Wednesday, November 7, 2012

Eli from 'The Book of Eli' (2010)

'Cursed be the ground for our sake. Both thorns and thistles it shall bring forth for us. For out of the ground we were taken, for the dust we are... and to the dust we shall return'







 

 

 

 

 

 

 

 

 

 

F: In (40)
A: Ex (20)
S: Typ (6)
E: Rm (30)
R: Gd (10)
I: Am (50)
P: Rm (30)

Health: 96
Karma: 90
Popularity: 0
Resources: Fe (2)

Powers:
Heightened Senses: Eli has heightened Senses, granting him Typ (6) heightened senses of smell, taste, and hearing. Eli is able to discern the differences in people's scents, good and bad water sources, hidden opponents, and even the movement of things one area away.

Iron Will: Eli possesses Rm (30) Iron Will, and is capable of ignoring wounds that would be otherwise fatal for some time (Such as being shot).

ESP: Eli has some form of extraordinary senses that are akin to Radar sense, although this is more believed to be faith derived. Eli's blindness is completely compensated for when he is on the path, and he only loses it when he gives up the book. It is considered to be Ex (20)

Talents:
Bows
Sharp Weapons
Dual Weapon Fighting
Guns
Marksman
Survival*
Religion


Contacts:
Solarra: Eli's later companion and friend who helps him achieve his goals.

Limitations:
 

Devotion to the Book: Eli is devoted to protecting the book  The King James Bible with his life. Eli will sacrifice a great deal to protect the book. 

Blindness: Eli is completely blind.

April 1st: Ambush Bug!







Irwin Schwab

F: Typ (6)
A: Rm(30)
S: Typ (6)
E: Gd (10)
R: Gd (10)
I: Rm (30)*
P: Rm (30)*

Health: 52 (hey! It's DC's magic number!)
Karma: 70
Popularity: well, it depends. Most of the time 10
Resources: Pr (4)

Talents
Detective/Esiponage (Theoretically)
Comic Continuum Ethics and Physics (Well, he's a little low on the ethics part)
Crossover Physics: (He understands that Superman in his book sells, but Batman makes it golden)
Knowledge: Hero/Villain lore
Knowledge: DC Universe (all of it)
Knowledge: Superman (He practically stalks him)

Powers:
  • Teleportation: Ambush Bug used to use little flying bugs that would grant him Un (100) teleportation, but since that was sort of stupid, he ditched them.
  • Body Armor: Ambush Bug's costume provides Ex (20) protection from Physical, Energy, Acid, Disease, Radiation, Continuity, Scarlet Witch Reality Alteration, Skrull Replacement, Final Crisis exposition, and Wolverine Crossovers.
  • Comic Awareness*: This power is awesome to behold, and so far, only Ambush Bug and maybe Keith Giffen understand it. Basically, Ambush Bug is fully aware he is a comic book character. This makes him impervious to some degree from permanent character death (although, many many many people have tried. As Ambush Bug is aware he is in a comic, he's not bound by certain rules, such as having to die, mandatory crossovers, and permanent injury. Ambush Bug also knows he's a possible character in a game, so plan accoringly.
  • Weirdness Magnet: Like the power Troubleshooter, Ambush Bug is automatically drawn to the paranormal, the weird, the...stupid. From talking Socks with Dr. Doom fixations to toy sidekicks, Ambush Bug is drawn to these things.
  • Apathy Will: Like Iron Will, except not exactly, Ambush bug has 'Apathy Will' at Un (100). Basically, Ambush Bug's apathy is so great that he ignores things, such as 100' tall were-koalas (Issue #2) or Darkseid (Original Miniseries). Ambush Bug's Apathy Will works against Ambush Bug as well, except in the immediate presence of Cheex the Toy Wonder, Superman, "Hot Super Chicks" or continuity that is so confusing that it baffles him.

Contacts:

The Dumb Bunny from the Inferior Five, or as Ambush Bug says, Mrs. Schwab (It was a quicky in Vegas)
Jonni DC, the former Continuity Cop for the DC Universe
Cheex The Toy Wonder: A toy that Ambush Bug made his side-kick (Stats below)
Superman: Although Superman is rather reluctant to admit that he knows Ambush Bug, Ambush Bug is Superman's *GREATEST* fan.

Limitations:
  • Immortal: Ambush Bug is not on Death's list (Death of the Endless actually looked, he's not there)
  • Banned: Ambush Bug is banned from many comics on principal.
  • Insane and Absurd: The Joker thought the Ambush Bug was seriously F'd up. Seriously.
  • Unusual Looks; Come on, he's in a bright green costume with antenna.
  • Enemies: From Scabbard to Darkseid, Ambush Bug's made a few.

Cheeks the Toy Wonder:

F: Sh/0 A: Sh/0 S: Sh/0 E: Sh/0 R: SH/0 I: Sh/0 P: Sh/0
Health: 0
Karma: 0
Popularity: Surprisingly 20
Resources: Sh/0

Powers: Doll Body: Pr (4) protection from damage
Talents: None
Contacts: None

IT'S A DOLL!!!!!!!!

Count Orlok from 'Nosferatu' (1922)

imply put, I think without Nosferatu, modern horror movies would have been far different. While F.W. Murnau sought to create his own version of Dracula after being refused the rights to the novel, it was clear that he had something unique...something that hit a cord within both the movie audiences of the period or any period for that matter.

While Dracula was cultured, Orlok was diseased. While Dracula was handsome, Orlok was hideous. While the novel Dracula was as much a part of the invasion genre of British Literature, Nosferatu was part of the post World War expressionist movement, representing a type of horror associated with the survivors of the great war.

I have always been fascinated with Count Orlok, not just for his distinctive style but also the absolute way that Murnau sought to frame the character. I always felt that while Orlok and Dracula have similar plans, similarities end with the story points: While both are monsters, Orlok is more overt about it, and in many ways, is more terrifying.


So, for the final write-up of this year's Halloween, Count Orlok

Count Orlok



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Count Orlok

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: In (40
P: In (40)

Health: 130
Karma: 90
Popularity: - 10 (As the spreader of the plague)
Resources: Rm (30)


Talents:

Business/Finance
Mystic Origin*
Multi-Lingual
Acting
Disguise

Powers:

Nosferatu: Orlok is a Nosferatu (Bird of Death), but is only vaguely similar to the types of vampires that are reflected by Dracula. Orlok's limitations are more severe, and cannot easily make others of his kind. Those who die by Orlok's hands do not rise as vampires, nor is Orlok able to remain active during the hours of daylight. Orlok however does not have the traditional limitations of vampires at the same time. Orlok's abilities and limitations include:

  • Increased FASERIP: Orlok's physical presence is greatly increased, and is capable of superhuman acts as shown in the Book of the Vampyre read by Hutter and his fiance.
  • Shadow-casting: It is suggested that Orlok can shadow-cast with Ex (20) ability, as shown in different scenes within the original silent movie and the remake in the 1970s.
  • Terrifying presence: When Orlok is not disguised, he generated Pr (4) fear generation as seen to cause me to freeze with fright
  • Vampyre: Similar to Bio-vampirism, Orlok is not specifically stated to require lifeblood to live, but does kill a number of people for it. Unlike the traditional vampire, Orlok does not suffer from not feeding, as his life-force is tied more to his native soil than blood. In addition, Orlok cannot create others of his kind as a vampire does. The exact means that Orlok would create other vampyres is unknown. As a vampyre, Orlok is virtually immune to damage, and can only be killed either by sunlight or through decapitation. The advised means to kill Orlok is to stall him with the blood of a pure girl as the sun rises.
  • Natural Weaponry Claws: Orlok has wickedly sharp claws capable of doing Ex (20) damage, halving effective body armor. If a yellow or red result is achieved, the victim must also make an Endurance FEAT versus disease.
  • Plague Carrier: Orlok carries a variation of the Black Plague, and spreads it through bites. Orlok is often suggested to be the origin of outbreaks of the plague across Germany. Orlok does this with Rm (30) ability.
  • Rat/Insect Control: Orlok controls rats and insects with Rm (30) ability
  • Heightened Senses: Orlok possesses heightened senses with Ex (20) ability.

Contacts:

None

Limitations:

  • Bloodlust: Orlok is bloodthirsty, and while not necessarily needing it for survival, will go out of his way to feed. Orlok suffers -2cs to actions to prevent him from feeding.
  • Vampyre: While not a traditional vampire, Orlok is a Vampyre (There is a marked difference). Orlok is completely vulnerable to sunlight, which will kill him within seconds. Secondly, Orlok must have soil of his home to rest and regenerate his powers. Without such, Orlok dies.
  • Repugnant: Orlok is hideous, suffering a -1cs reaction bonus




Colonel Ives from 'Ravenous'

Breakfast. Lunch. And Reinforcements.

Colonel Ives


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Colonel Ives/F.W. Colqhuan

F: Rm (30)
A: Rm (30)
S: Ex (20)
E: In (40)
R: Gd (10)
I: In (40)
P: Ex (20)

Health: 120
Karma: 70
Popularity: - 2
Resources: Pr (4)

Talents:
Military
Survival
Marksman*
Unarmed Combat
Sharp Weapons
Cooking

Powers:
Windigo: In many ways, Ives is the truest interpretation of the Native American legend of the Windigo, granted superhuman powers from feasting on human flesh. Prior to his initial feast, Ives was dying of Tuberculosis, and found himself not only empowered but fully healed. Trapping victims and seeking to convert others, Ives gained the following abilities:

  • Altered FASERIP: Ives's stats are a result of his ingestion of human flesh. These attributes are permanently increased, and as such, he is far stronger and capable of greater feats of Endurance than his wiry frame suggests. In addition, Colonel Ives's perception and senses are increased, granting him the increased intuition
  • Regeneration: Ives can recover from near fatal wounds with Rm (30) ability, which can be accelerated with ingestion of human flesh (See Recovery).
  • Recovery: Rm (30) ability to recover endurance ranks and/or health at an alarming rate. Ives can gain a +2cs increase to his Recovery when eating people, as seen in the movie, recovering from near fatal wounds nearly instantly.
  • Hyper Speed: Pr (4): Ives has increased physical speed as a result of his transformation, and can move far faster than a trained military officer.
  • Increased Senses: Smell: Ives has gained an increased sense of smell at Gd (10)
  • Iron Will: Ives has Ex (20) Iron will, capable of ignoring gunshots and other forms of damage to a point. While the damage is still done, Ives ignores it.
  • Longevity*: While not expressly stated, it is clear that the feast of flesh rejuvenated Ives, and possibly extended his lifespan.

Contacts:
None, although he converts Colonel Hart to his dietary plan, Hart would not be considered a contact.

Limitations:

Dark Secret: Ives is a cannibal
Addiction: Ives must feed on human flesh. Every day without a serving causes him to become neurotic, reducing his regeneration and recovery attributes (but strangely leaving his adjusted FASE). Ives needs a Psyche FEAT to maintain control of himself, and especially during moments of 'The kill'

The Green Lama from 'Project: Superpowers'

The Green Lama
 

 

 

   

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Jethro 'Jet' Dumont

F: Ex (20)
A: Ex (20)
S: Gd (10)/Rm (30)
E: Gd (10)/Am (50)
R: Gd (10)
I: Mn (75)
P: Am (50)

Health: 60/120
Karma: 135
Resources: Am (50)
Popularity: 20/-20

Talents:
Chemistry
Botany
Martial Arts A, E
Multi-Lingual
Knowledge: Buddhism
Faith*
Philosophy
Trance
Business/Finance

Powers:
High Lama: The Green Lama has achieved an unparalleled level of mastery through decades of study and meditation. As such, the Green Lama has developed many abilities and an increase to the abilities he already possessed. As the high lama, the Green Lama has the following abilities:

  • Plant Control: The Green Lama has Mn (75) control over plants, performing such FEATs as growing a city-sized tree in downtown New York City.
  • Telelocation: The Green Lama can locate any living individual on the planet with Mn (75) powers.
  • Damage Transferal: The Green Lama can transfer damage between living beings with Mn (75) ability.
  • Resistances: The Green Lama is resistant to diseases, toxins, and radiation with In (40) ability.
  • Longevity: While well over a century old, the Green Lama appears to be a man in his 30s. The Green Lama's lifeforce is tied directly to the living creatures around him.
  • Levitation: the Green Lama can levitate himself and objects with Rm (30) ability
  • Total Memory: The Green Lama can recall details of even the smallest aspect.

Body Mastery: As years of training, the Green Lama has full mastery of his body, allowing him the following abilities:
  • Iron Will: The Green Lama can manipulate his body to ignore damage and effects with Rm (30) ability.
  • Recovery: Rm (30) ability to recover endurance ranks
  • Body Resistance: Rm (30)
  • Hyper Speed: Rm (30) ability to increase his reactions and speed.
  • Energy manipulation: Through the manipulation of radioactive salts in his body, the Green Lama can fire blasts of concentrated energy with Rm (30).

Contacts:
The SuperPowers
The Fighting Yank


Limitations:
Tied to the environment: The Green Lama is tied to his immediate environment. Damage to the environment can also affect the Lama
Aging: When the Green Lama exerts himself (A Red FEAT), the Green Lama begins to age to his true age. The Green Lama suffers a - 3cs to his stats when such occurs, and lasts 1 - 10 rounds depending on the level of damage.
Pacifism: The Green Lama is an avowed pacifist, and will never initiate combat or seek violence.
Code Vs. Killing: The Green Lama will never seek to kill an opponent and does not believe in such.
Enemy: Bloodlust: The Green Lama is being stalked by the descendant of his former associate and aide, who will stop at nothing to kill him.

Rom the Space Knight

Originally a simple comic series created to promote a toy, Rom the Space Knight became an integral part of the Marvel Universe, introducing among other things the Dire Wraiths, the basis for the power nullifier, and redefining Marvel space opera. Written by the outstanding Bill Mantlo, Rom presented both a combination of knightly virtues and space-age technology, and worked to stop threats spawned from the Dire Wraiths as well as other sources. Rom continues to be one of the 'missing' characters in the MU, mainly due to a loss of license, and many people hope that Rom will someday return to the MU.

Why Rom?
Rom continues to be one of my favorite titles from back in the day. From the actual design of the space knights to the dire wraiths, Rom introduced a good number of background ideas into the Marvel Universe during the 1980s, and had a sizable indirect impact on the X-Men for some time (the nullifier which robbed Storm of her powers was based on Rom's own weapon).

Rom himself was a big reason: Despite it all, Rom was a noble figure who in many ways paralleled the Silver Surfer: Both gave up their humanity to stop the destruction of their home world. Whereas Norrin Radd gave his humanity up to Galactus, Rom sacrificed his own to ensure that the dire wraiths were destroyed. I always liked that about Rom, and I liked the idea that there was a lot of King Arthur elements tied to him.

Rom was covered in the Marvel Universe Guide, but I felt I needed to update it and define Rom more to the comics, especially towards the end.

So...Rom






F: Rm (30)
A: Rm (30)
S: Am (50)
E: Mn (75)
R: Ex (20)
I: Ex (20)
P: Rm (30)

Health: 185
Karma: 70
Resources: Am (50) (Backed by the Galadoran government as well as the US Government while on Earth).
Popularity: 20 on Earth, 50 on Galador.

Talents:
Rom has the following talents based on his time as a Space Knight and as his time on Earth:
- Astrogation
- Aerial Combat
- Resist: Domination
- Martial Arts C
- Repair/Tinkering
- Leadership*
- Knowledge: Stellar Empires
- Knowledge: Dire Wraiths
- Knowledge: Galador
- Pilot
- Weapon Specialist: Neutralizer: While often a weapons Specialist is dedicated to a melee weapon, Rom is extensively trained in the Neutralizer and applies his +2cs to attacking with it.

Powers:
Cybernetic Body: Rom is a sophisticated cyborg whose construction is dedicated to waging war with the dire wraiths over a long period of time. Constructed of an unusual metal called 'Plandanium', which is found only on Galador and is capable of resisting slashing from even the strongest material (such as adamantium). Rom's cybernetic body grants him the following abilities:
  • Body Armor: Rom's body armor provides Amazing (50) protection against physical and energy attacks, as well as protecting against the rigors of space, high-end radiation, disease, toxins, and other similar effects. Rom's body is also considered non-ferros. In addition, attacks which would normally halve effective body armor do not have the same effect against Rom's body.
  • Life Support: Rom's biological parts are kept in a state of complete suspended animation, and are protected up to cl1000 effects (such as the corona of a sun or similar).
  • Sealed Systems: Rom's systems are considered 'Sealed' and cannot be easily breached, treating with Mn (75) intensity to do so. Rom could survive space travel indefinately, as well as considered to have protected senses at Am (50).
  • Regeneration*: Due to the unique properties of Plandanium, Rom's body regenerates from damage, allowing him self-repair functions at Gd (10).
  • Sensory package: Rom's cybernetic senses allow him to see infra-red, tie directly into the Analyzer, gain radar fixes on targets, and also to navigate wormholes and spatial warps.
  • Sub-space Access: Rom could store his Analyzer, Neutralizer, and Translator in a sub-space pocket, and access them within a single action.
  • Self-Sustenance: Rom did not need to eat, sleep, or breathe in a conventional method as his cybernetic body compensated.
  • Flight: Rom utilizes a built-in rocket pack consisting of twin rocket pods, providing him with Un (100) flight. Rom can accelerate to Mn (75) in a single round.

Rom's Equipment:
Rom utilizes three unique pieces of equipment which were given to him upon his conversion into a Space Knight. In the case of the Neutralizer and Analyzer, Dire Wraith suffer a -4cs to effects:
Rom’s Neutralizer: Considered to be the ‘greatest weapon on Galador’, the Neutralizer has many settings and is designed to be Rom’s primary offensive weapon. The neutralizer has several settings, from a basic setting that stuns opponents to a more comprehensive setting that banishes Dire Wraiths into limbo. Rom’s Neutralizer can do between Gd (10) and Mn(75) energy damage depending on the setting, and is capable of purging toxins and radiation from individuals with Am (50) intensity. Rom’s Neutralizer is also unique: It is a one-of-a-kind weapon which is attuned to Rom. Any individual who attempts to use the Neutralizer (but not hold it) suffers Mn (75) energy and psychic damage. Individuals can be shielded from the psychic damage, as seen with Brandy Clark when she used the Neutralizer to destroy the monstrous Hybrid.
Rom’s Analyzer: The Analyzer is capable of detecting Dire Wraiths as well as other concealed individuals with Am (50) ability. In addition, the Analyzer can detect and track energy signatures, from background electrical impulses to any energy along the full energy spectrum with Ex (20) ability.
Rom’s Translator: Rom utilizes a universal translator, capable of understanding and communicating in any known language. It is considered to have Mn (75) linguistics, and is capable of communication with cybernetics at Ex (20). The Translator maintains every language and is accessible directly to Rom’s neural net.

Limitations:
Heroic: Rom will always act in the most heroic means possible, possessing a nobility and sense of right and wrong that he will not compromise on, despite the cost to himself. The Dire Wraiths have often used this against Rom, especially after the arrival of the second Dire Wraith invasion.
Unusual Looks: Rom is nearly 7’ feet tall and is obviously a cyborg.
Sworn Enemy: Dire Wraiths: Rom is the sworn enemy of Dire Wraiths, and as such, makes their defeat his primary goal.

Rose Tattoo from 'Stormwatch'





Rose Tattoo, the Spirit of Murder 'Shawna', Countless other names

F: Am (50)
A: Rm (30)
S: Ex (20)
E: Am (50)
R: Gd (10)
I: Am (50)
P: Rm (30)

Health: 150
Karma: 90
Resources: Typical (6)/Am (50) accessible while part of StormWatch/The Authority
Popularity: -20 (in mystical circles)/0/15 as a member of the Changers/StormWatch/Authority

Talents:
It is uncertain how many talents Rose truly has as being a spirit of murder, but she has displayed combat and military talents such as:
Mystic Origin*
Knowledge: Changers Protocols
Knowledge: StormWatch Protocols
Knowledge: Authority Protocols
Military
Martial Arts A, B, C, D, E
Acrobatics
Tumbling
Firearms
Weapons Master*
Bows
Repair/Tinker: Weapons
Weapon Design
Detective/Espionage
Crime*
Knowledge: Geography

Powers:
The Spirit of Murder:

As the Spirit of Murder, Rose is one of the greatest combatants that has ever existed, capable of taking on whole groups of opponents and killing every one of them. Rose represents violence and murder incarnate, and as such, she possesses great powers and abilities based around her ability to kill. These abilities include:
  • Spirit Possession: Rose is a spirit, and if killed will move on to another host, usually a woman about to commit or in the process of committing murder. Once Rose has taken possession, the possession is complete, and effectively that person becomes Rose Tattoo. Rose cannot be exorcised from her new host, and slowly changes her host to take on her usual look.
  • Ultimate Skill: Fighting: Rose knows every fighting form ever developed, and as such, gains all appropriate bonuses in combat.
  • Ultimate Skill: Weapons: Rose has knowledge of every kind of weapon used in conflict or to murder, and gains all bonuses accordingly.
  • Immunity: Stun: Rose cannot be stunned in traditional means through any attack that does not do at least 3/4s of her health in damage.
  • Danger Sense: Am (50)
  • Combat Sense: Rose has a unique combat sense which allows her to spend her actions to evade ranged attacks as well as melee attacks.
  • Iron Will: Am (50) ability to ignore effects, damage, and other effects.
  • Resistances: Disease, Toxins, aging, and poisons: Am (50) ability
  • Weakness Detection: Rose can determine the means to kill anyone with Mn (75) ability. As the Spirit of Murder, Rose cannot summon these means, but she can use whatever means necessary to achieve them. As a good example, Rose killed the first Doctor in StormWatch through a combination of sex and overdosing him with Heroin.
  • Spirit of Murder: Rose exists so long as murder exists. As such, if Roses's physical form is killed or destroyed, Rose will simply assume a new one in 1-100 rounds depending on two things: The severity of the damage and more important, who inflicted it.

Contacts:
Henry Bendix (Weatherman one)
StormWatch
The Changers
The Authority

Limitations:
  • Unusual Looks: Rose has a pure white eye which she hides with her bangs, and an intricate series of rose colored tattoos on her body, which she doesn't hide (and goes out of her way to show).
  • Casual Killer: Rose is a casual killer, valuing very little for life and often taking pleasure in murder and carnage. Rose gains karma for killing large groups.
  • What she really is: Rose hides what she really is, but occasionally, her true visage is seen. She has driven men mad in the heights of pleasure when they get a glimpse of her, and causes those with True Sight to recoil at her appearance.
  • Murderous Reputation: Rose's reputation is one of a psychotic killer, and she does little to change that.

Count Dracula from 'Dracula' - Jack's Definitive Version

Count Dracula

 

For the first part, I wanted to distance this write-up from the Marvel write-up, which is difficult if not impossible to divorce from because of how ingrained the media portrayal of Dracula is to the character. It's impossible to sort out the original Dracula from how he has been featured, from the Bela Lugosi version in 1931, to the Christopher Lee Hammer films, and even the anime version. The original version, the supporting characters, and the story set the standard in 'modern' horror, influence writers from HP Lovecraft to Stephen King. King wrote Salem's Lot as a deconstructed Dracula in modern times, and indeed Kurt Barlow is in many ways a modern version of the Count.

In Edwardian England, Dracula was a gothic romance, an invasion novel, and a pulp all rolled into one. While borrowing elements from the older Sheridan Lefanu Carmilla, which many consider Stoker lifting a great deal from, such as the strong Dutch doctor Van Helsing (Van Hessilus) and more as seen in the novella Dracula's Guest. The novel of Dracula influenced the silent film Nosferatu, which in turn influenced the 1931 Dracula, and set the stage of the 'Hollywood' vampire. Dracula has the distinction of being the most filmed fictious character, with well over 200 movies featuring the character. In media, Dracula also has the distinction of being the lead character in the longest running villain-centric comic, Marvel's Tomb of Dracula, as well as being adapted into anime in both Vampire Hunter D and Hellsing, as well as one of the earliest Western Comic adaptations into anime with Tomb of Dracula.

Important Dracula facts:
  • Bela Legosi was buried wearing his Dracula cape.
  • The Marvel version of Dracula is based visually from a production starring Jack Palance.
  • Dracula Guest actually features another vampire, and is more in-line with Carmilla.
  • Dracula has been represented with a heavy to moderate accent, but in the novel it is clearly stated he spoke perfect english with only a slight inflection.

This write-up will focus primarily on the novel version of Dracula with very little influence by other sources, at least I hope, although I'm probably influenced by my recent viewing of 1992's Bram Stoker's Dracula Vlad Dracula

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Am (50)
P: Am (50)

Health: 140
Karma: 110
Resources: Rm (30)
Popularity: - 10


Talents:
Amassed during generations of study and learning, the Dracula from the novel include several skills not often associated with the later representations of the character. These skills include:
  • Sharp Weapons
  • Leadership
  • Horsemanship
  • Occult Lore
  • Alchemy
  • Business/Finance
  • Athletics
  • Multi-Lingual
  • Demonology
  • Area Knowledge: London
  • Area Knowledge: Styrian Mountains
  • Military
  • Area Knowledge: Eastern Europe
  • Cultural
  • Crime
Dracula however is capable of possessing far more skills, as he has existed for hundreds of years, and kept very current on 'modern' society.
Powers:
Vampire: Dracula is a vampire, an undead being that requires the lifeblood of the living to continue to exist. As a vampire, Dracula has many abilities which compliment his formidable will and various skills. Dracula is caught between life and death; existing but not living. As such, Dracula may perform the following:
  • Vampirism: Dracula requires blood to sustain his youthful appearance and fortify his powers. Dracula must feed constantly to maintain his youth, requiring 1-4 pints of blood every three days to remain youthful. Dracula gains health by feeding off of an individual in equal exchange, renewing his youth and vitality. Dracula not only drains health, he drains endurance ranks, allowing him to renew not only his health but his endurance.
    Dracula can infect another being with vampirism, by reducing their endurance to half and forcing them to ingest his ‘blood’, essentially replacing their lost endurance with equivalent of his own lifeblood. The process requires the consumption of 20 points of health from Dracula to the host for the process to begin. Once begun, the victim begins the process of becoming one of the undead over a 7 – 10 day period, with some of the markings and weaknesses of a vampire. Should the victim perish during the period, they will become one of the undead between 1 – 3 days of death, becoming a lesser vampire in the thrall of Dracula. Dracula’s bite by itself will not transform someone into a vampire, nor does his preference seem to work on men as seen by the crew of the ship [the Demeter], who died to the man with none returning as vampires.
  • Shapeshifting: Dracula has the ability to change his shape in a variety of ways, including into a rat, wolf, bat, owl, and a fine fog-like mist. Dracula can grow and shrink from his normal size to a particle, capable of entering or exiting through any crack or crevice. Dracula can reduce his mass to Sh 0 and gain natural weapons: Bite and Natural weaponry: Claws (both at strength) while in his animal forms.
  • Undead State: Dracula is wholly immune to damage from normal means, requiring blessed weapons, holy objects, or the other means to damage a vampire to truly damage him. Dracula cannot be harmed through physical attacks that are not magical in nature, suffering no loss of health, stun/slam/stagger effects, and will not suffer kill results, within acceptable reason. For the most part, Dracula is considered to have Am (50) resistance to damage, as well as not having the need to breathe, sleep, or sustain himself outside of the need for blood.
  • Hypnotism: Dracula’s ability to mesmerize his opponents is phenomenal, even functioning while incapacitated or ‘asleep’. Dracula can mesmerize and control the actions of those around him by simply making eye contact, possessing Am (50) ability to do so. Dracula can plant post-hypnotic commands with a simple FEAT against the opponent’s Psyche, rather than Intuition.
  • Vampiric Control: Dracula can command and control those individuals who have either been turned into a vampire or infected by Dracula directly. Dracula can command those undead with a simple Psyche FEAT, and can influence the actions of individuals that Dracula has forced to drink his blood or drained. Dracula is considered to have telepathy equal to -1cs of his Psyche rank with his victims, and is capable of both reading their minds and using them in a form of clairvoyance and Claudience as to activities and such. What Dracula do thralls see and hear, Dracula sees and hears.
  • Weather Control: Dracula can control the weather with Rm (30) ability, causing massive storms, impenetrable fog banks, and winds. As seen in the early arrival at the Borgo pass and later onboard the Demeter, Dracula can easily cause the weather to bend to his will.
  • Necromatic Magic: Although only addressed In Dracula’s Guest and the early stages of the novel itself, Dracula had learned ancient mystical arts such as necromancy and alchemy, and it was suggested that Dracula had used such to become a vampire. While Dracula did not display such powers overtly, Dracula could be considered proficient in mystical abilities. Dracula was stated as being a student at Scholomance, the legendary school in the Hungarian mountains that was run by the Devil.
  • Wall Crawling: Dracula is capable of scaling sheer surfaces ‘Like a spider’, with Rm (30) ability, often cited by Jonathan Harker as being reminiscent of a large spider or bat.

Contacts:
Dracula, despite the potential to having legions of the undead at his beck and call, is rather limited to who he can call upon for assistance. The local gypsies that serve Dracula could be called upon, and while abroad Dracula made use of various agents such as movers, shippers, barristers, and the like. Despite it all, Dracula has no real contacts or allies.


Limitations:
Despite all of his powers, Dracula is limited in several ways:
  • Unholy Nature: Dracula cannot stand the presence of the relics of divine faith: crucifixes, holy water, the sacramental host, and other items. Dracula can be repelled and even driven away from areas which are sanctified accordingly. Dracula will suffer a -2cs in the presence of holy objects.
  • Rules of the Undead: Dracula is bound by certain rules that govern his status: First, Dracula cannot cross running water and can only cross at low tides. Second, Dracula cannot enter a place or location without being invited (Leading many to speculate it was the necessity of Jonathan Harker’s visit). Third, Dracula must rest on his home earth to regain strength, which means he must have large crates of his home soil with him. If the soil is blessed or sanctified, then it is unable to be used. Finally, while Dracula can endure sunlight, he is locked into the form he has taken prior to dawn and cannot shapeshift until dusk. In addition, if Dracula is at rest, he is completely incapacitated, and can only truly find rest during the daylight hours.
  • Dracula's Arrogance: Dracula is extraordinarily arrogant, and he's been thrown off his plans and plots, and often times in the novel that his own arrogance was his undoing.

The Human Fly from Marvel Comics

The Human Fly







Marvel's Wildest Superhero....because he's real!
Real Name Unknown

(In reality, stuntman Rick Rojatt was the basis for the Human Fly).

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm (30)
R: Typ (6)
I: Ex (20)
P: Ex (20)

Health: 100
Karma: 46
Popularity: 20
Resources: Ex (20)

Talents:
  • Acrobatics
  • Tumbling
  • Repair/Tinkering
  • Automotive Mechanics
  • Martial Arts A, C, E
  • Wrestling
  • Blunt Weapons
  • Performer*
  • Resist: Domination*
  • Stunt Riding

Powers:
  • Iron Will: Rm (30): The Human Fly has the ability to simply will himself to act, to resist pain, and to ignore effects that would ultimately stop a normal human. As such, the Human Fly is nearly fearless, and will not stop no matter the cost so long as he's able.
  • Steel Reconstructed Bones: As a side-effect of being put back together, the Human Fly is considered to have Pr (4) body armor, as the majority of his bones have steel pins and plates attached to them. The Human Fly can ignore stunning effects up to Ex (20) ability due to this unique condition, and takes only 1/2 Slam damage accordingly.
  • Resist: Pain: As with the unique situation with his bones, the Human Fly simply ignored pain due to severed nerve endings, allowing him to ignore such effects up to Ex (20).
Equipment:
  • Baton: The Human Fly has a specially made baton that emits either a laser or kinetic blast (Both Ex (20)), as well as can do up to Ex (20) blunt damage in his hands. The Baton is made of a Rm (30) material, and can extend up to 4' in height.
  • Special Uniform: The Human Fly utilizes a special uniform which provides Gd (10) resistance to fire, as well as allowing him to move along vertical surfaces with Gd (10) ability (Wall-crawling).
Contacts:
  • The Human Fly made many contacts in his brief career, including
  • Spider-Man
  • Daredevil
  • Ghost Rider (Johnny Blaze)
  • Various charities, law enforcement agencies, and hospitals.
Limitations:
  • Code Vs. Killing: The Human Fly will never willingly kill anyone
  • Public ID: While no one really knows who the Fly is, The Fly is a very public figure.
  • Dedicated: The Human Fly seeks to be a paragon example of humanity, and as such, will not do things that would go against that belief.

Max Payne from the 'Max Payne' Series

Max Payne




Max Payne

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Ex (20)*
R: Typ (6)
I: Rm (30)
P: Ex (20)

Health: 70
Karma: 56
Resources: Typ (6)
Popularity: 0/-5/2


Talents:
  • Law Enforcement*
  • Detective/Espionage
  • Crime
  • Guns
  • Marksman*
  • Dual Wield
  • Multi-Lingual
  • Covert Operations
  • Knowledge: Criminal Cartel inner-workings
  • Knowledge: City of Operation
  • Military (Never specifically stated, but implied).

Powers:
Payne Will: While not a power in the traditional sense, Payne's desire for vengeance is strong enough to keep Max going long after his body would force him to stop. Payne can shake off most drugs after a short time, ignore wounds, and keep moving forward with the use of painkillers. Payne can do this with an Endurance FEAT of Ex (20), however there is a drawback: Each time Payne rolls a '01' on his FEAT, he permanently loses an Endurance rank (Consider his initial rank prior to the events of the first game at Rm (30). The loss of endurance can be interpreted in the cutscenes in the first game, where Max clearly states it 'took something out of him' at one level.

Bullet Time: Payne's reactions occasionally take on a superhuman element, with time slowing to allowing Max to act and react faster than the opposition. In reality, (and for the purposes of game mechanics), Payne occasionally gains the 'Danger Sense' ability at Ex (20), allowing him to speed up his reactions by sensing incoming danger. While power-like, it is not a power but a benefit of honed reflexes and training (And part of the gameplay).


Contacts:
Payne has few contacts at the end of the first game that are still alive.

Limitations:

  • Psychologically Damaged: Payne is suffering from PTSD as well as Survivor's Guilt over the death of his family and the death of his partner, Alex Balder.
  • Painkiller addiction: While not specifically stated, Payne may have developed an addiction for Painkillers as he has continued to rely on them to continue going.
  • Wanted: Payne is considered a wanted fugitive at some points for his actions during the first and second game
  • Infamous: Most law enforcement is aware of Payne's activities, as well as his record as being a corrupt agent (Framed)
  • Righteous: Payne will always seek to do the right thing, regardless of cost.

Note: This is Max Payne through the first two games, not the third game where we see an old Payne. 

Commander Arcturus Rann from 'Micronauts'

Commander Arcturus Rann



 Originally published in 2009 on Classic Marvel Forever.


Arcturus Rann/Time Traveler/Space Glider

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Rm (30)
R: Ex (20)
I: Am (50)
P: Rm (30)

Health: 80
Karma: 100
Popularity: 5/10/100 (on Earth/Space/Microverse)
Resources: Rm (30)

Talents:
Commander Rann possesses the following skills:
  • Military
  • Marksman*
  • Dual Weapons
  • Leadership*
  • Astrogation
  • Knowledge: Microverse History
  • Knowledge: Microverse culture
  • Knowledge: Various planets of the Microverse
  • Knowledge: The Uni-Force
  • Resist: Domination*
  • Pilot
  • Repair/Tinker
  • Electrical Engineering
  • Structural Engineering
  • Guns
  • Aerial Combat
  • Computers

Powers:
Host of the Enigma Force: While on his 1,000 year voyage through the Microverse, Rann became the host of the mysterious Enigma Force and the time-travellers who utilized it. As such, Rann was tied directly into the Enigma Force, often acting as either its conduit or agent against such things. Rann did not always utilize his powers consciously, and certainly did not maintain control as to when the Enigma Force would 'work through him'. Rann benefited from his use of the Enigma Force the following ways:
  • Vessel: The Enigma Force would empower Rann, as it did during the initial 'Final Battle' with Karza, granting him a +3cs bonus to all of his FASERIP. This bonus would 'spend' Rann, requiring weeks to fully recover from using the Enigma Force.
  • Cosmic Awareness: The Enigma Force would occasionally provide Rann with snippets of information via the Time Travellers or Rann's expanded consciousness. As such, Rann could be considered to have limited Cosmic Awareness
  • Recovery: Rann's connection to the Enigma Force could allow him to recover from near-fatal wounds and/or effects.
  • Danger Sense: Am (50) perception, allowing Rann to occasionally react to danger.
  • Psi-Screen: Un (100) Psionic protection from having his thoughts read. Even Professor X commented to this fact as being one of the 'toughest minds to read'
  • Incarnation Awareness: Rann could perceive the Time Travellers, not realizing until some time later that many of them were his own projections via the Enigma Force.

Iron Will: Rann's will was legendary in the Microverse, granting him In (40) will to withstand torture and/or pain, as well as mental presence to ignore damage, such as when he lost his hand.

Contacts:
Rann had the following Contacts:
The Micronauts (Especially Marionette)
The various surviving races in the Microverse
Nick Fury
SHIELD
The Fantastic Four

Limitations:
  • Enemy: Baron Karza: Rann was the sworn enemy of Baron Karza, and would stop at nothing to see him destroyed and/or deposed.
  • Loyal: Rann was nearly always loyal to the Micronauts, working to protect them as they were his 'family'.
  • Servant of the Enigma Force: Rann was the servant (occasionally unwillingly) of the Enigma Force. As such, the Enigma Force would use Rann as it saw fit.
  • One-Handed: During one point of the New Voyages adventures, Rann lost his hand and did not immediate replace it. 
  • Secretive Goals: Especially during New Voyages, Rann maintains an air of secrecy and misdirection of purposes. 

Spider-Man 2099

Spider-Man 2099

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Miguel O'Hara

F: Remarkable (30)
A: Amazing (50)
S: Remarkable (30)
E: Incredible (40)
R: Remarkable (30)
I: Am (50)
P: Excellent (20)

Health: 150
Karma: 70
Resources: Ex (20)/Am (50)/ Mn (75) at different points leading up to ‘Manifest Destiny’.
Pop: 10/20/30/75 (As Miguel, Spider Man, and Ultimately in ’Manifest Destiny’

Talents:
Knowledge: 20th Century Superheroes/Villains
Leadership*
Martial Arts A
Knowledge: Alchemax Protocols
Knowledge: Doom’s Protocols
Knowledge: Downside
Computers
Electronics
Medicine*
Genetics
Engineering
Repair/Tinkering

Powers:
Altered Genetics: Miguel’s powers derive from his experiment in the attempts to recreate Spider-Man’s powers. Miguel’s DNA is seeded with arachnid DNA mixed with other factors, granting him phenomenal abilities. These abilities include:
• Natural Weaponry: Claws: Small claws extend from Miguel’s fingertips, allowing him to do Rm (30) slashing damage, halving effective body armor, and allowing him to hold onto objects.
• Natural Weaponry: Fangs: Miguel possesses fangs capable of granting him Rm (30) bite, which halves body armor and secrets a neuropathic poison capable of rendering individuals unconscious and paralyzed up to 1 hour with Ex (20) intensity.
• Wall crawling: Due to microscopic hairs, like a spider, Miguel can scale sheer objects with Am (50) ability. In addition, Miguel can adhere to objects, but much like spider-man, cannot completely adhere to a friction-less surface.
• Spinnerets: Located in his forearms, Miguel can fire organic webbing up to 3 areas which has a tensile strength of Am (50) material. The Webbing dissolves within 1 hour, and Miguel can use it to either ensnare objects and/or people.
• Superhuman senses: Miguel’s senses have become inhumanly acute. Miguel’s sense of smell allows him to discern scents and subtle changes in an individual granting him a +1cs for all observation rules. Miguel’s sense of touch is refined enough to detect subtle changes in pressure and air movement, which prevents him from being blindsided in a traditional manner. In addition, Miguel’s sense of touch allows him a pseudo-version of environmental awareness, which means Miguel can substitute an Intuition role for a reaction check, or to maintain his balance. Miguel’s sense of sight is extremely acute, allowing him to see in near dark with Ex (20) ability.
• Recovery: Miguel recovers Endurance ranks at a much higher rate with Ex (20) ability
• Resist: Toxins: While not expressly stated, Miguel is capable of resisting natural toxins or poisons with Ex (20) ability.
Equipment:
Spider-man 2099 Costume: Originally worn on the ‘Day of the Dead’ festival, Miguel’s costume is made with unstable molecules, allowing him to use his powers without fear of tearing or shredding. In addition, the costume provides some protection against temperature extremes, as well as being extremely durable. The costume possesses the following abilities:
• The costume provides Gd (10) protection versus environmental temperatures
• The costume adapts size and shape due to the unstable molecule fabric
• The costume provides Pr (4) protection versus smashing damage.
• Gliding: Due to a recovered air foil from a Thor Follower, Miguel added the ‘cape’ to his costume and after some tinkering/testing, found it granted him Gd (10) gliding. Spider-Man 2099 can navigate on air currents with a successful Agility FEAT.
• Protected Senses: The mask provides Miguel with Pr (4) protected senses, specifically sight.
Contacts:
Miguel has good relations with other 2099 figures, such as the X-Men 2099, and ultimately develops dozens of contacts as the ‘Manifest Destiny’ story line develops. At one point, Miguel becomes the effective leader of the world, and has dozens of contacts throughout the galaxy. As of being Spider-man 2099, Miguel’s four most trusted contacts are his mother, his girlfriend, his holographic aide, and his ex-girlfriend.

Limitations:

Secret ID:Until revealed by Doom 2099, Miguel O’Hara kept his identity secret.

Unusual Looks: Miguel had unusual looks due to his pointed incisors and sensitivity to light requiring him to wear sunglasses. Miguel went to lengths to conceal his unusual looks, but such was not foolproof.

Sensitivity to Light: Miguel’s new senses made him more vulnerable to certain effects, specifically light. Miguel suffered -1cs to intuition in well-lit areas, and was always seeking the darker corners.

Enemy: Alchemax: Early on, Spider-Man 2099 was hunted by Alchemax, and as such, went to lengths to attempt to capture him.

Yondu from 'Guardians of the Galaxy'


Yondu



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Yondu Udonta

F: Ex 20
A: Rm 30
S: Ex 20
E: Rm 30
R: Gd 10
I: Mn 75
P: Rm 30

Health: 100
Karma: 115
Resources: Pr (4)/Gd (10)/Ex (20) (Personal Resources/As a member of the GotG, and with GotG backing)
Popularity: 45 (In the Badoon Future), 0 in Modern Day.

Talents:
Yondu has displayed the following talents in the past:

Weapons Specialist*: Yaka Bow
Archery: Bows
Martial Arts: A
Astrogation
Hunting, Tracking
Survival: Wilderness
Survival: Jungle
Stealth
Occult Lore: Centaurian
Weapon Construction: Yaka Bow + Arrow,
Pilot: Starship
Meditation
Religion: Centaurian*

Powers:
Centaurian: Yondu is a member of the Zatoan tribe of the Centaurians, and is one of the last members of that race. The Centaurians have several natural abilities:
-Environmental Awareness: Yondu is fully in tune with his environment, allowing him to notice things out of place. This sensory ability requires attune to a specific region, taking 1-10 rounds to achieve. Yondu has this power at Rm (30). Yondu cannot easily be blindsided by non-Centaurians, and gets to substitute his Intuition for all Stealth checks against him accordingly.

-Empathy: Yondu is completely in tune with the emotional forces around him, and is considered to have Gd (10) Empathy.

Iron Will: Yondu can control his mind, and overcome great pain with Rm (30) ability., such as losing a hand or suffering great psychic damage.

Yaka Arrows: Yondu utilize arrows that are capable of amazing feats. These Zatoan arrows can change direction through the use of subsonic pitches the Zatoans were capable. The arrows do Rm (30) damage, and Yondu can change their direction with an In (40) Int FEAT. The arrows are made of a In (40) material, as is the bows, and due to the properties, can effect intangible foes. In addition, the arrows halve effective body armor, and Yondu can effectively fire and control two arrows a round without problem.


Contacts:
Yondu has the following contacts:
Guardians of the Galaxy
Photon
Galactic Guardians

Limitations:

Pacifist by Nature: Yondu will not seek to bring disharmony to his world, and therefore does not going looking for trouble. As such, Yondu will not take offensive actions unless pressed or lives are in danger. In other words, Yondu does not go looking for trouble.

Unusual Looks: Yondu is a typical centaurion, which still gets him stares amid humans and other races due to their scarcity. Yondu suffers a -1cs reaction bonus

Honor-bound: Yondu believes in a spiritual code of honor which binds him to several things, and is unbreakable. Yondu is a devoted friend and ally who honors all pledges, even if they are in conflict with his personal beliefs.

Lee Falk's The Phantom

"I swear to devote my life to the destruction of piracy, greed, cruelty, and injustice, in all their forms! My sons and their sons shall follow me."

I know there have been a number of Phantom write-ups, which inspired me to go back to doing a few King Features characters and especially Lee Falk's immortal Phantom. In many ways, the Phantom is like Batman: A lone figure with various contacts relying on skill, abilities, determination, and superstition to fight all forms of injustice. Like Batman, the Phantom has been interpreted many ways, from serial to television to movie to various animated incarnations (including predating the 'Batman Beyond' with 'The Phantom:2040'). Unlike Batman, the Phantom isn't born out of reaction to crime, but out of a legacy to thwart crime (specifically piracy), stretching back to the 1500s.

Why the Phantom?
First, the Phantom is a very iconic character, both in look and in origins. The Phantom to me was always one of the more imposing characters that were ever born of the comic strips and pulp era: Realistically, the Phantom's costume shouldn't be terrifying, but it is. This was a lesson that the Sci-Fi channel should have realized when it tried to 'update' the Phantom recently, and why, despite the campy 1996 movie, it was more true to the character.

I think the Phantom always strikes me as Iconic, and a character that could seriously give most modern villains a run for their money. Not the 'Defenders of the Earth' Phantom, but the true Kit Walker Phantom that served as the 'main' version of the Phantom for generations.

So...the Ghost Who Walks.....

The Phantom



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Kit Walker, the 21st Phantom, the Ghost who Walks, the Man that Cannot Die

F: Rm (30)
A: Rm (30)
S: Ex (20)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 110
Karma: 60
Popularity: 50 (in Bangella), 20 (World-Wide, though believed to be a myth).
Resources: Am (50)

Talents:
Lee Falk openly said that Kit Walker was a master of many, many talents, and had no problems learning new ones. As such, the 21st Phantom has the following skills:
Martial Arts A, B, E
Wrestling
Guns
Marksman*
Dual Weapons
Detective/Espionage
Escape Artist
Sharp Weapons
Blunt Weapons
Thrown Weapons
Horsemanship
Animal Handling*
Multi-Lingual
Resist: Domination
Pilot
Combat Driving
Chemistry
Knowledge: Phantom Lore
Knowledge: Bengalla
Knowledge: Jungle Patrol Protocols and History
Knowledge: Africa
Knowledge: Sing Brotherhood History
Business/Finance
Acting
Medicine*

Powers:
The Ghost Who Walks:
The Phantom possesses no real powers, but has something working for him that must be considered: Reputation. While the current Phantom is the 21st Phantom to wear the mask, all but a few individuals are aware of this. The Phantom therefore has a powerful reputation as being undying, or worse yet, a ghost. The reputation of the Phantom is a closely guarded secret, and even to the reader of the comic strip, the Phantom's face when not wearing the mask is always partially obscured. While the reader is aware Kit Walker is just the latest in a line of Phantoms, the general population is not. As such, when first encountering the Phantom, villains must make a Psyche FEAT to avoid a fear-like effect at Gd (10) intensity.

- Network: For generations, the Phantom has maintained connections throughout the world, and as such, has a good reputation and contacts accordingly. The Phantom can draw on contacts no matter where he is (on Earth obviously) simply by making a Green Intuition FEAT.

- 'Incarnation' Awareness: The Phantom maintains a vast library of journals and information of all of his predecessors, and as such, can easily access previous information and files as necessary. As such, the Phantom can 'call' up information from his previous incarnations as the previous Phantoms left meticulous journals.

- The Good Mark Ring: Granted by the Phantom to those who are closest friends, the mark is close to the heart and is used to identify those who are under the Phantom's protection. Should someone with the Good Mark be in danger and word reaches the Phantom, the Phantom will stop at nothing to help them. The shape of the mark is like two crossed swords.

- The Bad Mark or 'Skull' Ring:Made from one of the nails from the Crucifixion, the Skull Ring leaves a skull-shaped mark on the enemies of the Phantom, which is used to identify those individuals who have fought the Phantom and proven themselves evil. As the quasi-mystical aspects of the ring have shown to work on all individuals, it is considered to be a mystical artifact which does Fe (2) damage and forces a Psyche FEAT (No Karma). The ring's mark is about the size of an American quarter, and is well-known to the allies of the Phantom.

- The Skull Cave: A veritable fortress in Bengalla, which each Phantom since the beginning has used as their headquarters/sanctum/home. The Fortress is well protected from assault, being deeply hidden within the jungle and considered to be supernatural in origin (It's not). The Phantom maintains his headquarters and immense treasury there.

-Devil: The Phantom has a wolf adopted early on, which serves faithfully. Devil is smarter than the average wolf (Although average for a wolf in most other ways) and is considered to have the following stats:
F: Ex (20) A: Gd (10) S: Gd (10) E: Gd (10) R: Pr (4) I: Rm (30) P: Typ (6)
Health: 50 Karma: 40
- Ex (20) Tracking ability
- Ex (20) Bite

- Hero: The Phantom uses a white horse named Hero for main transportation, and is considered smarter than the average horse. Hero's stats are as follows:
Horses
F: Typ (6) A: Gd (10) S: Rm (30) E: Rm (30) R: Pr (4) I: Gd (10) P: Gd (10)
Health: 76 Karma: 24
- Can move 4 areas a round.
- Responds to the Phantom's verbal commands without question.

Contacts:
The Phantom has a multitude of contacts throughout the world, but some of them include:
Diana Palmer (wife)
Jungle Patrol (Where he holds the rank of commander)
various other law-enforcement agencies

Limitations:
Secret ID: The Phantom's identity is not known to the general public (in fact, only known to a handful of people). In addition, the Phantom maintains the illusion that he is the original Phantom as well.

Code vs. Killing: The Phantom never goes out to kill, seeking to disable enemies. While the Phantom carries two .45 pistols, he always shoots to disarm and never to kill.

Sworn to serve law and order: The Phantom is a staunch ally of justice, and always believes in handing his enemies over to the authorities. The Phantom believes in the justice system.

Sworn Enemies: The Singh Brotherhood Since the beginning, the Phantom is the sworn enemy of the Singh Brotherhood.


Note: The Phantom's wealth is immeasurable, and I placed it at Am (50) mainly for the convenience. In addition, I modeled this Phantom more on the Lee Falk era of the comic strip rather than the later versions or even the more recent takes on the character. To me, it is the 'classic' Phantom.

Son of Vulcan (Original)


 Son of Vulcan


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

John 'Johnny' Mann

F: Pr (4)/Am (50)
A: Pr (4)/Rm (30)
S: Pr (4)/Mn (75)
E: Typ (6)/Mn (75)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Health: 18/230
Karma: 60
Popularity: 20
Resources: Gd (10)/Am (50) when empowered by Vulcan

Talents:
Photography
Journalism
Military
Detective/Espionage
Weapons Master*
Thrown Weapons
Bows
Marksman*
Mystic Origin*

(Note: Johnny gained several of these talents after becoming Son of Vulcan. Johnny did not lose the talents when he transformed).

Powers:
Son of Vulcan: Johnny was granted the powers and abilities of a demi-god, able shift into a godly form to fight injustice and crime. As such, Johnny gained several superhuman abilities, including but not limited to:

  • Immortality: While the Son of Vulcan, Johnny was Immortal. When Johnny transformed, his FASE would also increase (Along with a health increase).
  • Invulnerability: Johnny was completely immune to Disease, Toxins, Poisons, Aging, Fire, and Heat up to Cl1000 rank
  • True Invulnerability: Johnny was invulnerable up to Am (50) rank against all physical and mystical damage.
  • True Flight: Johnny could fly up to Mn (75) speed
  • Self-Sustenance: Johnny did not need to breathe, sleep, or eat while the Son of Vulcan
  • Weapons Creation: Johnny could create any weapon imaginable, drawn from the forges of Hephaestus. Johnny was limited to what weapons Hephaestus has made, but all treated as mystical and could be summoned at will in one round. Johnny often summoned a sword and shield, which provided him with Am (50) mystical slashing damage and protection up to 90 pts of damage.
  • Fire Generation: Johnny could summon fires from the forges of Hephaestus doing Am (50) mystical damage
  • Lightning Bolts: Another favored weapon, Johnny could summon mystical lightning bolts which could be hurled for Mn (75) mystical damage.
  • Dimension Travel: Johnny could travel from Earth to Hephaestus's Forge at will.

Contacts:
Vulcan, Roman God of the Forge (Adoptive Father)
Venus, Roman Goddess of Love (Adoptive Mother)
Global News Network

Limitations:
Secret ID: The world did not know Johnny Mann was Son of Vulcan
Verbal Change: Johnny would need to say 'Son of Vulcan' to transform. Without being able to say those words, Johnny was unable to transform into his god-form.
Physical Disability: Johnny lost a leg during the Korean War, and used a wooden one.
Honest: Johnny was a straightforward and honest man, who always kept his word
Enemies: Mars, God of War

Shakira from 'The Warlord'

There is something about The Warlord that has always appealed to me.

It's not just the fact it's Mike Grell writing, or that it's an awesome take of Edgar Rice Burroughs, it's the women. The women in The Warlord were always very...for lack of a better word, awesome. From Tara to Jennifer Morgan and finally to Shakira, the women weren't women in distress, but strong, no-nonsense characters that often held their own against the threats from Skartaris.




Shakira

F: Ex (20)
A: Am (50)
S: Typ (6)
E: Ex (20)
R: Gd (10)
I: Am (50)
P: Ex (20)

Health: 96
Karma: 80
Popularity: 0/30 in Skartaris
Resources: Pr (4)/Typ (6) when in the court of the Warlord

Talents:
Thief
Survival
Knowledge: Skartaris
Knowledge: Skartaris Threats
Mystic Origin*
Acrobatics
Tumbling
Firearms
Sharp Weapons
Feral Combat
Dual Weapons

Powers:
Werecat:Shakira is a werecat, capable of shifting from her human form to her cat form instantly. Shakira is at home in either form, and possesses senses and other skills that carry over from one form to the other. So far, Shakira has only displayed the ability to shift into a cat the approximate size, shape, and weight of a normal housecat, but it is suggested in both the new Warlord series and the Justice League Unlimited episode with Skartaris that Shakira can shift into a large panther and hybrid form. For the purposes of this write-up, Shakira is being featured in her house-cat form. As such, Shakira has the following abilities:
  • Animal Transformation: House Cat: Shakira can assume the form of a black house cat, with all of her equipment and scant clothing chanigng with her. The only thing remaining obvious is her silver collar which shifts with her in size.
  • Tracking: Shakira can track with Ex (20) ability
  • Heightened Senses: Shakira possesses Gd (10) enhanced senses
  • Dark Vision: Shakira can see in near total darkness, and can perceive heat signatures
  • Stealth: Shakira posseses Rm (30) stealth
  • Natural Weaponry: Claws: Shakira's claws do Gd (10) damage, halving effective body armor in either human or feline form.
  • Bite: Shakira's bite can do Gd (10) damage
  • Hyper Climbing: Shakira can climb quickly with Gd (10) ability.
  • Hyper Leaping: Shakira can jump further than a normal human or cat with Gd (10) ability.

Contacts:
Travis Morgan: Warlord
Tara Morgan: Queen of Skartaris
Jennifer Morgan: High Sorceress of Skartaris


Limitations:
  • Feline Nature: Shakira displays feline characteristics, including the need for affection, a fear of water, and other atypical personality traits associated with cats.
  • Loyal: Shakira is incredibly loyal to Travis Morgan, and would die for him.
  • Recognized Ally of the Warlord Similar to Public Identity, most individuals recognize that Shakira is a trusted ally and friend of Travis Morgan.

Sunswift from 'The Futurians'

Sunswift




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Neith

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Un (100)
R: Gd (10)
I: Un (100)
P: Mn (75)

Health: 179
Karma: 185
Popularity: 20
Resource: -

Talents:
Aerial Combat
Knowledge: Ancient Egypt
Knowledge: Astronomy
Mystic Origin*
Knowledge: Inheritors
Knowledge: Future Dynamic Protocols


Powers: Sunswift is a solar being, tied directly to the lifespan of sol, and granted extraordinary abilities. Sunswift's origins are mysterious, but are hinted at both by Avatar and by Vandervecken. Sunswift is clearly the most powerful member of the Futurians, but is limited by her ability to assist her teammates and her solar dependence:
Sunswift has displayed the following powers:

  • Immunity: Fire, Heat, Radiation, Toxins, Disease, Aging*, Energy
  • Solar Dependency: Sunswift's lifespan is tied directly with the sun, meaning while she will live millions of years, she will eventually die. Sunswift begins the game with 1000 points of power, which regenerate through exposure to sunlight. Sunswift must discharge 750 points of energy before entering earth's atmosphere, and can regenerate up to 50 points per solar day. Sunswift must maintain at least forty points to return to the sun, and cannot exceed her abilities while earthbound.
  • Omani-Incarnation Awareness: Sunswift is in contact with her various incarnations and communicate with herself telepathically over any time. As such, Sunswift has the knowledge and experience of herself millions of years in the future, hence her skill listings. Sunswift theoretically knows every language and everything she has ever encountered, read, or experienced.
  • Plasma Generation: Sunswift can fire bolts of plasma up to Mn (75) damage (Heat/Fire/Light side-effects). These bolts do not take away from her power total
  • Energy Sponge: Sunswift can absorb up to 100 points of energy, which replenishes her power pool.
  • Flight: Sunswift can travel up to Cl3000 speeds easily, limiting herself to Un (100) in atmosphere.
  • Healing: Sunswift can heal herself and others by expending points from her power pool.
  • Temperature Control: Sunswift can manipulate the temperature in areas and objects with Am (50) ability
  • Energy Sheath: Sunswift is constantly generating an energy sheath at Un (100) ability. As such, only a few individuals can actually touch Sunswift and not receive serious burns (Even Avatar is hesitant).

Contacts:
Futurians
Future Dynamics
Avatar

Limitations:
Unusual Looks: Sunswift is exotic, but still suffers from unusual looks
Loyal to Earth/Sun: Sunswift is loyal to the people of Earth, and more importantly, to her home
Tied to the Sun: Sunswift is tied to the sun, and as such, what happens to it happens to her.


Note: Sunswift is the only other Futurian not bound by Vandervecken's mind control.

Werehawk from 'The Futurians'

Werehawk


 

 


 

 

 

 

 

 

 

 

 

 

 

Matthew Blackfeather

F: Gd (10)/In (40)
A: Gd (10)/Rm (30)
S: Typ (6)/Rm (30)
E: Ex (20)/In (40)
R: Typ (6)/Pr (4)
I: Gd (10)/Am (50)
P: Gd (10)/Pr (4)

Health: 46/140
Karma: 26/58
Popularity: 0/15
Resources: Gd (10)/Mn (75) as part of Future Dynamics

Talents:
Knowledge: Future Dynamics Protocol
Law*
Knowledge: Geography
Athletics

(as Hawker)
Aerial Combat

Powers:
Future Dynamics Uplift:
Matthew has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers. Werehawk has displayed the following powers:
- Transformation: Triggered by stress and/or conscious desire, Werehawk transforms from his normal self into a bloodthirsty combat monster who takes on avian characteristics. Werehawk is completely merciless in his altered form, but is not mindless: While Werehawk cannot speak or act as Matthew Blackfeather, Werehawk does recognize teammates as well as the difference between threats and innocents.
- Claws: Werehawk possesses talons which can rend up to In (40) materials, halving effective defenses and being able to tear through much stronger materials with effort.
- Enhanced Vision: Werehawk's vision is very acute, capable of Ex (20) telescopic vision
- Stealth: While flying, Werehawk can be incredibly stealthy, granting him Gd (10) stealth
- Flight: Werehawk can fly up to Mn (75) speeds, but cannot press his speed any faster. Werehawk as effected a charging attack similar to his avian nature and can do so from two areas.
- Healing: When Werehawk reverts to Matthew, any wound suffered seem to be healed so long as Werehawk has not suffered below 46 points of health.
- Multiple Attacks: Werehawk gains 2 additional melee attacks per round.
- Body resistance: Werehawk has gd (10) protection against physical attacks.

Contacts:
Future Dynamics
The Futurians

Limitations:
VanderVecken Control: As part of the genetic manipulation over centuries, Werehawk and the rest of the Futurians (Except Avatar) are unable to resist the control of VanderVecken. As such, should Werehawk come into conflict with VanderVecken, he will immediately be rendered 'forgetful' and will not remember the incident.

Berserker: Werehawk is a traditional berserker, often flinging himself into combat without knowing the risks.

Uncontrollable Powers: Werehawk cannot easily trigger his transformation, either from Matthew Blackhawk or back to Matthew Blackhawk. While Matthew can trigger the change, it isn't always certain he'll transform. Matthew needs a yellow FEAT to intentional change into Werehawk. Note: Werehawk will never willingly return to Blackhawk while in combat.

Silver Shadow from 'The Futurians'

Silver Shadow

 




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Jonathan Darknyte

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: In (40)
R: Gd (10)
I: In (40)
P: Rm (30)

Health: 90
Karma: 80
Popularity: 0/10/20
Resources: Ex (20)/Mn (75) as part of Future Dynamics

Talents:

  • Shadowing
  • Detective/Espionage
  • Martial Arts A, B, E
  • Firearms
  • Marksman*
  • Military
  • Multi-Lingual
  • Knowledge: Security Systems
  • Knowledge: Intelligence Agency Protocols
  • Knowledge: International Criminal Organizations
  • Knowledge: Various modern cultures
  • Acting


Powers:
Silver Shadow benefits from centuries of genetic seeding by future humanity:
Future Dynamics Uplift:
Jonathan has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers. The Silver Shadow has displayed the following powers:
- Shadow form: Silver Shadow can convert his body into an intangible shadow form, which renders him immaterial and allows him to move through the narrowest of spaces. While in Shadow form, Silver Shadow is nearly immune to physical damage, although can be affected with light and energy based weaponry and forced into his physical form.
- Shadow Control: More than shadow Shaping, Silver Shadow can affect the shadows in an area he is in with Mn (75) ability, granting him complete control over the darkness in a region. Silver Shadow can animate the darkness, have it completely blind an area, and even move objects and/or affect the physical world at rank level.
- Teleport: Silver Shadow can teleport between shadows and take individuals with him at his power rank. Silver Shadow must have existing shadows capable of shifting dimensions, and actually is believed to be more akin to dimensional travel rather than the traditional line-of-sight teleportation.

Contacts:

  • The Futurians
  • Future Dynamics
  • Various Intelligence agencies around the world


Limitations:

  • VanderVecken Control: As part of the genetic manipulation over centuries, Silver Shadow and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should the Silver Shadow come into conflict with Vandervecken, he will immediately be rendered 'forgetful' and will not remember the incident.
  • Need for Darkness The Silver Shadow needs darkness and shadow for his powers to work, and seems very uncomfortable outside of them. As such, light-based attacks do an additional +1cs damage, and can force a Psyche FEAT to force Jonathan back into a physical form. In addition, Jonathan cannot create shadows, but must use the darkness as it exists.



Note:
While Silver Shadow is perhaps one of the more 'straightforward' Futurians in powers, his level of control is perhaps the greatest and his ability to develop new stunts is pretty spiffy. I would actually rate him one of the more powerful figures in the Futurians, perhaps rivaling in his own way Sunswift if given time.

Terrayne the Earth Mover from 'The Futurians'

Terrayne the Earthmover


 


 

 

 

 

 

 

 

 

 

 

Harry Robbins

F: Ex (20)
A: Typ (6)
S: Mn (75)
E: Mn (75)
R: Gd (10)
I: Ex (20)
P: Gd (10)

Health: 176
Karma: 40
Resources: Gd (10)/Mn (75) as part of Future Dynamics
Popularity: 0/10/20

Talents:
Geology
Physics
Athletics
Brawling
Knowledge: Future Dynamics Protocol

Powers:
Future Dynamics Uplift:
Harry has been genetically uplifted by a combination of radiation/biochemistry/genetic manipulation which grants him superhuman powers. Terrayne the Earthmover has displayed the following powers:
- Armor Skin: Am (50) protection from all damage types except Emotional/Mystical/Mental
- Sealed Systems: Am (50)
- Life Support: Terrayne no longer needs to sleep, eat, or even breathe.
- Geo-force: Mn (75) control over the earth, allowing Terrayne to change the environment as necessary
- Geo-Phasing: Terrayne can move through rock and earth as if he had the 'phasing' power. Terrayne can also move objects of various sizes, including a large battle platform, limited by how fast he can move.
- Transformation: Terrayne can change back to his human form by turning his Future Dynamics communicator ring. The ring has an hour charge, and requires 24 hours to recharge. Terrayne's stats as a human are:

F: Ex (20) A: Ex (20) S: Gd (10) E: Ex (20) R: Gd (10) I: Ex (20) P: Gd (10)

- Environmental Awareness: Terrayne can 'sense' when something is not right within an area, and is considered to have Rm (30) Environmental Awareness.

Contacts:
Future Dynamics
BlackMane

Limitations:

VanderVecken Control: As part of the genetic manipulation over centuries, Terrayne and the rest of the Futurians (Except Avatar) are unable to resist the control of Vandervecken. As such, should Terrayne come into conflict with Vandervecken, he will immediately be rendered 'forgetful' and will not remember the incident.

Monstrous Appearance: Terrayne is monstrous in appearance when not in human form, suffering a -1cs reaction bonus when first encountered.

Note: Despite his size and appearance, Terrayne seems the most heroic of the group, and is one of the only ones who seems to be able to return to normal appearance.