|
Merzah the Mystic
F Ex 20 |
A Gd 10 |
S Ty 6 |
E Gd 10 |
R Gd 10 |
I Rm 30 |
P Rm 30 |
Res Ex 20 |
Pop Fe +2
|
Origin:
Merzah is telepathic in nature, though otherwise a normal human. His mental powers are not defined as either natural or trained abilities, but he would appear to be a natural telepath, so he is most likely a mutant or an altered human.
Known Powers:
Natural Psi-Powers (psipathic):
Telepathy (a): his chief power, this art allows Merzah to communicate with others on a direct, mind-to-mind basis. By itself, it doesn't allow for any other snazzy effects, such as mental probes or psionic invisibility, but it is nonetheless useful in a pinch, operating at Incredible (40) ability.
Postcognition (t): with this talent, Merzah can peer into the past to see what has happened before. He can do this at Good (10) rank, allowing him to peer up to ten months into the past. He makes this FEAT roll at +2 CS if looking in on the past of someone or something familiar to him, and at +4 CS if looking at his own past.
Messenger (s): Merzah can use this skill to project messages to others with his mind alone, doing so with Good (10) ability and range. In other words, he can project his thoughts to a person up to one thousand miles away. This is very useful, especially for defeating those long distance phone bills...
Natural Psi-Powers (metapsi):
Danger Sense (a): this metapsi art, always active, alerts him to serious danger concerning his person. It works at Remarkable (30) rank, making him aware of danger up to 30 rounds in advance. If something suddenly sneaks up on him, he can substitute this rank for his agility in order to dodge the ambush.
Equipment:
Pistol: In addition to his telepathic powers, Merzah uses an old-fashioned pistol in his investigations. This pistol fires bullets capable of inflicting Typical (6) Shooting damage with each shot, enough to discourage most mundane opponents from causing further trouble (and getting shot again...).
Quirks:
(none known)
Talents:
Detective / Espionage: Merzah is a master detective, though his skills are admittedly augmented by his telepathic prowess. He's quite good at finding clues to solve criminal cases, as well as to root out infiltration attempts by foreign agents.
Martial Arts Type B: in addition to being handy with his mental powers, Merzah the Mystic is quite good at engaging in the fine art of fisticuffs. He makes unarmed melee attacks with a +1 CS to the Fighting FEAT roll required.
Contacts:
Merzah the Mystic can easily rely on his two compatriots in crime-busting, Diana (his assistant) and Jose, (his attack valet). These two ordinary humans accompany him in his adventures, more than pulling their weight when needed to. These two folks would definitely help Merzah if he should need it.
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 seems like a good guy in general, using his incredible mind powers for the good of his country, as opposed to wielding them for personal gain. That says a lot about him, as his abilities are conducive to criminal activities, especially in the 1940s. He's also 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, a trap that 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 didn't appear in any further comics, Marvel or otherwise, after this one published account.
Using Merzah the Mystic in Other Stories:
They're an interesting trio, to say the least. Though they've never reappeared in any stories since, Merzah and his allies could easily be inserted into any new adventures set in the golden age, as they seemed to work against spies and saboteurs as a matter of course.
In modern adventures, well, Merzah could serve as a mentor to young psis of all stripes, as he seemed quite well-versed in the use of his mental powers, and would likely share his knowledge with other, worthy souls. Either that or some psionic descendents of his could pick up where he left off...
the Merzah the Mystic entry made possible by Jess Nevins' Research!
Return to the Solo Heroes main page!
|