
Character
John Murphy
A public character created with Summon Worlds.
Open in Summon WorldsDetails
- 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