Friday, October 5, 2012

Count Andreas Petofi from 'Dark Shadows'



Count Andreas Petofi




Count Andreas Petofi

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Rm (30)
R: Gd (10)
I: In (40)
P: Am (50)

Health: 56
Karma: 100
Popuarlity: -10 (in occult circles, - 15)
Resources: Gd (10) to Ex (20)

Talents:
Occult Lore
Scholar
Multi-Lingual
Knowledge: Ancient Cultures
Knowledge: Modern Cultures (For the mid to late 19th century)
Firearms
Demonology
Ritual
Magical Theory
Knowledge: High Society
Knowledge: Gypsy Culture

Powers:
Warlock: Petofi is a master warlock, having studied magic, spells, and the occult for well over a hundred and fifty years prior to his first real encounter with Barnabas Collins in 1897. Petofi is considered to be one of the greatest warlocks of his era, possessing multiple powers and abilities, including but not limited to:
  • Necromancy: Petofi can raise the spirits of the dead with In (40) ability
  • Healing: Rm (30) ability
  • Cursing: Petofi can manipulate and curse individuals with In (40) ability
  • Immortality*: Petofi has rendered himself effectively immortal from aging, although can be killed by certain means (See limitations)
  • Telepathy: Ex (20)
  • Mind Control: Rem (30)
  • Mind Probe: Ex (20)
  • Hypnotic Control: Ex (20)
  • Elemental Control: Rm (30)
  • Mystic Shields: Ex (20)
  • Mind Transferal: Rm (30)

Petofi's ability also allows him to perform rituals and/or complex curses, with greater effect depending on the amount of time he has to prepare as well as what ingredients are available.

The Hand of Petofi:




Count Petofi transferred a great deal of his power into his right hand, which became an artifact onto itself. The Hand of Petofi was capable of increase Petofi's already impressive powers by +1cs, as well as raise Petofi's Intuition by +1cs. In addtion, Petofi would also gain the following abilities:
  • Teleportation: Rm (30)
  • Erase the personality and/or mind of an opponent (opposed Psyche FEAT vs. Rm (30) intensity). Petofi would then implant new memories or personalities.
  • Reduce effective resistance against his powers by - 1 cs.
  • Hold and control undead such as zombies and intelligent undead (such as Vampires) with Rm (30) ability (But not spirits).

The Hand of Petofi was highly sought after, especially by Petofi. Once in possession of the hand, it would re-attach mystically to Petofi, and function normally. In addition, Petofi was terrified by the concept that the hand would fall into enemy hands, leading some to speculate that the hand could be used to reduce Petofi's abilities (+1cs when using the hand to attack Petofi).

Former Werewolf:
Although when encountered Petofi had long since been cured, Petofi was at one time a lycanthrope and knew a great deal of the curse.


Contacts:
Petofi maintained connections throughout the world, specifically in occult circles.
Aristede: Petofi's bodyguard and Associate.

Limitations:

Despite Petofi's abilities, he was bound by several limitations:

  • Enemy: Gypsies: Petofi's betrayal of the Gypsies and subsequent murder of the Gypsy King made them powerful enemies, and one of the few groups that understood the nature of Petofi including the importance of the Hand of Petofi and his weaknesses. Petofi had genuine fear of the gypsies hunting him, and sought to permanently find a way to deal with them.
  • Obsession: Recover the Hand of Petofi: Count Petofi would stop at nothing to recover his right hand, willing to make deals, betray allies, and even subvert innocents to recover it.
  • Unusual Looks: Prior to recovering the hand, Petofi was missing his right hand, using a wooden hand in its place. In addition, Petofi has problems speaking above a whisper due to a supposed wound received 100+ years prior
  • Nearly Blind: Petofi is nearly blind, having serious issues to bright lights, suffering a -1cs for all ranged attack as well as -1cs for any visually based Intuition based FEATS.
  • Power Limitations: Spirits: Petofi cannot control intelligent spirits (Although he can ward them to some degree). Indeed, the spirit of the executioner, who was seeking Petofi's ally Aristede ultimately is responsible for his 'death'. If Petofi attempts to use his powers to control a spirit, the spirit gains a +4cs to resist.

Monday, October 1, 2012

The Giant Squid from 'The Beast'

Below the thunders of the upper deep;
Far far beneath in the abysmal sea,
His ancient, dreamless, uninvaded sleep
The Kraken sleepeth: faintest sunlights flee
About his shadowy sides; above him swell
Huge sponges of millennial growth and height;
And far away into the sickly light,
From many a wondrous grot and secret cell
Unnumber'd and enormous polypi
Winnow with giant arms the slumbering green.
There hath he lain for ages, and will lie
Battening upon huge seaworms in his sleep,
Until the latter fire shall heat the deep;
Then once by man and angels to be seen,
In roaring he shall rise and on the surface die.
- Alfred Lord Tennyson




The Beast Squid






F: Rm (30)
A: Rm (30)
S: Am (50)
E: Mn (75)
R: Pr (04)
I: Rm (30)
P: Pr (04)

Health: 185
Karma: 38
Resources: Fe (2)
Popularity: -20 (In Bermuda, when discovered)

Talents:
None

Powers:
The Squid's Physiology: The Squid is a fearsome oceanic predator, which has very few equals. Size, ferocity, and adaption has made the Squid more than capable of dealing with threats both ocean-born and land-based, and it remains something that is deftly adapted for its world.
  • Aquatic Adaption: While the body is massive, it is unique adapted for its environment. The Squid can move with In (40) Hyper Swimming, while it is also capable of +1cs while in water for combat actions. The Squid has water freedom and water breathing, although it does not have an air bladder...it's unique body emits ammonia chloride to keep it buoyant.
  • Multiple-Attacks: The Squid against up to Six attacks per round, with two attacks being the massive whip-like arms which can grapple with +2cs. Each arm is studded with curved hooks which do Rm (30) edged damage as well as the crushing damage. In addition, if the Squid makes a successful Grapple check, it begins doing Strength Damage against an opponent as well as slashing damage from the claws.
  • Tracking: The Squid can track prey through the water by feeling vibrations made and through scent. The Squid can track with Am (50) intensity while in water.
  • Luminescence: The Squid can shift it's skin colors based on mood, from a red to a neutral gray and can camouflage itself with Rm (30) ability
  • Size: The Squid is at least 40 M long. As such, normal weapons have problems damaging it (As seen in the books), as the Squid shrugs off most gunshots and anything short of a high caliber. The Squid can hit targets up to 3 areas from itself.
  • Beak: The Squid has a razor sharp beak capable of shredding steel, bone, and plexiglass with Am (50) ability.

Contacts:
None

Limitations:
The Squid's Physiology:
The Squid's own physiology works against it too:
  • Size: The Squid is +2cs to hit, easily
  • Water Dependence: The Squid requires an oceanic environment to survive. It cannot operate in fresh water, nor can it exist outside of water for long before suffocating.
  • Must Feed: The Squid must feed at least 1 per day to maintain itself, otherwise it begins to enter a state close to hibernation, or arrival of prey
  • Animal instinct: As seen in the book, the Squid is tricked by forcing it to react to its instinctual nature.

Tigra from Marvel Comics

Tigra




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Greer Grant-Nelson

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

Health: 140
Karma: 70
Resources: Good (10)
Popularity: 20

Talents:
Tigra possesses many talents based on her time as the Cat, her time as a solo hero, and her time with the Avengers. As such, Tigra possesses the following abilities:
• Law-Enforcement: Tigra is a graduate of the Chicago Police Academy, and has served as a patrolwoman
• Acrobatics
• Tumbling
• Knowledge: Avengers Protocols
• Knowledge: Superhuman Heroes and Villains
• Knowledge: Chicago area
• Detective/Espionage
• Knowledge: Circuses
• Instructor*

Powers:
Legendary Warrior of the Cat People: As the Cat, Greer was genetically re-engineered granting her superhuman abilities. When mortally wounded, the Cat People took Greer and mystically transformed her into one of them, making her the incarnation of their legendary warrior. As such, Greer gained her new appearance and a variety of new powers. These powers were further augmented when she underwent another ritual as a member of the West Coast Avengers. Greer’s powers have shifted again as she’s found peace with her feral nature, and grant her the following abilities:
Superhuman Senses: Greer’s senses have been enhanced through both her genetic restructuring and the rituals that made her Tigra. Greer possesses Mn (75) superhuman senses, allowing her several powers and abilities which include:

  • Tracking: In (40) ability to track individuals over distance.
  • Heighted Senses: Smell, Sight, Hearing, Taste: Mn (75)
  • Night Vision: Greer can see in near perfect darkness
  • Combat Sense: Greer’s Senses allow her to react to danger with greater ability.
  •  Empathy: Greer can determine emotional responses based on sensory input, allowing her to gauge a person’s emotional state, whether they are lying, etc. with Rm (30) ability.
Tiger Nature: Greer shares many characteristics with tigers, ranging from orange and black fur to a tail. Greer’s nature allows her several advantages that are based around her animalistic nature:
  • Natural Weaponry: Claws: Tigra’s claws are made of Gd (10) material, capable of halving effective Body Armor and material strengths and doing Gd (10) damage.
  • Natural Weaponry: Fangs: Tigra’s fangs allow her to do Gd (10) biting damage.
  • Movement: Tigra can run up to three areas per round with a simple Endurance FEAT without resting, as well as push herself to move up to four areas per round with a green Endurance Feat.
  • Leaping: Tigra is considered to have Gd (10) hyper-leaping, which allows her to Pounce onto opponents or groups of opponents as a charge-like action with a simple Agility FEAT.
  • Climbing: Tigra has the ability to scale surfaces and objects with Gd (10) Hyper-Climbing.
  • Stealth: Tigra possesses the ability to sneak with Gd (10) Ability, capable of even sneaking up on Kraven the Hunter as well as others.
  • Tail: Tigra possesses a tail which allows her to maintain her balance and perform complex feats of acrobatics. Tigra’s tail is not prehensile, but grants her an additional +1cs to Agility FEATs to maintain her balance or in addition to her acrobatic skill.
  • Resist: Cold: Tigra is covered in natural fur, as well as the ability to maintain her body heat for long lengths of time. Tigra is considered to have Gd (10) resistance to cold, which in addition makes her Endurance FEATs at Am (50) to resist environmental effects like frostbite and/or freezing.
  •  Physiological Differences: Tigra is far more resistant to diseases and toxins, possessing Gd (10) resistance to both due to her transformation into the Cat. In addition, Tigra’s physiology is similar to a Tigers: She requires a great deal of protein to maintain a healthy diet, reacts as a large cat to stimulus, and gives birth in two months rather than nine.
Equipment:
Cat’s Head Pendant: Tigra has often employed a tiger’s head pendant which depending on the writer, would either allow her to appear normal or allow her to change back to human. For the purposes of this write-up, it is considered to grant her the ability to appear as her new human self as if under an Ex (20) mystical illusion.

Contacts:
Greer has many contacts within the Superhuman and Law Enforcement community, including:
The Avengers
The Defenders
Spider-Man
Red Wolf
She-Hulk
The Initiative
Avengers Academy
Hank ‘Henry’ Pym
Moon Knight
Werewolf by Night Jack Russell
Dr. Tuomolo and the Cat People

Limitations:
  • Unusual Looks: Greer is definitely not human, possessing orange and black fur, a tale, and claws. Greer also does little to hide this fact, doing so only occasionally when the situation warrants it.
  • Bestial Nature: Greer shares many instinctual characteristics with Big cats: the need to hunt, the need to feed, reactions to stimulus, and the like. While Greer has greater control over her animal nature, it has been present several times in the past. Greer must make a Psyche FEAT in order to maintain control over herself in such circumstances.
  • Public Identity: Greer does not hide her dual identity anymore.
  • Enemies: Kraven, The Hood
  • Dependent: William Nelson - Greer had a son with the skrull posing as Dr. Henry Pym, and while the child ages faster than normal, William is still a toddler.

Captain Cold, the coolest Flash villain around.

Captain Cold





Dr. Leonard Snart

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

Health: 60
Karma: 80
Resources: Ex (20)
Pop: - 30 in Central/Keystone City, - 20 Everywhere else

Talents:
Leadership
Weapons Design
Engineering
Crime
Knowledge: The Society
Knowledge: The Rogues
Knowledge: The Flash (2, 3, and 4 specifically)
Resist: Domination*
Repair/Tinkering
Weapons Specialist: Cold Gun
Electronics
Computers
Repair/Tinkering

Powers:
Captain Cold's Cold Gun: A remarkable device which generates intense cold, the Cold Gun has undergone many changes since it first appeared. The Cold Gun is a unique weapon, and designed by Snart to perform many functions based around Mn (75) level Ice Generation. Cold has developed several key 'power stunts' off of the gun's main generation abilities, including:
  • Ice Blast: Mn (75) Damage
  • Creating basic structures as shields and/or debris
  • Creating large ramps and travel methods, granting Snart Ex (20) movement
  • Freezing opponents instantly solid with Mn (75) ability following a successful 'to-hit'
  • Creating slick areas reducing effective enemy agility by -4cs
  • Cold Generation of Mn (75)
  • Suffocating individuals by creating solid weights

The Cold Gun:
(Unique, Bio-locked, Scientific): Mn (75) material (Promethium housing (As of Flash vol 3), portable thermofusion generator).

Costume: Captain Cold wears a costume which protects him against the intense cold of his gun and provides some additional protection. The suite provides him with Gd (10) physical protection, and Rm (30) cold protection. In addition, the visor that Cold wears grants him Ex (20) Protected Senses - Vision.

Experienced: while not necessarily a power, Cold gains a +2 initiative bonus when fighting superheroes due to his experience. Cold is one of the most experienced villains in the game, and knows the ins and outs of being a super-villain. In addition, Snart gains an additional +2 initiative bonus for a total of +4 when fighting speeders.

Contacts:
The Society, The Rogues, Golden Glider

Limitations:
  • The Rogue's Code: Snart follows (and enforces) the Rogue's code, which is a strict set of guidelines that all of the Flash Rogues follow. Failure to follow the rules earns a severe if not lethal reprimand from Cold, as in the case of the killing of Inertia for killing Bart Allen. No one breaks the Rogues Code, no one.
  • Known Identity: Captain Cold's identity is known by the authorities
  • Wanted: Captain Cold is actively wanted by the authorities.

The Blind Dead from the 'Blind Dead' Triology

The Blind Dead





F: Gd(10)
A: Gd (10)
S: Typ (06)
E: Rm (30)
R: Typ (06)
I: Rm (30)
P: Gd (10)

Health: 56
Karma: 46
Popularity: - 5
Resources: Fe (2)

Talents:
Mystic Origin*
Knowledge: Knight Templar Order
Sharp Weapons
Horsemanship
Knowledge: Medieval History
Knowledge: Hunting
Knowledge: Medieval Weapons


Powers:
Undead State: The Blind Dead are undead, more similar to revenants than zombies. They do not require rest, do not require nourishment from traditional sources, and have other abilities, which include:
  • Immunity: The Blind Dead are immune from toxins, disease, poisons, and other effects that would impair or kill a normal human, as they are already dead. The Blind Dead cannot be stunned in conventional means, and do not suffer from stun effects. In addition, the Blind Dead do not
  • Hyper-Hearing: The Blind Dead navigate through the use of sound, and can hear a human heartbeat amid other noises in an area. The Blind Dead must make an Intuition check to spot specific living beings in crowded locations, and are considered to have Gd (10) hyper hearing.
  • Horrid visage: The Blind Dead's appearance can cause a Psyche FEAT against Ex (20) intensity, or cause panic in victims. Victim's suffering the effects of their visage will flee the area or scream for 1d10 turns, which is useful by the dead for hunting. In addition, for every group of Blind Dead above five, the effect goes up to the maximum of In (40) effect, representing the entire host (Of about thirty or so).
  • Weapons: The Blind Dead use longswords which halve effective body armor and do traditional damage.

Contacts:
Theoretically, the Blind Dead only have connections to one another.

Limitations:
  • Blind: The Blind Dead were blinded in their last minutes in life, which forces them to use other 'senses' to navigate and hunt. Through using sound, the Blind Dead track and kill opponents.
  • Fire: Fire based attacks do +1cs additional damage to the Blind Dead.
  • Sunlight: The rays of the sun cause the Blind Dead to return to their rest, making them crumble into nothingness.

John Doe from 'Se7en'


It's disturbing how easily a member of the press can pay for information from men in your precinct. I visited your home this morning, after you'd left. I tried to play husband. I tried to taste the life of a simple man. It didn't work out, so I took a souvenir..


John Doe





John Doe

F: Ex (20)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 0*


Talents
Knowledge: Religion
Knowledge: Library Sciences
Shadowing
Knowledge: Human Behavior (While not trained in psychology, it would be safe to say John understands humanity)
Unarmed Combat: (Not specified, but he did defeat a trained police officer in hand to hand)
Knowledge: Trivia
Knowledge: Forensics
Knowledge: Law Enforcement Procedure
Knowledge: Local Area

Powers:
John has no powers per say, but has several qualities that might appear to be superhuman or at least, beyond the normal skein of things:
  • Indomitable Will: John is a committed individual, and ignores certain effects including appeals to bait or 'read' him with Ex (20) ability. While it does not confer the damage absorbing abilities of Iron Will, John can ignore effects with a successful FEAT roll.
  • Prediction: John understands the human mind and condition with effortless ability, being a highly functional sociopath. As such, John can predict human behavior with Gd (10) ability based on facts learned about the person, enabling him to understand motivations and characteristics of a target.
  • Ordinary: John is extraordinary at appearing ordinary, down to the use of the name 'John Doe'. John is capable of covering his tracks with Gd (10) ability, allowing him to mask his intentions, involvement, observation, and even purpose until he is ready to reveal it.

Contacts:
None

Limitations:
Obsession: John is obsessed with completing his goals, to the point that he will sacrifice himself to see them achieved. As such, John enters into a situation completely committed, and cannot be dissuaded or convinced otherwise.

The '48 Virus from James Herbert's '48'




The '48 Virus





The ’48 Virus

A virulent bio-weapon developed by the Nazis and used in the last days of WWII, the ’48 virus killed a majority of the world’s population within weeks of the release, leaving those survivors who were broken down into two categories: Those suffering from ‘The slow death’, in which the virus would ultimately be fatal, and the survivors who possessed A/B Blood who were immune.

Mechanics:
The virus forces those exposed to make an Endurance FEAT vs. Rm (30) intensity or begin the dying process. Death is a painful experience, lasting 1-10 rounds and is called ‘The Blood Death’ for a reason, as the organs rupture and the victim suffers complete exsanguination. Should the victim survive the initial exposure, and are not blood type A/B, they must make an additional Endurance FEAT vs. Rem (30) intensity. The second FEAT is used to determine the length of time before the victim succumbs to the virus:

- White: Less than an hour
- Green: One to Six Weeks
- Yellow: One to Six Months
- Red: Six Months to Two years.

Victims suffering from ‘the slow death’ have blackened extremities and move with increased slowness and effort, giving them a zombie-like gait (-2cs to begin with for FASE, degrading further as the victims succumb).
Victims who make a Red FEAT may make an additional FEAT vs. Rem (30) intensity to retain their physical capabilities. In addition, the victim’s lifespan is extended up to two years (The leader of the Black Shirts, Hubble, has lived for several years). The additional strain of the virus also forces the victim to make a Psyche FEAT vs. Rm (30) or slowly begin to go mad (As Hubble was).

Donovan's Brain





The first write-up is an oldie but goodie based on the novel by Curt Sidomak and adapted many times in both radio and movies. The idea is simple: A scientist named Patrick Cory attempts to keep the brain of WH Donovan, businessman and criminal, alive after a plane accident. Cory succeeds....and thus unleashes a new sort of monster. Nearly every character from The Brain to Doctor Sun draw some inspiration from Donovan's Brain, and with good reason.

Donovan's Brain




W. H Donovan

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

Health: 10
Karma: 100
Resources( As WH Donovan) Rm (30)
Popularity: 5 as Donovan (Before the accident)

Talents:
Business/Finance
Crime*
Pilot

Powers:
Disembodied Brain: WH Donovan has become a disembodied brain, capable of many acts of psychic ability, including but not limited to:
  • Telepathy: Ex (20)
  • Telekinesis: Gd (10)
  • Mind Control: Rm (30)
  • Possession: Rm (30) – Unlike regular possession, Donovan’s Brain can slowly possess a victim, reducing their effective ability to resist the possession. The longer a being is near Donovan’s Brain, the easier it is for them to be possessed. For each 24 hour period spent in the area with Donovan’s Brain, the target’s psyche is reduced by -1cs, which acts cumulative A target’s psyche can be reduced up to -4cs, although resistance powers and such things like Resist: Domination provide an additional Psyche FEAT against the power rank. In some adaptations, Donovan’s Brain is shown capable of affecting multiple targets. Donovan’s Brain usually focuses on one target, seeking to ensure its own growth and survival. In addition, Donovan’s Brain gains the knowledge of its victim’s, capable of passing as the individual in question for short periods of time (See Limitations)

Contacts:
WH Donovan has many contacts within all walks of society, usually limited to business, high society, and the criminal element.

Limitations:
  • Unusual Looks: Donovan’s Brain is a large brain, suffering a -2cs for initial social interactions
  • Life Support: Donovan’s Brain is hooked to life support system. Without the Life Support system, the brain begins the dying process immediately, no Endurance FEAT. The Brain can exist up to six rounds without life support before it withers and dies.
  • Mannerisms: Whoever is directly possessed by the brain’s influence adopts WH Donovan’s mannerisms, from the way they walk to the way they act. The most noticeable mannerism is a verbal tic, in which the victim answers questions with a ‘Sure…Sure’. The verbal tic is the most obvious of the mannerisms, although in later stages the victim is often mistaken for WH Donovan.