Murk  
CHARACTERISTICS
Val Char Base Points Total Roll Notes
10 STR 10 0 10 11- HTH Damage 2d6 END [1]
18 DEX 10 24 18 13- OCV 6 DCV 6
13 CON 10 6 13 12-
10 BODY 10 0 10 11-
14 INT 10 4 14 12- PER Roll 12-
11 EGO 10 2 11 11- ECV: 4
10 PRE 10 0 10 11- PRE Attack: 2d6
10 COM 10 0 10 11-
3 PD 2 1 3/13 3/13 PD (0/10 rPD)
3 ED 3 0 3/13 3/13 ED (0/10 rED)
3 SPD 2.8 2 3 Phases: 4, 8, 12
5 REC 5 0 5
25 END 26 0 25
25 STUN 22 3 25
6" Running 6 0 6"
2" Swimming 2 0 2"
2"/1"" Leaping 2 0 2" 42 Total Characteristics Points
POSE
MOVEMENT
Type Total
Run (6) 6" [12" NC]
Swim (2) 2" [4" NC]
H. Leap (2") 2"
V. Leap (1") 1"
EXPERIENCE POINTS
Total earned: 50
Spent: 50
Unspent: 0
Base Points: 200
Disad Points: 150
Total Points: 400
APPEARANCE
Hair Color:  Black
Eye Color:  Grey
Height:  5' 11"
Weight:  160 lbs
Description:
Jeff is entirely nondescript and average...in fact he's so normal looking he's practically invisible even without using his powers to become truly so. As Murk he wears an unadorned dark charcoal and grey outfit with a 3/4 full face mask.

 Murk  
DEFENSES
Type Amount Notes
Physical Defense 3/13 Current BODY:
Res. Phys. Defense 0/10 (10)
Energy Defense 3/13 Current END:
Res. Energy Defense 0/10 (25)
Mental Defense 10 Current STUN:
Power Defense 10 (25)
STUNTS & FIGHTING STYLE
Unusual blaster.
COMBAT INFORMATION
OCV: 6 DCV: 6
Combat Skill Levels:
COMBAT MANEUVERS
Maneuver Phase OCV DCV Effect
Block 1/2 +0 +0 Block, abort
Brace 0 +2 1/2 +2 vs. Range Mod.
Disarm 1/2 -2 +0 Can disarm
Dodge 1/2 -- +3 Abort, vs. all attacks
Grab 1/2 -1 -2 Grab two limbs
Grab By 1/2 -3 -4 Move and Grab
Haymaker 1/2* +0 -5 +4 DC attack damage
Move By 1/2 -2 -2 STR/2 + v/5
Move Through 1/2 -v/5 -3 STR + v/3
Set 1 +1 +0 Ranged Attacks only
Strike 1/2 +0 +0 STR or weapon
COMBAT MODIFIERS
Range 0-4 5-8 9-16 17-32 33-64 65-128
RMOD 0 -2 -4 -6 -8 -10

 Murk  
SUPERPOWERS!
Cost  Power END
Murk Effects
4   1)   Reach From The Murk:  Transdimensional (Single Dimension; from Murk to Earth; +1/2) for up to 10 Active Points of STR, Reduced Endurance (0 END; +1/2) (7 Active Points); Extra Time (Extra Phase, -3/4) 0
10   2)   Step Into The Murk:  XDM (The Murk Dimension) (20 Active Points); One Way Ticket (-1) 2
5   3)   Step Out Of The Murk:  XDM (Earth From Murk Dimension) (20 Active Points); Activation 9- (-1 1/2), One Way Ticket (-1), Extra Time (Full Phase, -1/2) 2
Child Of The Murk Elemental Control
35 Elemental Control, 70-point powers
19   1)   Cloak Of Murk:  CE 1" radius, -15 to Clairsentience PER Rolls, Reduced Endurance (0 END; +1/2), IPE, SFX Only (Fully Invisible; +1/2), Persistent (+1/2) (82 Active Points); Only vs PER Checks To Detect Murk (-1), No Range (-1/2) 0
35   2)   Cloak Of Murk:  Invisibility to Sight, Mental, Hearing, Smell/Taste, Touch and Mystic Groups, Danger Sense, Combat Sense, Detect Invisible and Spatial Awareness , Reduced Endurance (0 END; +1/2) (88 Active Points); Only When Not Attacking (-1/2) 0
85   3)   Mantle Of Murk:  FF (10 PD/10 ED/10 Mental Defense/10 Power Defense/10 Flash Defense: Sight Group/10 Flash Defense: Hearing Group), Reduced Endurance (0 END; +1/2), Persistent (+1/2) (120 Active Points) 0
30   4)   Murk Infusion:  Healing Simplified 2d6, Reduced Endurance (0 END; +1/2), Trigger (Activating the Trigger is an Action that takes no time, Trigger resets automatically, immediately after it activates; Entry Into The Murk; +1), Decreased Re-use Duration (1 Turn; +1 1/2) (80 Active Points); Self Only (-1/2) 0
36   5)   Murksense:  Perceive into Normal Earth From Murk Dimension And Vice Versa with Sight Group, Hearing Group, Smell/Taste Group and Touch Group (80 Active Points); Costs END (Only Costs END to Activate; -1/4) 8
Murk Projection Multipower
56 Multipower, 75-point reserve, all slots Reduced Endurance (0 END; +1/2) (112 Active Points); all slots Activation 13- (-3/4), Can Only Be Used From Murk To Affect Normal Earth (-1/4)
4u   1)   Essense Of Murk:  Drain Power Defense 3d6, Transdimensional (Single Dimension; from Murk to Earth; +1/2), Ranged (+1/2), Penetrating (+1/2) (75 Active Points); Activation 13- (-3/4), Can Only Be Used From Murk To Affect Normal Earth (-1/4) 0
3u   2)   Glimpse Of The Murk :  Entangle 2d6, 2 DEF, Works Against EGO, Not STR (+1/4), Cannot Be Escaped With Teleportation (+1/4), Takes No Damage From Attacks All Attacks (+1/2), Transdimensional (Single Dimension; From Murk To Earth; +1/2), BOECV (Mental Defense applies; +1) (70 Active Points); Activation 13- (-3/4), Cannot Form Barriers (-1/4), Can Only Be Used From Murk To Affect Normal Earth (-1/4) 0
4u   3)   Murk Blast:  EB 10d6 (vs. ED), Transdimensional (Single Dimension; From Murk To Earth; +1/2) (75 Active Points); Activation 13- (-3/4), Can Only Be Used From Murk To Affect Normal Earth (-1/4) 0
4u   4)   Murk Channeling:  EB 3 1/2d6 (standard effect: 10 STUN, 4 BODY) (vs. Power Defense), Transdimensional (Single Dimension; From Murk To Earth; +1/2), Does BODY (+1), AVLD (Power Defense; +1 1/2) (72 Active Points); Activation 13- (-3/4), Can Only Be Used From Murk To Affect Normal Earth (-1/4) 0
4u   5)   Tendrils Of Murk:  TK (26 STR), Fine Manipulation, Transdimensional (Single Dimension; from Murk to Earth; +1/2) (73 Active Points); Activation 13- (-3/4), Can Only Be Used From Murk To Affect Normal Earth (-1/4) 0
334 Total Powers Cost

 Murk  
SKILLS, PERKS, TALENTS
SKILLS
Cost  Name
3 Federal Criminal Law: KS (INT-based) 12-
3 Federal Criminal Procedure: KS (INT-based) 12-
3 Concealment 12-
3 KS: Stage Magic (INT-based) 12-
3 Sleight Of Hand 13-
3 Stealth 13-
18 Total Skills Cost
PERKS
Cost  Name
3 PRIMUS Sanctioned: Fringe Benefit: Federal/National Police Powers
3 Total Perks Cost
TALENTS
Cost  Name
3 Lightning Reflexes: +3 DEX to act first with Step Into The Murk
3 Total Talents Cost
SUPERHEROIC CHALLENGES
Cost  Disadvantage
5 DF: Dimensional Locus (Not Concealable; Noticed and Recognizable; Detectable Only By Unusual Senses)
5 Money: Poor
20 Normal Characteristic Maxima
5 Phys. Lim.: Near Sighted (Wears Contacts) (Infrequently, Slightly Impairing)
15 Psych. Lim.: Seeks To Maintain Air Of Mystery (Common, Strong)
15 Psych. Lim.: Social Interaction Issues (Very Common, Moderate)
5 Reputation: Oddball Hero Wannabe, 8-
20 Susceptibility: Murk Leeching 1d6 damage per Turn (Very Common)
Notes: The Murk dimension is toxic to living creatures. Jeff is much more resistant to it than other humans, but even he can't survive in it for long.
10 Susceptibility: Seperation From The Murk 1d6 damage per Turn (Uncommon)
Notes: If an effect blocks eIther Step Into The Murk or Murksense, Jeff starts to take damage from being seperated from the Murk.
35 Trapped In The Murk: Completely Removed From Action Stepping Into The Murk (Very Common), go 8-, recover 8-
Notes: Sometimes Jeff "steps too far" into the Murk and becomes trapped, unable to interact with the normal world or leave the Murk, until he is able to extricate himself.
5 Unluck: 1d6
10 Vulnerability: 2 x Effect Dimensional Light Based Powers (Uncommon)
Notes: Murk is vulnerable to light oriented powers channeled from "higher" dimensions. It's left to the GM's discretion as to what qualifies as such.
150 Total Disadvantages Cost

 Murk  
APPEARANCE & SHTICK
APPEARANCE
Height: 5' 11" Hair: Black
Weight: 160 lbs Eyes: Grey
Jeff is entirely nondescript and average...in fact he's so normal looking he's practically invisible even without using his powers to become truly so. As Murk he wears an unadorned dark charcoal and grey outfit with a 3/4 full face mask.
PERSONALITY & MOTIVATION
Jeff has always been the mysterious outsider type, trying to maintain a certain air but also making a play to be the center of attention at the same time. He was drawn to stage magic like a moth to a flame. It was weird, it was different, it was mysterious, it was perfect. Even as a pre-teen he was trying to impress people with card tricks and other gimmicks. Never really worked very well, but that didn't stop him from trying.

Now that he's discovered his powers, he's still trying to show off and impress with a similar flair for the melodramatic. Of course, the fact that his powers are flukey, subtle, and weird stymie him constantly.
CATCH PHRASE(S)
"Darkness belongs in Darkness....I make sure of that."
POWERS & SPECIAL EFFECTS
Jeff Harvin is a young man born with an innate connection to the "Murk" dimension, a shadowy "between place" of amorphous substance that transposes the normal Earth dimension, but lacks inanimate objects or (as far as Jeff yet knows) native inhabitants.

Jeff is able to step across into this dimension and channel its essence into the normal world for a variety of effects (represented mechanically by the Murk Projection Multipower). Jeff can perceive across the dimensional boundary between Earth normal and the Murk dimension with ease, and can even physically reach across the boundary into the Earth dimension from the Murk with a little thought.

The essence of the Murk dimension is inimical to organic life and while Jeff is more resistant to it than most people, even he takes damage from it over time; it can kill him if he stays too long (this is represented mechanically as a Susceptibility to being in the Murk dimension). Further complicating this while it is easy for Jeff to step into the Murk, it is difficult for him to step out (this is represented mechanically by EDM being purchased twice; once to step in, and one to step out with a low Activation Roll). Further he sometimes steps too far into the Murk and "loses sight" of Earth, becoming unable to interact with the normal world or even to step back into it until he can find his way back out of the deep Murk closer to the dimensional boundary (this is represented using the "Enraged" mechanic to model the chance for it to happen and the chance to recover).

While in the normal world he can't use most of his powers, but he can pull enough of the Murk around himself to cloak him from perception as long as he doesn't do anything too active and draw attention to himself. This also provides him with some protection from harm due to the dimensional disruption inherent to the effect. Interestingly, though Jeff is unaware of it, he is almost impossible to detect even with precognition and postcognition or clairsentience in general. Also, even though the Murk dimension does damage to him over time, he is invigorated upon first entering the dimension. (These abilities are represented mechanically by the Child of the Murk Elemental Control).

Jeff detects as a dimensional locus when using any of his powers while in the normal Earth dimension, even his Murksense.

In combat Jeff steps into the Murk and proceeds to project effects into the normal world. While in the Murk he is both undetectable and unattackable by people in the normal dimension who lack appropriate transdimensional awareness and attacks. For ease of use it is probably best to use Murk as if he were actually both invisible and desolid, even though he is not actually in the same dimension as everyone else at all, which is to say when in doubt if a character that had both invisible and desolid could reasonably do something, then Murk reasonably can as well. As far as elevation is concerned, Jeff can rise, fall, and suspend himself in the Murk at whatever elevation he desires, more or less as if it were really a big pool of water; however if he crosses back into the Earth dimension in midair, he will fall, so he tends to match elevation with the ground and the floors of buildings that he can perceive in the Earth dimension from the Murk dimension just in case.

 Murk  
ORIGIN
Jeff Harvin was raised by a strange spinster aunt in an old mansion outside an old town in old New England. The fate of his parents was a subject that was simply never discussed. Leading what could only be called a sheltered life the lad was always a bit fey, never fit in at school despite his best efforts, became enamored of stage magic after seeing one perform on TV, and spent entirely too much time practicing magic tricks in his aunt's mouldering old manse from his pre-teens til he graduated high school and set out on his own against his aunt's objections.

He tried to make it as a stage magician himself under the name of the Great & Mysterious Harvin! He started off in L.A. working comedy clubs and variety shows, but really wasn't good enough for the big leagues. His tricks were ok, nothing grand yet creditable, but he had absolutely no stage presense at all. He quickly exhausted the funds his aunt had pressed upon him and became destitute. He even pawned the fancy silver necklace and pendant his aunt had given him as a child and which he had hardly ever had off his whole life. He could barely even afford to keep a roof over his head and couldnt get a gig worth a damn anywhere he tried.

However, his professional woes aside, he also found himself plagued increasingly by dark amorphous nightmares. Soon he feared to sleep, and went days without rest for fear of the nightmares, but soon he began to experience the same weird visions of some other place even when he was awake. And not only did other people not see the same things he saw, but it often seemed as if they couldnt see him either! And then he accidentally "fell in" to the place "between" that was invading his awareness of the normal world, and found that while "between" he felt empowered...he felt good...he felt in control. He could do things from the between place into the normal world.

He had real powers! Once he accepted this and crossed over at least every few days he no longer had nightmares or felt ill, and began to come to grips with this new development. The first thing he decided though was to hell with magic tricks; this was a way better thing! A few weeks later the new superhero known as Murk hit the scene. He even registered and eventually got PRIMUS Sanctioned after completing the correspondence course on applicable Federal Law and proving himself on a few small scale actions.

He started off in LA, but traveled to San Diego in response to the open call for a new corporate sponsored team called Aegis. Murk made the inital cut for the team, but stepped too far into the Murk during the first trial and almost died. He was given prompt medical attention, but was cut from the initial line up of the team. However upon consideration afterwards Murk and two other also rans were invited back as Auxillary members. Jeff is determined to earn his place as a full member as soon as possible, and he's willing to brave the depths of the Murk to do it.
Character created with Hero Designer (version 2006111006)