The best was The Mermaid Chronicles Part 1: The She Creature. Unlike the others in the 'creature feature' series, the attempt to capture something different was really there. Set in the late 19th century, the premise is simple: Two carnival folk from Ireland acquire a real mermaid, and take off with their prize to America along with one of the gentleman's wives. The trip is on the ill-fated Mary Celeste, which results in the famous disappearance of the crew and a very different take on mermaids. She-Creature references a number of old and classic movies, as well as presenting an alternate look to the legend of the mermaid.
The She-Creature
F: Gd (10)/Rm (30)
A: Gd (10)/Rm (30)*
S: Gd (10)/Rm (30)
E: Ex (20)/In (40)
R: Ex (20)
I: In (40)
P: Am (50)*
Health: 50/130
Karma: 110
Popularity: 0*
Resources: See Below*
Talents:
Nobility*
Leadership*
Knowledge: The Seas
Mystic Origin* (Possibly)
Underwater Combat*
Knowledge: Sea-Life
Seduction*
Knowledge: 'Mer-Folk' culture
Powers:
Sirin
The 'Mermaid' in question is actually more akin to a monstrous sirin than a traditional mermaid. As such, her ability to appear as a mermaid is merely a ruse used to draw wary sailors to home-waters, in order to devour them. The 'mermaid' has two distinct forms, adapted for both a life at sea and to seduce the unwary, and has many abilities accordingly:
- Telepath: Although apparently unable to speak, the Mermaid can read thoughts, broadcast images and hallucinations, and even at some point control the actions of those around her with Rm (30) ability. The mermaid's use of her powers are geared towards three primary goals: 1. Return to her own waters with a crew to devour, 2. impregnate an appropriate mate, 3. cause turmoil and paranoia to achieve the first two goals. The mermaid also prefers to use her powers while her victims are dreaming, utilizing the unconscious mind of the victims as much as possible. Finally, the mermaid will 'bond' with appropriate victim (usually female as seen in both the movie and the DVD extra) who will be chosen to be the queen's *mate*. This bond will be strong (+1CS to her telepathy for the purposes of communication and control), and is usually the only one left alive (as seen in the two cases).
- Telelocation: Home Waters; The Mermaid always knows the direction to her home waters, regardless of where she is or where she ends up.
The Mermaid has several advantages in mermaid form, including:
- Water Freedom
- Water Breating
- Hyper-Swimming: Ex (20)
- Recovery: Rm (30) intensity recovery
- Physically Pleasing: The Mermaid is physically pleasing to look at, which initially will cause those who see her to make a Psyche FEAT. A white result means the victim has become enthralled, which grants the mermaid a +1CS to her telepathic manipulations.
Sirin Form
Upon nearing home waters (or whenever, it isn't clearly stated), the mermaid changes to her natural form, that of a monstrous eel-like creature who is capable of greater physical abilities and is dangerous. The Sirin gains the following:
- Adjusted FASE: See the adjusted FASE. Once the sirin has transformed, her physical prowess and her health become greater.
- Armored Skin: The Sirin has Gd (10) armored skin, and is shown to occasionally ignore small-arms fire from the period.
- Claws: The Sirin's claws are capable of shredding things with Ex (20) ability, halving effective body armor or material strength to rank.
- Bite: The Sirin's bite is capable of severing bone, with Rm (30) intensity strength.
- Poison: Although not expressly stated in the movie (but included in the DVD extra and the action figure), the She-Creature has poison glands similar to sea urchin poison and can inflict it with a bite. The poison does Ex (20) damage.
- Low-light vision: The Sirin can see in near total natural darkness with Ex (20) ability.
- Additional abilities: The Sirin possesses its faculties and other attributes/powers while in the larger Sirin form.
The Queen Sirin
The Sirin seen in the movies is considered the 'Queen' version, which explains both the higher Intuition and Psyche scores. a typical Sirin would probably have R: Gd (10) I: Ex (20) P: Ex (20), but have probably similar FASE abilities (Maybe -1CS to both Strength and Endurance). The Queen Sirin is also capable of impregnating a female victim, as seen in both the movie and dvd extras. The child will be normal for some time, but eventually will find themselves drawn to the sea and will join the pack as it were after a transformation at around the end of adolescence.
Limitations:
Monstrous Aura: Despite how the creature looks, a feeling of unease settles around people. This feeling gives an inital -1CS to the Creature's abilities which fades with contact.
Predator: The creature is a predator, and is geared primarily for survival, hunting, and breeding. To act against its nature would require a Psyche FEAT at -2CS.
Monstrous Visage: The creature in its sirin form is absolutely horrifying. As such, it suffers a -2CS situation/reaction/interaction effect.
No comments:
Post a Comment