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Morbius

Morbius
Biography

Real name: Michael Morbius

Height: 5'10

Weight: 170 lbs

Gender: Male

Eyes: Red

Hair: Black

Size: Average

Distinguising Features: Pale SkinFangsRetractable Claws

Occupation: Scientist

Origin: Weird Science

Base: Mobile

History

In a desperate bid to save himself from a terminal blood condition, Dr. Michael Morbius subjected himself to an experimental treatment using vampire bat DNA. The treatment saved Morbius' life but transformed him into a hideous vampire. Horrified by his insatiable lust for blood, Morbius attempted to throw himself into the sea only to discover that his new form was seemingly unkillable. Forced to live, Morbius embarked on a blood-fueled rampage across New York. In the years since, Morbius has found temporary cures for his condition, but he lives in constant fear of reverting into a bloodsucking monster.

Personality

Highly eloquent and intelligent, Morbius still cares for those he left behind in his human life. In his more lucid moments, he does his best to redirect his feeding instincts toward violent criminals, particularly those who would do his loved ones harm.

Stats

Rank: 3

Karma: 0

Health: 90

Damage Reduction: -2

Focus: 30

Damage Reduction: 0
Speed

Run: 5

Climb: 3

Jump: 3

Swim: 3

Swingline: 0

Flight: 0

Initiative: +1

Abilities
Ability ScoreDefense ScoreNon-combat checks
Melee4145
Agility3133
Resilience3133
Vigilance1111
Ego1111
Logic3134
Damage

Melee: (dMarvel * 4)) + 4

Agility: (dMarvel * 3) + 3

Ego: (dMarvel * 3)) + 1

Logic: (dMarvel * 4)) + 3

Traits & Tags

Type: trait

Effect: The character likes hurting people-even killing them. After they knock someone unconscious, they must make a Challenging Ego check to keep from continuing to attack them until they're dead.

Restriction: A character with this trait cannot take the Heroic tag.

Related: N/A

Type: trait

Effect: The character is some kind of monster, often of a type spoken of in legend. They have an edge whenever they attempt to intimidate someone.

Restriction: N/A

Related: N/A

Type: trait

Effect: The character has extensive scientific training. They have an edge on Logic checks made when dealing with scientific research. If they have access to an appropriate lab at the time, they gain a second edge on such checks.

Restriction: N/A

Related: N/A

Type: trait

Effect: The character has something weird (or even wonderful) about them. This causes people to have strong reactions to them, both good and bad. They have an edge on all Ego checks to persuade people inclined to like them and trouble on all Ego checks against people inclined to dislike them.

Restriction: N/A

Related: N/A

Type: tag

Effect: The character looks very different than the average person (wherever they happen to be) and cannot easily hide their identity. When this tag appears in origins in this chapter, it may give other useful information, like whether an extreme appearance is common.

Restriction: Only in Alternate Forms

Related: N/A

Type: tag

Effect: The character is hunted by the law for crimes they have supposedly (or actually) committed. If captured by the police, they may be arrested, tried for their crimes and potentially sent to jail.

Restriction: N/A

Related: N/A

Type: tag

Effect: The character either owns or has access to a laboratory filled with the technical equipment, supplies and tools they need for their work. This can be anything from a well-stocked high-school classroom to a forensics lab to an industrial site.

Restriction: N/A

Related: N/A

Type: tag

Effect: The character's real identity is known to the public. This can make it easier for them to ask their friends and family-and even strangers—for help. Unfortunately, it also makes it easier for their enemies to find them and even to threaten those same friends and family.

Restriction: N/A

Related: N/A

Powers

Description: The character puts their brain to work.

Duration: Permanent

Effect: The character adds +1 to their Logic damage multiplier, and they gain a +1 bonus to Logic checks other than attacks.

Description: The character can soar into the sky.

Duration: Permanent

Effect: The character can fly. Their combat Flight Speed is equal to their rank times their Run Speed. Outside of combat, they can move three times their Flight Speed.

Description: The character heals amazingly fast.

Duration: Permanent

Effect: At the end of the character's turn, they regain Health equal to their Resilience. (This works outside of combat too, quickly bringing them back to full Health.)

Description: The character is superhumanly strong.

Duration: Permanent

Effect: Treat the character as one size bigger for lifting, carrying, swinging and throwing things. They also add +1 to their Melee damage multiplier, and they gain a +1 bonus to Melee checks other than attacks.

Description: The character is protected as if by steel.

Duration: Permanent

Effect: The character gains Health Damage Reduction 2.

Description: The character consumes the life force of another.

Action: Reaction

Trigger: The target is grabbed.

Duration: Instant

Cost: 5

Effect: The character makes an Ego attack against the target's Resilience defense. If it succeeds, the target takes regular Health damage, and the character heals half that much Health for themselves. On a Fantastic success, the character heals the full Health damage instead.

Description: The character pummels their foe with enough force to knock them flat.

Action: Standard

Duration: Instant

Effect: The character makes a close attack against an enemy. If the attack is a success, the enemy takes regular damage. On a Fantastic success, the enemy takes double damage and is knocked prone.

Description: The character seizes an enemy and squeezes hard.

Action: Reaction

Trigger: The target is grabbed.

Duration: Instant

Cost: 5

Effect: The character makes a Melee attack against the grabbed target's Resilience defense. If it's a success, the target takes regular damage. On a Fantastic success, the target takes double damage instead and is pinned.

Description: The character tosses a person like a toy.

Action: Reaction

Trigger: A person the character can pick pup is grabbed.

Duration: Instant

Cost: 10

Effect: The character throws the grabbed person at another target. The range is determined by the level of the character's Mighty power and the grabbed person's size. The character makes a ranged attack against the target. A failure inflicts regular damage on the thrown person, who falls prone within 1 space of the target. If the attack is a success, the target takes regular damage too. On a Fantastic success, the target is knocked prone as well.

Description: The character forces someone to follow an order.

Action: Standard

Duration: 1 Round

Cost: 5

Effect: The character gives an order to a target with whom they've established a Telepathic Link. The character makes a Logic check against the target's Logic defense. On a success, the target complies with the order. On a Fantastic success, the character gains an edge the next time they use this power against this same target. The command must be something that can be completed in a single action. If it involves harming someone, the character has trouble on the check. If it would cause the target to harm themselves, the character has double trouble on the check.

Description: The character can speak with another telepathically.

Action: Standard

Duration: Concentration

Effect: The character can communicate telepathically with one person at a time, and they must have met or seen the other person before. The communication can be verbal, visual or even more complex, such as imparting location information. There is no limit to the distance of the communication, as long as the character and the target are in the same dimension. If the other person does not wish to speak with the character, the target can automatically tune them out. To force a telepathic link, the character can make a Logic check against the target's Vigilance defense. On a failure, the character cannot attempt to communicate with the target in this way for the rest of the day. On a success, the character can communicate with the target for one round. On a Fantastic success, the target cannot shut the character out for the rest of the day.