Merzah the Mystic
| Strength 6d |
Agility 4x |
Intellect 4c |
Willpower 8x |
| Hand Size: Edge: |
3 (17) 1 |
Known Powers:
Natural Psi-Powers (psipathic):
Telepathy (a, w): his main call to fame, Merzah has the ability to communicate with folks on a mind-to-mind basis, with nobody the wiser. He can perform this trick at intensity 12, and has demonstrated the Rangeless power stunt to date, which allows him to talk to folks mentally no matter how far away they are (if he knows them, at least).
Postcognition (t, w): another ability that Merzah the Mystic has demonstrated is his super human awareness of the past. Wielding this power at intensity 10, Merzah can easily look back on events taking place within the last several weeks, though his upper limit seems to be about a year back, which he can accomplish with some difficulty.
Natural Psi-Powers (metapsi):
Danger Sense (a, w): Merzah's last mental power, this ability allows Merzah to sense any danger to his person, well in advance. Working at intensity 10, this power essentially allows him to declare an action whenever a body has sprung an ambush or other surprise attack upon him. Furthermore, any trouble - active or potential - will be indicated by this metapsionic power.
Equipment:
Pistol (a): where his telepathic powers and fisticuffs fail, Merzah's gun usually doesn't. This hand cannon is a +4 instrument of destruction, and combined with Merzah's already competent agility, can be used to lethal effect against criminal scumbags.
Hindrances:
(none)
Skills:
Boxing (s): though he possesses formidable psionic powers, Merzah is also a master of hand to hand combat. This skill allows him to make two unarmed melee attacks, dividing his total action score between two separate attacks, the last of which occurs as a contingent action.
Criminology (i): despite the fact that Merzah isn't aligned with any known legal agency, he knows about the criminal mind, and is good at piecing together clues about crimes. He can use this skill to solve mysteries, as well as to predict where new crimes may occur.
Espionage (i): in addition to his skills concerning crimes and criminals, Merzah is trained in the operation of spy-type equipment, as well as performing surveillance on a target. Furthermore, he can tell if a body is in turn tailing him, and can take steps to lose such pursuit.
Calling:
Soldier: feeling that he has a duty to protect his homeland from foreign interlopers, Merzah the Mystic gives his all to his fight against such evil doers. Using his powers, his gun, and even his fists in this battle, Merzah will gladly do what it takes to stop these fiends from destroying America!
Costume:
While on an investigation or other adventure, Merzah wears a loose-fitting, red long-sleeved shirt, a gold cummerbund, black, stylish pants, and a pair of slick, black leather boots.
Personality:
Merzah is a good man, wielding his psi powers for the good of his country, instead of his own - saying a lot about him, considering how easily one could engage in crime with them. He's a good team player, letting others do their part, while not attempting to hog the limelight with his powers...
Real Name: unrevealed
Occupation: private investigator
Legal Status: American citizen with no known criminal record
Marital Status: single
Alias(es), if any: none
Group Affiliation: none
Height: 6'
Hair: brown
Eyes: unknown
Weight: 165 lbs
Other Distinguishing Characteristics: none
Story:
Little is known about Merzah the Mystic, other than the fact that he is possessed of terrible mental powers, powers he uses to ferret out threats to the American government. Also, he does this work with the lovely Diana, his rather combative assistant, who enjoys trouncing villains as much as Merzah does.
One of Merzah and Diana's published adventures sees them on a train, travelling to parts unknown, when Merzah is hit with a flash of danger. Knowing the imminent fate of the train, he and Diana step off the last car, watching as most of the train plummets into the space that used to hold a railroad bridge.
Making it to the bottom of the ravine, where over half of the passenger train was now resting, Merzah and Diana investigate what had happened. Using his telepathic power, Merzah divines the face of the man who destroyed the railroad bridge, as well as where he is possibly hiding at that point in time.
Of course, this turns out to be a trap, one the duo walk right into. Diana is subdued right away, but Merzah fights on until he is whacked in the head with a pipe by one of the villains. The two come to all tied up, at which point Merzah sends out a telepathic message to his valet, Jose, to come pick them up.
Merzah, mind you, had Jose in waiting because he'd been sent a message by the Japanese spy known as Matsu, telling him when and where to meet him. This was just in case the whole thing was a trap (which it was), and as such, Jose was ready with the car when he received Merzah's telepathic sending.
Following the spy to a Long Island mansion, Jose breaks in and frees our heroes, at which point all three start punching and shooting their way through the spies. During this fight, Matsu hopped out a window and made for greener pastures. Diana covered the defeated thugs, so Merzah and Jose followed Matsu.
They chased Matso until he crashed into a tree, pretty much ending his flight. Diana handled her prisoners easily, and called the police to come collect them. And that, pretty much, was it. Merzah and his violent crew continued their fight against evil throughout the Golden Age after this caper.
Their specific endeavors against spies and saboteurs have yet to be revealed to the public, however.
Extra Goodies:
Return to the Solo Heroes main page!