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.