Artwork for John Murphy

Character

John Murphy

Created by dark11k

A public character created with Summon Worlds.

Open in Summon Worlds

Details

Type
Humanoid
Race
Human
Gender
male
Alignment
Chaotic Evil
Faction
The 100
Size
Medium
Armor class
15
Hit points
85
Speed
30
Challenge
7
Experience
2900
Languages
Common, Undercommon
Senses
Darkvision 60 ft., Passive Perception 11
Skills
Stealth, Deception, Insight, Athletics

Biography

Born in the lower decks of the Ark to a mother who worked herself to death in the hydroponics labs and a father he never knew, John Murphy learned early that survival meant taking what others wouldn't give freely. Floated at sixteen for a crime he didn't commit—though he'd committed plenty of others—he descended to Earth with a hundred other delinquents expecting death, only to discover that the ground held far worse horrors than any judge's sentence. The radiation, the grounders, the betrayals within his own group shattered what little remained of his conscience, transforming him from a desperate kid into something far more dangerous: a man who understood that morality was a luxury only the living could afford. He discovered he had a gift for violence, for reading people's breaking points, for knowing exactly when to strike and when to disappear into the shadows, skills that made him invaluable and deeply feared. Scarred by betrayal from those he trusted most and hardened by witnessing atrocities that would have broken softer souls, Murphy became the camp's most efficient weapon and its most unpredictable threat. His sneer isn't merely a expression—it's a philosophy, a rejection of the naive hope that still clung to his companions, a constant reminder that in a world where the sky itself was poison, only the cunning and ruthless had any claim on tomorrow.

Attributes

Strength

14, modifier +2

Dexterity

18, modifier +4

Constitution

16, modifier +3

Intelligence

16, modifier +3

Wisdom

12, modifier +1

Charisma

10, modifier +0

Actions

Sneak Attack

Once per turn, John can deal an extra 3d6 damage when he has advantage on the attack roll.

Quick Draw

As a bonus action, John can draw a weapon and make a melee attack with it.

Predatory Strike

Make a melee weapon attack. On a hit, deal 1d8 + 4 piercing damage and the target must succeed on a DC 15 Wisdom saving throw or be frightened until the end of its next turn.

Shadow Ambush

John can teleport up to 30 feet to an unoccupied space in dim light or darkness and make a melee attack as part of this action.

Calculated Betrayal

Choose one creature within 30 feet. If they fail a DC 16 Insight check, they are considered surprised by John's next attack.

Abilities

Cunning Instinct

John has advantage on initiative rolls and can’t be surprised.

Shadow Step

He can move through dim light or darkness without being seen.

Saving throws

strength

+5

dexterity

+7

intelligence

+6

wisdom

+4

Damage resistances

Psychic

Poison

World connections

Appears in