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Murgatroyd Durzan Malakim
Char  Total  Base  Cost  Roll  Notes 
STR 10 10 0 11-   HTH Damage 2d6 END [1]
DEX 10 10 0 11-  
CON 10 10 0 11-  
INT 18 10 8 13-   PER Roll 13-
EGO 18 10 8 13-  
PRE 18 10 8 13-   PRE Attack: 3 1/2d6
OCV 4 3 5
DCV 5 3 10
OMCV 4 3 3
DMCV 5 3 6
SPD 2 2.0 0 Phases: 6, 12
PD 2/8 2 0 2/8 PD (0/6 rPD)
ED 2/8 2 0 2/8 ED (0/6 rED)
REC 10 4 6
END 40 20 4
BODY 10 10 0
STUN 20 20 0
Running 12m 12 0
Swimming 2m 4 -1
Leaping 2m 4 -1 56 Total Characteristics Points
Cost  Complication
5 Hunted: Cult of the Red Hand Infrequently (Mo Pow; Covert; Currently Just Curious; Watching (for now))
20 Hunted: L'Éminence Nocturne Infrequently (Mo Pow; Covert; Kill)
5 Marked By The Elder Things
5 Dependent NPC: Unconventional Solutions, LLC Frequently (Sometimes Useful; Adds Credibility)
5 Distinctive Features: Magi (Concealable; Extreme Reaction; Detectable Only By Special Abilities; Not Distinctive In Some Cultures)
20 Loses His Cool: Heightened Circumstances (Very Common), go 8-, recover 11-
5 Negative Reputation: Bookish Academic Magi Ill-suited To Violent Circumstances, Infrequently
5 Psychological Complication: Aloof And Elitist Attitude (Uncommon; Moderate)
5 Psychological Complication: Starting To Pick At The Frayed Edges Of What Is And Is Not "Real" (Uncommon; Moderate)
5 Social Complication: People Are Starting To Wonder About Murgatroyd's Magical Heritage Infrequently, Minor
5 Social Complication: Slightly Anachronistic, Behind The Times On Technology And Pop Culture Infrequently, Minor
85 Total Complications Cost
Base Complications XP Total
125 85 125 250

Murgatroyd Durzan Malakim
2 +1 with Ring of Arcane Blasting
12 Secrets Man Was Not Meant To Know : +2 with any 3d6 roll pertaining to Cthonic or Hermetic SFX; (-1)
3 Wardweaver : +1 with Warding
2 Linguist
0 1) Language: Aramaic (basic conversation; literate)
0 2) Language: English (idiomatic; literate)
1 3) Language: Hebrew (Israeli) (fluent conversation; literate)
1 4) Language: Latin (fluent conversation; literate)
0 5) Language: Yiddish (basic conversation; literate)
4 PS (CEO, FBI Special Asset) 13-
3 Wizard of the Old School
2 1) Conversation 13-
2 2) High Society 13-
8 3) KS: Magical Lore (Cthonic Lore (-1), Hermetic Lore, Mystic Lore) 14-
8 4) KS: Scholarly Knowledge (History of the Last Century, L'Eminence Nocturne, Secrets of Life & Death, Supernatural World) 14-
0 5) PS: Wizard 13-
48 Total Skills Cost
-3 MVP x 3
1 Equipment Pool (5)
102 Mystic Pool (127) (plus Character Creation Resource Points)
Professional Monster Hunter
1 1) Fringe Benefit: (Story Reward), CEO / Partner in Unconventional Solutions, LLC
1 2) Favor: SAIC Harker
2 3) Permits: FBI: Section M Special Asset, Supernatural Hunter License
1 4) Positive Reputation: Capable Monster Hunter (A small to medium sized group) 11-, +1/+1d6
6 The Magic of Compound Interest (Money): Wealthy (6)
111 Total Perks Cost
30 Supernatural Resistance: 10
5 Miraculous Survival (1)
35 Total Talents Cost

Murgatroyd Durzan Malakim
Mystic Pool (127)
1) Teleportation: Fixed Locations : Section M Headquarters Quantico Teleportation Circle, Boston Office, Home 0
2) Cognitive Cantrip : Improved Cramming (Rapid Assimilation)
3) Working towards Immortality : Life Support (Longevity: 400 Years) 0
4) Amulet of Clear Seeing : Detect Supernatural 13- (Sight Group), Discriminatory, Increased Arc Of Perception (360 Degrees), Perceive into Astral Plane (20 Active Points); Requires A Roll (Hermetic Lore Skill roll; Must Be Deliberately Turned "On", Requiring A Hermetic Lore Skill roll; -1/2), IIF (Small Amulet On Chain Around Neck; -1/4) 0
5) Amulet Mastery : Usable Simultaneously (up to 4 people at once; +1/4), Recipient must be within Limited Range of the Grantor for power to be granted, Recipient must remain close to Grantor, -1 cumulative penalty to Hermetic Lore for each Target for up to 20 Active Points of Amulet of Clear Seeing, Costs Endurance Only To Activate (+1/4), Constant (+1/2); Increased Endurance Cost (x10 END; -2), IIF (Ring; -1/4), Concentration (1/2 DCV; -1/4), Extra Time (Full Phase, Only to Activate, -1/4) 10
6) Wristbands of Warding : Resistant Protection (6 PD/6 ED) (Impermeable) (18 Active Points); IIF (-1/4), Perceivable (Those With Supernatural Awareness Can Detect This Ability Being Used If It's "On"; -1/4) 0
7) Ring Mastery : Variable Advantage (+1/2 Advantages; Limited Group of Advantages (IPE: Sight Group, Autofire x3, Affects Desolid (Spirits), Variable SFX (UV / Fire)); +3/4) for up to 45 Active Points of Blast / Burst, Variable Power (Arcane Blast or Arcane Burst; +1/4) (42 Active Points); OIF (Ring; -1/2), Linked (Ring of Arcane Blasts; -1/2), Concentration (0 DCV; -1/2), Extra Time (Full Phase, -1/2) 4
Ring of the Stone : Multipower, 45-point reserve, (45 Active Points); all slots Requires A Roll (Skill roll, -1 per 20 Active Points modifier; Must be made each Phase/use; Hermetic Lore; -3/4), OIF (Ring; -1/2)
1) Arcane Blast : Blast 9d6 4
2) Arcane Burst : Killing Attack - Ranged 3d6 4
3) Arcane Shield : Barrier 8 PD/8 ED, 5 BODY (up to 3m long, 3m tall, and 1/2m thick), Impenetrable (+1/4) (45 Active Points); Unanchored, Cost Endurance To Maintain, Emanates From Ring, Limited Range (up to 3'' away from self) ((Green Lantern style force shield); -1) 4
4) Arcane Invisibility : Invisibility to Sight, Hearing and Smell/Taste Groups and Supernatural Awareness , No Fringe (43 Active Points); Only When Not Attacking (-1/2), Costs END To Maintain (Half END Cost; -1/4) 4
5) Arcane Counter : Dispel Mystical Magic 10d6, +10, Mystical Magic (+1/2) (45 Active Points) 4
Rote Magic : Variable Power Pool (Magic Pool), 30 base + 60 control cost; Magical Lore Skill is used to change Spells, (60 Active Points); Variable Limitations (requires -1 worth of Limitations; Extra Time, Concentration, Ritual, Window Of Opportunity, Incantations, Increased END Cost, Side Effects, Gestures, Requires a Roll, Perceivable to Supernatural Awareness; -1/2); -1/2), Spells Only (-1/4)
Notes: See Demonstrated Spells for examples.

Equipment Pool (5/5)
1) Cell Phone: Reliable
2) Wrist Watch: Classic, Expensive
3) Murgatroyd's Teleport Tokens : (3)
Notes: One use items to teleport to one of the t-port circles Murgatroyd has set up, within 1000 miles. Cannot be used in combat, takes about 2 Turns of concentration to activate.

Murgatroyd Durzan Malakim
Height:   5' 11" Hair:  Dark Brown
Weight:  145 lbs Eyes:  Dark Brown
Murgatroyd is a slim gentleman of difficult to determine but vaguely semitic heritage, with a distinguished but stern visage. He looks to be in his late forties, but in reality is nearly one hundred years old.
Most modern wizards are introduced to the craft under the auspices of an existing magical tradition, stereotypically one that refers to itself as an `order`, `circle`, or `house`. But there are still some who are a product of the classical master / apprentice model of yore and learn via a more individualized approach to magic...maybe with some gaps or a lack of standardized curriculum or some uneveness in coverage depending upon the whims or idiosyncratic tendencies of their master...but also often learning some signature magic not in common usage handed down master to apprentice within their particular lineage. Murgatroyd is of the later type, having been taught from a very young age by a master that he never reveals the name of, and whom nobody seems to know or recall the identity of.

Oddly, other practitioners who are aware of Murgatroyd rarely find themselves wondering about what tradition Murgatroyd hails from or who his mentor may have been. For that matter, they rarely think of Murgatroyd at all and when they do, they tend to experience a subtle aversion and file him away in the category of `someone not worth wasting thought on`. This is no coincidence, of course, but the result of powerful magic cast by Murgatroyd's master long ago, and his master's master before that...a spell designed to discourage the attention of other spell casters as a survival mechanism. For this line of wizards has a startlingly significant prominence in Hermetic history and have guarded a secret of shocking consequence for centuries. Unfortunately, Murgatroyd's master was killed while Murgatroyd was still but a Journeyman and his training was incomplete...he does not know how to maintain the arcane anonymity that has protected him and his forbearers and the effect is unraveling due to both the weakening of time and unwanted attention that Murgatroyd accidentally brought upon himself via a critical misstep.

This is a very bad thing, both for the secret Murgatroyd safeguards and also his continued survival. A mounting concern verging into fear has forced Murgatroyd to make significant changes in his normally reclusive and academic existence. With a lack of options and running out of time, he finally hit upon the desperate strategem to curate a team of Hunters as allies...for who better to help fend off the supernatural doom Murgatroyd knows will soon descend upon him? So far his plan is working; under the pretense of co-founding a company specializing in off-book Supernatural troubleshooting he has inveigled a handful of capable colleagues to remain in close proximity.
Ordinarily, when he feels relatively safe, Murgatroyd is a companionable enough fellow and quite pleasant to be around in a prim academic sort of way. However, under extreme stress or fear for his life, Murgatroyd sometims panics in a very undignfied way. He has been through a series of harrowing experiences in the last few months, the surviving of which has improved Murgatroyd's confidence somewhat, and he is noticeably more steady under pressure than he once was, but he still struggles with panic attacks from time to time.
"Magic is mostly a matter of repetition..."
Murgatroyd will avoid combat if at all possible, very much preferring a less risky approach to solving problems. If combat happens anyway, he is conservative, survival focused, and more than willing to hang back and allow his braver / more foolhardy allies to charge forth and take the majority of the risks. He will take opportunistic potshots with his offensive magic if it seems prudent, but only if the risk vs reward makes sense.
Murgatroyd is an effective utility wizard first with a secondary function of combat capabilities. When supported by one or more teammates who are willing to lend him physical protection, he provides his team with powerful `wildcard` capabilities, able to adapt to the emerging plotline and exert strong narrative control on behalf of himself and his allies. *Original character by Panpiper

Murgatroyd Durzan Malakim

Cost  Maneuver  Phase  OCV  DCV  Effect 
0 Presense Attack 0 +0 +0 3 1/2d6 +/- modifiers
0 Called Shot: Head 0 -4 - 1d6+3 (Head to Shoulders)
0 Called Shot: High 0 -2 - 2d6+1 (Head to Vitals)
0 Called Shot: Body 0 -1 - 2d6+4 (Hands to Legs)
0 Called Shot: Low 0 -2 - 2d6+6 (Shoulders to Feet)
0 Called Shot: Leg 0 -4 - 1d6+12 (Vitals to Feet)
0 Brace 0 0 1/2 +2 vs. Range Mod.
0 Set 1 +1 +0 Ranged Attacks only
0 Block 1/2 +0 +0 Block, Abort
0 Disarm 1/2 -2 +0 Can disarm
0 Dodge 1/2 -- +3 Abort, vs. all attacks
0 Grab 1/2 -1 -2 Grab two limbs
0 Grab By 1/2 -3 -4 Move and Grab; +(v/10) to STR
0 Haymaker 1/2* +0 -5 +4 DCs to attack
0 Move By 1/2 -2 -2 STR/2 + v/10; you take 1/3
0 Move Through 1/2 -v/10 -3 STR + v/6, you take 1/2 or full
0 Multiple Attack 1 var 1/2 Attack multiple times
0 Shove 1/2 -1 -1 Push 1m per 5 STR (resisted)
0 Strike 1/2 +0 +0 STR or weapon
0 Throw 1/2 +0 +0 Throw w/ STR dmg
0 Trip 1/2 -1 -2 Target Falls

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