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How do psychotic killers return for revenge after being killed ? What paths do creatures of legend follow to emerge in the modern day ? Why do people leave the way open for these monsters or stay when they are on a rampage ? By what means do these abominations travel more swiftly than would seem possible or appear in seemingly inaccessible places ? The answers can be found in doors opening, doors being closed…and the man who holds the key.


Context

This character is an original creation. We often call these “homemades” or “homebrewed” – think home cooking or craft beer.

Many of these characters were created to take part in tabletop role-playing game sessions. Others were invented as a creative writing exercise, often as part of a community event.

This specific character was created for 2014 DC Heroes list Halloween contest. He won the silver medal.


Background

  • Real Name: Unrevealed, even to the Doorman
  • Marital Status: Single
  • Known Relatives: None
  • Group Affiliation: None
  • Base Of Operations: Mobile
  • Height: 6’2” Weight: 180 lbs
  • Eyes: Dark Blue Hair: Black


Powers & Abilities

By creating doorways between dimensions (quite literally – the portals appear to be conventional doors standing in the air that open to provide passage between realms), the Doorman can summon humanoid monstrosities, whether they be legendary creatures or alternate-universe versions of modern menaces that has been slain in his reality.

When necessary he can also send them back by the same means.

Similar portals can be used to move from place to place in our world by the Doorman and an accompanying monstrosity if he so chooses. These portals cannot be formed in sight of any other intelligent being – attempting to do so simply results in the portal not appearing.

The Doorman can also lock or unlock doors by mystic means as well as reinforcing them against damage should someone attempt to smash their way through. He uses a skeleton key as a fetish for these purposes but it is not actually necessary for these spells nor does it convey those abilities to anyone else who holds it.

The Doorman can even compel others to take the necessary actions to achieve these ends, though he is loath to do so as it lacks subtlety and may expose the fact that something more than a simple monster’s rampage is going on.

In addition to a fair amount of general occult expertise, the Doorman is also well-acquainted with entertainment and recreational activities and settings.


History

The Doorman’s past is unknown even to himself. He suspects this to have been a deliberate act on his own part, using some now-forgotten spell to erase his past. As far as he knows, he has always done what he does, though his memories only go back a couple of decades before fading.

The Doorman travels from place to place, settling into each new location for a period of weeks or months while he becomes familiar with the locale and its people. He will study its history, its culture, and ingratiate himself into various levels of society focusing on entertainment or recreation.

His chosen role will be as part of a catering service, workstaff at a resort, or some other role that allows him access to the social settings of his choice without being prominent.

Once the Doorman has become integrated into an area, he will decide on a specific milieu and a horrific menace that would be suitable to unleash upon them. A summer camp with legends of a psychopathic killer might be a good place for a nigh-unkillable slasher. A high society party at an isolated mansion might call for a visit from a vampire.

The Doorman will then make sure he will be present as part of the necessary event and even facilitate it behind the scenes if necessary, making suggestions to others and promoting the idea of a particular event as necessary.

Once the time and place is set, he will open a portal to another dimension where the appropriate creature or an alternate, still-living counterpart of a menace previously killed in his world exists and bring it through.

He will only bring through a single creature and will ensure that it is intelligent enough for him to bargain with (or at least point in the right direction).

He will also do his best to balance out his chosen menace’s abilities with the innocents he is serving up as he delights in a protracted campaign of terror rather than a simple swift slaughter.

Only a facilitator, the Doorman never participates directly in attacking his monsters’ victims. During the monster’s rampage, the Doorman will ensure that the victims cannot escape and that the monster can get to them no matter what they do.

This often includes using his abilities to make exits unpassable by triggering locks, mystically reinforcing barriers, psychically compelling people to open doors or enter locations that make them vulnerable, or assisting the monster’s movements via teleportation.

If the monster should be slain or otherwise incapacitated, the Doorman will simply vacate the scene and begin anew elsewhere. He basks in the memories of his previous machinations as he sets the stage for a new tragedy.

If the monstrosity he has unleashed successfully slaughters everyone at the chosen scene, the Doorman will let it continue its campaign until it draws an excessive amount of attention. At this point the Doorman will send it back to its home dimension for the moment and depart.

The Doorman will return periodically to the scene of prior slaughters and stage a repeat, summoning either the original monster or a counterpart from a closely-related alternate dimension as necessary.


Description

The Doorman is a blandly handsome white male with a tall, lean frame. When he is actively working to charm others he has a large, friendly smile but careful observers will note that his welcoming expression doesn’t quite reach his eyes. When the carnage begins this expression slips away and the Doorman presents a bland mien.

As with the personality he presents, his attire is carefully selected to fit whatever social role he is playing.


Personality

Though he presents himself as a friendly, vivacious person when he’s working his way into local society, in truth he feels no real emotion except delight in the chaos his monsters wreak and an occasional moment of doubt that he might overplay his hand and become the victim of the very monster he has unleashed or of the innocents he has wronged.

In contrast to his deliberate performances, these moments of genuine feeling do not show in his expression.


Quotes

“Please, let us in.”

Socialite: “It will be the most amazing soirée ! Everyone should be there ! It’ll be a scream !”
The Doorman: “I’ll make sure that it is !”


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Game Stats — DC Heroes RPG Print Friendly

Tell me more about the game stats

The Doorman

Dex: 04 Str: 03 Bod: 04 Motivation: Psychopath
Int: 07 Wil: 02 Min: 03 Occupation: Summoner of Monsters
Inf: 08 Aur: 02 Spi: 05 Resources {or Wealth}: 006
Init: 019 HP: 010

Powers:
Control (ML): 06, Dimension Travel (ML): 10, Force Shield (ML): 05, Teleportation (ML): 07

Bonuses and Limitations:

  • Control can only be used to compel others to open or close doors, or to otherwise provide access for the Doorman’s creature or hinder others from escaping (-1FC).
  • Dimension Travel can only be used to summon a monster or return it to its place of origin (-2FC).
  • Dimension Travel can only be used out of sight of anyone other than himself and the one he is summoning (-1FC).
  • Force Shield can only be used to reinforce doors, gates, or other blockages of passage (-2FC).
  • Teleportation can only be used on the Doorman himself or to carry a monster with him as a passenger (-1FC).
  • Teleportation can only be used out of sight of anyone other than himself or his passenger (-2FC).

Skills:
Occultist: 06, Thief (Locks and Safes): 06

Bonuses and Limitations:
Thief is a Powered Skill (-5BC) and can be used to set locks as well as unlock them (+1FC).

Advantages
Attractive, Familiarity (Social Gatherings and Recreational Events), Magic Background

Connections:
None

Drawbacks:
Dark Secret (Unleashing Monsters), Uncertainty

Equipment:
Skeleton Key [BODY 01]. This item is an affectation the Doorman uses while invoking some of his mystic effects.

By Roy Cowan

Source of Character: Homemade – Halloween Contest 2014 using the System for Magic DC Character Creation

Helper(s): Dr. Peter S. Piispanen for giving us the System for Magic DC Character Creation

Writeup completed on the 31st of October, 2014.

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