Mystery Inc. Submitted by Joseph Kubinski on the Marvel SAGA Mailing List MURPHY (Patrick Murphy) Strength 7C Agility 7A Intellect 6C Willpower 8A Edge: 2 Hand: 4(25) Calling Guardian Hindrances:
Climbing, Wrestling Driving, Marksmanship, Martial Arts, Thievery Demolitions, Electronics Photography, Street Wisdom, Survival, Tracking POWERS: Luck Control 15 Limit: Bad luck only Stunt: Luck missile "Jinx" 6 Jinx is the ability to make machinery stop functioning. Highly experimental technology will stop working on an Easy (4) Jinx (vs. Inventor's Intellect) action. Proven, reliable technology will require a Challenging (12) Jinx to bollix. It is a superhuman (24) Jinx to damage something with no moving parts. Enhanced vision 4 Stunts: Penetration vision, True sight EQUIPMENT: Bulletproof Trench Coat (+5 armor vs. bullets only) Big Gun (exact type varies. +5 damage) Appearance: A large, burly Irishman with a crew cut and a U.S. Marines Special Forces tattoo on his right bicep. Personality: Murphy views himself as a professional, and the rest of Mystery Inc. as amateurs who are lucky to have a Marine around to watch over them. He's bossy, a very careful methodological planner who takes the time to develop a contingency plan for every possibility before he acts. The fact that these plans rarely survive contact with the enemy has not yet deterred him from this line of thought. Any reference to his dating history will cause him to blush. Catchphrases: "Not bad. Now let's see how you do against a professional." "Put that gun down before you hurt yourself." History: Murphy is the oldest of four brothers and two sisters. His father deserted the family when Murphy was six. None of the other men in his mother's life stayed around, and life has been hard. Murphy joined the Marines at 17. His MOS was military intelligence. He was trained to infiltrate far into enemy territory, the most dangerous type of military intelligence gathering. While in training, he realized that he had the power to "hex" people and machines. In the service, he met his best friend, "Mother." "Mother" was an electronics whiz, no inventor but able to fix anything electrical. His lifelong fascination with surveillance devices was encouraged. Murphy met him at a demonstration of night vision equipment, and the two have remained friends despite "Mother's" obsession with conspiracy theories that verges on paranoia. When he was discharged, he decided to put his training and abilities to work as a private detective. However, there wasn't much call for an elint specialist in the world of private detectives, so Murphy has been supporting himself bounty hunting. He sees Mystery Inc. as a chance to gain some publicity for himself and his detective agency. What Murphy doesn't know is that he is not a mutant. His absent father is one of the Dragon Lords of Elfland, who fathered Murphy to fulfill an ancient promise to his bloodline. His strange abilities come from his half- human heritage. Someday his father will return to him, and instruct him to his duties to the Elflands. Of course, Murphy may have other ideas... Halo (Jennifer DuPree) Strength 6X Agility 6C Intellect 7D Willpower 7C Edge: 2 Hand: 4 (25) Calling Idealist Hindrances:
Contingent Attack, Martial Arts Law Law Enforcement, Observation POWERS: Halo's powers are derived from the suit she wears. Additional Limb (The Halo) 12 Stunts: Constriction, Detachable, Shrinking Additional Sensor (The Halo) 6 Stunts: Wandering eye, Circular Vision (same as the Enhanced Senses stunt) Flight 7 Force Field 12 Limit: Visible field Blinding 6 Limit: Four uses/day Life Support 15 Appearance: White, glowing bodysuit, without eyeholes. Gloves, boots, cap on top of head are all gold. A gold stripe running down her side connects the golden areas. The border between the white and yellow areas is not a straight line, but a complex fractal pattern. A golden ring, her halo, zips around her. It can grow from an inch to twelve feet in diameter. History: While hiking in the Rockies, Jennifer DuPree fell into a deep crevasse. She was saved from a slow death at the bottom by her discovery of a glowing ring. When she touched it, it slowly moved up her arm, coating it with a strange costume as it went. When it covered her eyes, she realized the she was seeing from the perspective of the ring. She flew home, and ever since has defended the law as Halo and in her capacity as a prosecutor. BBI tried to convince Halo that her suit was stolen property and rightfully belonged to them. However, she has recently learned that her suit may have come from the alien Zzrulian empire. There may or my not be a connection between them and Bonk Business Inc. Mr. Coffee (John Brown) Strength 4X Agility 10D Intellect 8D Willpower 7D Edge: 2 Hand: 4 (25) Calling Thrill-seeker SKILLS: Fast Exit Insurance "Here, hold this" (With a daunting Willpower (vs. Willpower or Intellect, whichever is higher) Mr. Coffee can hand someone something, and they will take it if they have a free hand. He usually hands them a rope, and then runs' round and 'round them.) POWERS: Lightning Speed 24 Limit: Mr. Coffee must drink coffee or other caffeinated beverage to activate his Lightning Speed. Every two rounds he must make a Willpower action to avoid "caffeine crash," which drops all his abilities to zero. The Willpower action begins at average, climbs to Challenging the second time, daunting the third, etc. Stunts: Mach Control, Power Slam, Waterwalking Reality Warping 15 Mr. Coffee must actually do something to warp reality, i.e. the wall wouldn't suffer "Property Damage" and fall down unless it was already damaged and he gave it a good shove. This isn't a power per se. It's more due to a lifetime in the insurance business giving him some idea where accidents are most likely to happen coupled with a natural ability to cause chaos. EQUIPMENT: Titanium Briefcase +3 armor vs. collisions due to power slam only Personality: Manic, cheerful, conspiracy theorist, loves to shoot guns. Appearance: A real drab looking guy in a brown suit History: John Brown knew the doctor had told him he was hypersensitive to caffeine, and should stay away from it. But being a insurance actuary was so boring, he desperately needed something to stay awake. The first coffee tasted good. REAL good. Now, they won't let him work more than five hours a week. He makes everyone else look bad. Now he had superpowers! He could be a superhero! That would be a lot more interesting than calculating insurance risks! Steelrose (Unknown) Strength 17B Agility 7D Intellect 4X Willpower 4D Edge: 2 Hand: 4 (25) Calling Thrill-seeker Hindrance: Cyborg (She's heavier than water and she requires expensive maintenance every six months or her cyborg parts stop working) SKILLS: Improvised Weapons, Sonic Slams, Wrestling Flinging Singing POWERS: Leaping 8 Computer Link 3 Personality: Happy-go-lucky, rock musician, amnesiac who doesn't remember anything before three years ago. Appearance: Dig out your Shadowrun adventures. Find "Mercurial." She looks like that. History: She doesn't remember anything before three years ago. Her first memories are of throwing around some guys who tried to push around an old lady. Eventually she went to work as a bouncer at a nightclub. A manager of one of the acts thought that her strange but cute appearance would make her a hit if she could only sing. She could, and she's on her way to stardom. Pattern Juggler (Peter Sinfield) Strength 5D Agility 7B Intellect 4C Willpower 5C Edge: 2 Hand: 4(25) Calling Peace of Mind Hindrance: Susceptible to Illusion SKILLS: Flinging, Acrobatics, Martial Arts Occult, Dimensional Geography Climbing Art, Observation POWERS: Illusion 8 Hypnosis 8 Stunts: Multiple Targets, Vertigo Disintegration 4 Limit: Temporary disintegration. This leaves behind a ghostly image of the object disintegrated. Reintegration 4 Limit: PJ must first disintegrate something to reintegrate it. These powers represent PJ's ability to drain the reality out of one object and transfer it to another. Astral Projection/Dimensional Travel 12 Pattern Juggler can also create patterns that can send an individual's spirit to The Halfworlds. The pattern takes hours to construct, can only transport a willing subject, and leaves the subject's body behind, possibly to be abused by enemies. The Court of the Crimson King by McDonald & Sinfield
The rusted chains of prison moons
The keeper of the city keys
The gardener plants an evergreen
On soft gray mornings widows cry, Peter Sinfield was artistically sensitive from childhood, and frequently off in worlds of his own. His family lived in Richmond and he showed great promise to become an illustrator, with all the vivid pictures he continuously produced and then left lying about. At age 14 he was immobilized with a fever that gave him delirious visions for about a week. He was a juggler in a fantastic medieval court, a place of unbelievable magic, dazzling wonders, Byzantine intrigues, and terrifying barbarity. He had the power to manipulate small illusions, and desperately hoped to distract the courtiers and nobles from their other amusements of torturing prisoners and terrorizing commoners. The dream seemed to last for months, and included the haunting vision of the "Moonchild" playing hide and seek with the ghosts of dawn, as well as the terrible Crimson King he had to serve, and the heart-stopping Fire Witch and other intense surreal characters. Working at the court was a painful compromise which afforded luxury and the possibility of tempering the royal madness, but meant condoning all manner of atrocities. He finally resolved to flee the court when he determined he could not reform or distract them any further. It was like talking to the wind. He crawled the cracked and broken path, crept along the wall on which the prophets wrote, and was noticed sneaking out the iron gates of fate and an alarm went up- when he returned to the waking world drenched in sweat and no longer sure what was real. This sense of ambivalence stayed with him through adolescence, as he continued to see images from dreams as he walked down the street in broad daylight, and had a nagging sense that the Crimson Court and its nightmare empire were still out there waiting for him, even though he'd resigned in no uncertain terms. Richmond is a rough place, and one day Peter was mugged on his way home from school. Instinctively, he manifested illusion copies of the mugger's knife tumbling through the air all around them, and his attacker fled. This demonstration of actual abilities was not really shocking, but rather a confirmation of Peter's worst fears. With power comes responsibility. He wouldn't be preyed upon, and he couldn't let these predators go after others. Peter breezed through a commercial art curriculum at VCU. He could generate picture perfect illusions (especially of patterns and textures) and draw, paint or photoprint them directly. There was so much crime in Richmond which he felt obliged to fight that he'd begun wearing a disguise when he went out at night to scare off the dealers and muggers. He told himself this vigilante behavior had nothing to do with the dream life, and soon he would graduate, move away, and settle down anonymously. He eventually moved to Alexandria. Taking a job in Alexandria was an attempt to run away from this part of his life, but it only came back again. He began to have dreams of Crimson Guards pursuing him, of the Black Queen chanting her terrible song, of the iron-clawed Neurosurgeon screaming at his door which he'd covered with the paranoid poisons. Soon the black ships would dock on the Potomac and siege engines would roll up King Street, blasting innocents with medieval napalm... No! The Fire Witch... Going out as The Pattern Juggler and fighting crime seemed to be the only way to appease his subconscious and sense of duty, and keep the dreams at bay (if they were dreams). And it became necessary to construct a suit of scraps of patterned cloth, in a harlequin diamond format, in order to have enough samples from which to project. His dream self has given him a superior sense of balance, coordination, and poise; as well as abilities in tumbling, juggling, physical manipulation, and a touch of mesmerism. He can "make the puppets dance" for brief periods with spirals or seductive patterns of light and movement. All this comes with a price of uncertainty about the underpinnings of reality, and some trouble with moral quandaries. So far he has not been caught between the Scylla and Charebdis of humanity and desperation, and will not deal well with such a crisis when it comes. So far he has never had to deal with any illusions other than his own, and may be as susceptible or even more than the average person. Peter Sinfield lives in Old Town Alexandria and does freelance commercial art and video effects for a number of clients in the greater DC area, sometimes Baltimore. This gives him the freedom of movement of not punching a daily clock, as long as he keeps up with the work. Forming an alliance with other heroes seems to be a necessary good, as he is physically vulnerable and limited in his scope as an individual. He generally likes his quirky companions, especially Halo and Mr. Coffee. They make a good support group for what used to be a lonely and difficult vocation. TRAVELLER (Alexander Brighton, Alskandar Brightly Shining) Strength 5X Agility 6X Intellect 5D Willpower 6X Edge: 2 Hand: 4(25) Calling Gloryhound Hindrances:
Time Machinery Traveller has other skills, but none are useful in the 20th century. POWERS: None. EQUIPMENT: Battlesuit 15 Energy Blast, CPU, Force Field, Instant Change, Life Support, Teleport, Worthiness The way the suit works is that the total of his battlesuit powers adds up to 15. He may have Blast 7 an Teleport 8 at the same time, or Blast, Force field and Life Support all at 5. Instant change means that the battlesuit can change into any outfit. Traveller's CPU is stocked with a lot of erroneous data on modern times and scientific data. Appearance: Traveller is a tall man with brown hair. His outfit is always changing, but retains a large white "T" on his chest. Catchphrases: "I had a girlfriend, but she broke the circle, and i wasn't pink any more, so I decided to go active." "I'm not insane. I'm not." "Great. That's what T stands for. Target." History: Traveller has at various times claimed to be an immortal roaming the earth in search of adventure and a time traveler sent back to protect his future. Evidence has been found that he is neither of those, but just some nut that found a suit with powers. You be the judge. CARTER BRAXTON III Strength 4X Agility 3C Intellect 7B Willpower 12B Edge: 3 Hand: 5(30) Calling World Domination SKILLS: Equestrian, Skiing Journalism, Sociology, Finance Manipulation, Observation, Politics POWERS: Danger Sense 14 Telepathy 14 Limit: Mental probe only Stunt: Braxton has such skill in his probes that the subject suffers no strain due to mental probe. Unless they are looking for it or are sensitive to such powers, the target may not even notice the probe. NOTE: The Observation Skill reduces the difficult level by one for both of these powers. Personality: Carter Braxton thinks that the USA is the greatest country in the world and could be even greater with the right person running things, steering us back to traditional American values. Obviously, this Clinton fellow is not suitable and will have to go. Catchphrases: "You, suh, are no gentleman." "Ah do not care if you do have thu power cosmic. That behavior is simpluh unacceptable." History: Carter Braxton is heir to one of the wealthier families in Virginia. He is a famous political columnist and a McLaughlin Group regular. He joins Mystery Inc. in the field only occasionally, preferring to remain behind the scenes as a financier, researcher, and occasionally, tactician. The rest of the group is beginning to realize that he is not as altruistic as he seemed. (NARRATOR NOTES: Carter is best introduced slowly, as a wealthy philanthropist. He asks the player heroes for help, say, against a conspiracy of powerful men that he says is siphoning money from one of his charities. Slowly they come to realize that he is not bent on destroying the conspiracy, but in having the heroes remove competition for leadership of the conspiracy. By the time they realize this, and move against him, he will be ready for them. His mind probe will have ferreted out their weaknesses and desires. He is much more likely to hold some sort of economic consequences over the players heads (like having their friends and families fired, etc.) rather than attacking them. He is careful to do nothing illegal in his machinations, so if the players come after him, they may have to deal with the police!) |