at a -1cs reaction penalty during initial rounds.
- Unlucky: Once per game, Jeff's luck will turn, as he always takes a significant amount of damage or beating. The best way to illustrate this is once per adventure, Jeff will automatically fail a dodge/evasion/endurance FEAT which will lead to stun/slam/etc (but not death, see above). Jeff simply gets hit the hardest it seems in the comic.