Saturday, September 29, 2018

Agents Fox Mulder and Dana Scully from 'The X-Files'


’Trust No One‘








Fox Mulder






Fox William Mulder

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

Health: 42
Karma: 80
Popularity: 0/-2/5/-5/0 (Initially to the public, inside the FBI, Generally after the exposure for high-profile cases, as a wanted fugitive, after the 2nd movie)
Resources: Gd (10)

Talents:
Fox Mulder is incredibly intelligent, displaying the following skills:

  • Law Enforcement*
  • Firearms
  • Detective/Espionage
  • Knowledge: Government Conspiracies
  • Knowledge: Paranormal
  • Knowledge: Weird Facts
  • Knowledge: Historical Figures
  • Anthropology
  • Knowledge: Alien Abductions
  • Knowledge: Cryptozoology
  • Psychology
  • Forensics
  • Parapsychology
  • Knowledge: Baseball
  • Knowledge: Classic Movies and TV shows
  • Scholar

Powers:
Mulder is a normal human (as close as one can get in the series), but has displayed the following power-like effects:
  • Photographic Recall: Mulder possesses a near-perfect memory with perfect recall, cited often as per the series. Mulder can recall specific details regarding the X-files or anything he has seen or read with a simple Reason FEAT.
  • I want To Believe: Mulder is a true believer, allowing the desire to know the truth carry him through difficult encounters and near-death experiences. In situations where Mulder is faced with a result vs. death or life-threatening situations during a case , Mulder can substitute his Psyche for his Fighting, Agility, or Endurance. This can only be done once per event.
  • Partners: Mulder can spend his own Karma on Scully's behalf in most situations as necessary.

Contacts:
Mulder has several contacts during the course of the series run: The mysterious Deep Throat and later the mysterious X, the conspiracy group The Lone Gunmen, various law enforcement agents, conspiracy groups, Frank Black, Director Walter Skinner, and of course, Dana Scully.

Limitations:
Fox has the following limitations:
  • Devoted to the Truth: Mulder will pursue the truth even if it kills him, which it almost has on numerous occasions.
  • Powerful Enemies: Mulder has powerful enemies within the Alien Conspiracy.
  • Finding out the truth about Samantha: Fox is obsessed in finding out what happened to his sister Samantha, to the point he suffers a -1CS to Psyche when confronted with the possibility of knowing.
  • Devoted to Scully: Mulder would do practically anything for his partner Scully, especially later on.
  • Escaped Criminal: For a time, Fox Mulder was considered a wanted criminal who had escaped from prison's death row.
  • Spooky: Mulder is known to the law-enforcement community as a spooky guys - a nick-name that was given to him at Oxford and during his first days of the FBI.
  • Enemy: Cigarette-Smoking Man: His main nemesis and adversary.

Dana Scully







Dana Katherine Scully

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

Health: 46
Karma: 70
Popularity: 0/-2 (Normally/within the FBI after being assigned to the X-Files)

Talents:
Dana Scully is a very intelligent agent with the following skills:


  • Law Enforcement*
  • Firearms
  • Physics
  • Medicine*
  • Molecular Biology
  • Knowledge: Literature
  • Instructor*
  • Psychology
  • Forensics
  • markswoman*
  • Detective/Espionage
  • Scholar

Powers:
Scully is fairly normal, although several theories exist regarding her eventual life-span due to the chip implanted in her neck (During 2nd/3rd season):
  • Longevity/Immortal: Due to the actions of both by the Cigarette-Smoking Man and Alfred Fellig, Scully may have inadvertently gained a type of immortality or prolonged life. Although this was not confirmed, it is worth bringing up as others in the series have (including Clyde Bruckman who was able to see how a person dies and later members of the conspiracy). It's a theory, but it does have a great deal of suggestive evidence.
  • A skeptical Voice: Early on, Scully was the skeptic to Mulder's believer, often trying to find logical solutions to the cases in which they worked. When presented with a case that has some evidence in the scientific, Scully gains a +1cs to reason and intuition checks in order to provide logical solutions to issues. Later, Scully adopts more of a believer's mentality, but remains able to draw upon her skeptical voice during later events.
  • Partners: Scully can spend his own Karma on Mulder's behalf in most situations as necessary from about the end of season 1 onward.

Contacts:
Scully has a wealth of contacts in her professional careers as a doctor and physicist, including former associates and co-workers. Scully is close to Walter Skinner, her former boss at the FBI and later John Doggett, her partner while Mulder had disappeared.

Limitations:
Dana has the following limitations:
  • A skeptic's voice: It takes Dana some time to believe things that she has experienced and seen. Although Dana is no fool, she will try to rationalize some elements or find logical solutions.
  • Powerful Enemies: Scully has powerful enemies within the Alien Conspiracy.
  • Protecting Fox and William, her son: Dana seeks to protect Fox and their son William at any cost (Including leaving her son somewhere she or the conspiracy will ever find him. Dana is at a -1CS when attempting to act in situations where Fox or William are directly at risk.
  • Devoted to Mulder: Mulder would do practically anything for his partner Mulder especially later on..

The Cigarette Smoking Man (CSM) from 'The X-Files'

'Extraordinary men are always most tempted by the most ordinary things.'




The Cigarette Smoking Man, The Smoking Man,

F: Ex (20)
A:Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Am (50)

Health: 56
Karma: 90
Popularity: 0* (See Below)
Resources: Gd (10) (Personal), Mn (75) (accessible)

Talents:
The CSM has many, many skills in years of service to the government and the shadowy conspiracy
  • Military
  • Covert Operations
  • Bureaucracy
  • Firearms
  • Detective/Espionage
  • Crime*
  • Knowledge: Conspiracies
  • Knowledge: Literature
  • Knowledge: Philosophy
  • Knowledge: Pilot
  • Knowledge: Edged Weapons (knives)
  • Advanced Intelligence Gathering Methods
  • First Aid
  • Knowledge: Human Nature
  • Law Enforcement*

Powers:
  • Indomitable Will: The CSM has a will which simply astounds: He cannot be intimidated, he cannot be swayed, and he can ignore certain things simply out of principal and his position within the conspiracies. For the purposes of the game, the CSM can substitute his Psyche score for any Psyche or Intuition effect FEAT he has to make. This does not mean the CSM can avoid damage or significant physical effects, it means simply that he cannot be affected, made afraid, or other game effects dealing with willpower or emotional control without having the ability to roll on the higher column. This ability explains how the CSM is able to effectively deal with various effects he's under. It is clearly stated by Chris Carter that the CSM is immune to fear of death in any way shape or form (cited from various sources). Even when facing his own death, the CSM seemed 'eh' about it.
  • Ghost in the Machine: Outside of a select few, there are no records of the CSM anywhere (which explains his popularity score). The Lone Gunmen were only able to produce a record they *thought* was accurate on the CSM, which was contradicted by evidence later on. The CSM has the authority to operate, but no one really knows who he is or what his purpose is.

Contacts:
At different points throughout his, the CSM has had unparalleled access and support from the Federal government and the conspiracies (specifically the Syndicate) within. The CSM has access at different points in the series to Mn (75) resources (The whole Federal level), and will always ensure the Buffalo Bills will never go to the Super Bowl and win.

Limitations:
  • Overconfident: The CSM is extraordinarily overconfident, which has been his failing at different points.
  • Enemies: The CSM has a multitude of enemies, ranging from Mulder and Scully to other high-connected members within the Syndicate.
  • Obsession: The CSM is seemingly obsessed with keeping all details of his life private, except when writing.
  • Obsession: Fox Mulder: The CSM is obsessed with Fox Mulder at different points due to a private connection.
  • Trademark: The CSM is usually seen smoking, specifically Morley cigarettes (Hence his name).

The Strigoi from 'The Strain' and the infection rules.





Infection:

Initial Stage: The Strigoi begin as an infection from a helminth (capillary worm) from either direct infection or by wounding from a Strigoi's stinger. Upon a successful Yellow Fighting FEAT, the Strigoi can infect a victim, requiring a Red Endurance FEAT vs. Rm (30) intensity to resist. Once the infection has taken place, a mutagenic change begins within the victim, transforming them into a Strigoi themselves.

Secondary Stage: Over the course of the next 48 hours (depending on the speed of the infection and other situations, usually an opposed Psyche FEAT vs Am (50) intensity), the individual begins to change. A 3' long barbed proboscis develops, ended with a powerful stinger which is used in the feeding process. The skin of the victim begins to lose all pigmentation, body hair, and secondary sexual organs. In addition, the victim's ears become shorter and more pointed, and the victim's nose either falls off or recedes. The newly created Strigoi will flock to the master Strigoi, having very little coordination or agility, seemingly almost clumsy in their ability to attack or move. During the secondary stage, the newly created Strigoi will hunt in packs and will have very little in common with the person they were, save for seeking out their family members and close associates in order to infect.

Third Stage: Between the first 48 hours and three months, the Strigoi gain better control over themselves and become more efficient hunters. The Strigoi's Agility, Strength, and Endurance is greatly increased, able to scale buildings and move with faster than human speed. The Strigoi are considered 'matured' at this stage, and are often encountered in packs of between six to ten at any given encounter.

Stage One Stage Two Stage Three
F: No Change - 1cs +1cs
A: No Change - 2cs +1cs
S: No Change +1cs +1cs
E: - 2cs +1cs + 2cs
R: No Change - 2cs No Change
I: - 1cs - 1cs +1cs
P: - 1cs - 2cs - 2cs

Minimum Ability can reach: Fe (2)
Maximum Ability can reach: In (40)

Health: Depends on Stage
Karma: Stage 1: Standard, Stage 2: 0 Stage 3: 0
Popularity: 0/ -10/-20
Resources: N/A for the most part, although those placed within high points of society have access to their resources.

Talents:
Depending on their creation, the Strigoi will have their normal talents albeit some of them will be unable to be utilized (See Limitations).

Powers:
Strigori Vampire: All strigoi gain superhuman abilities upon their conversion beginning at stage 1, and have the following abilities:

  • Immortality: In essence, the strigoi are immortal, capable of existing for thousands of years under the right conditions.The only proven way to kill strigoi are: Decapitation or severing the spinal cord, silver weaponry, sunlight, or extreme violence.
  • Proboscis: Each strigoi has a 3' proboscis with stinger, used in both feeding and infection. The strigoi can attack opponents within the same area, infecting individuals with a successful FEAT (See above). The stinger does Ex (20) edged damage, halving effective body armor.
  • Bio-Vampirism*: The strigoi are vampires, requiring fresh blood to survive, and are able to heal and recover endurance while feeding. The strigoi must use their stinger to feed.
  • Talons: Beginning in stage 2, the Strigoi develop large talons on their hands and feet which aid them in attacking and locomotion. Strigoi can shred opponents with their talons, doing up to Rm (30) edged damage. In addition, the Strigoi can use their talons to climb sheer surfaces (Ex (20) spider-climb).
  • Hyper Leaping: Beginning in stage 3, the strigoi can leap greater distances with Ex (20) ability
  • Hyper Movement: Strigoi are slightly faster than humans, able to move three areas a round.
  • Enhanced Senses: Strigoi have incredible senses, able to see a potential victim's heat signature, hear heartbeats from a fair distance, and discern carbon dioxide from breathing. These superior senses begin during stage 1 at gd (10) and can grow to Rm (30) by stage 3.
  • Telepathy: Beginning stage 1, strigoi can begin to read thoughts of victims with gd (10) intensity, growing to Rm (30) by stage 3. The telepathy allows the strigoi to apparently 'speak' to individuals (See Limitations) by mimicking speech.
  • Hive-Mind: All strigoi are connected to the ancients, with various factions being connected to one of the seven ancients. These ancient masters have complete control over their strigoi, and are aware of their every action, able to directly control each member. The strigoi share this hive mind at Mn (75) ability, unable or unwilling to act against their master/creator.
  • Telelocation: Loved Ones: Each strigoi seems able to find their loved ones - family, closest friends, and/or associates with Rm (30) ability. The strigoi seek to infect their loved ones first - thus spreading the infection and master's control.


Contacts:
The strigoi no longer have the human contacts they had in life, although they could fake it before being revealed. All strigoi are connected to their master.

Limitations:
All strigoi have the following limitations:
  • Hideous Appearance: Strigoi suffer a -2cs reaction bonus when first encountered, and a -1cs reaction bonus each time after that.
  • Lethal Vulnerability: UV Light: Strigoi are extremely vulnerable to sunlight and concentrated UV light, suffering a +2cs damage to rank (Un (100) max) as well as a -2cs to Endurance ranks each round exposed.
  • Fatal Vulnerability: Silver: Silver does an additional +2cs damage, followed by a -2cs to Endurance each round damage is inflicted.
  • Revelation: Silver: Silver reveals a strigoi's presence by vibrating in the presence of them. In addition, if a strigoi is seen in a silver mirror, they seem 'distorted' or vibrating at high speed.
  • Silent: Strigoi cannot normally speak, as their stinger prevents it.
  • Interconnected to their Master: The strigoi are connected to their master, and must obey him/her/it without question. Should the Master perish, the strigoi perish (no Endurance FEAT, each strigoi begin the dying process).
  • Unable to cross running water: For some reason, strigoi cannot willing cross running water. Whether this is a weakness or a psychological limitation, it is never fully explained.

Martian Invaders from 'War of the Worlds' (1953 Movie Version)

Typical Martian





F: Typ (06)
A: Typ (06)
S: Pr (04)
E: Gd (10)
R: Ex (20)
I: Typ (06)
P: Gd (10)

Health: 26
Karma: 36
Popularity: - 50 (Worldwide)
Resources: Un (100) as a group - N/A as individuals.

Talents:
Martians possess many advancements and skills - Most of which for the purposes of this write-up are inferred:

  • Pilot: starship
  • Pilot: tripod
  • Astrogation
  • Knowledge: Martian Culture
  • Military
  • Energy Weapons
  • Science: Advanced

Powers:
Martian Physiology: The standard Martian's physiology is incredibly efficient, granting them the following abilities:
  • Telepathy/Hive Mind: The Martians communicate with each other via a telepathic means, utilizing higher brain conditioning. The Martian telepathy is fairly standard, and operates at Gd (10) in normal circumstances, Ex (20) within a collective of martians.
  • Advanced Resistances: The Martians are resistant to toxins and poisons (but not disease, see below), and are considered to have Ex(20) protection.
  • Ultra-vision: the Martian visual cortex allows them a type of ultra-vision at Gd (10).

Contacts:

Martians have contacts with their own people.

Limitations:
Martians have the following limitations:
  • Non-Human Appearance: The Martians have a non-human appearance, and are -2CS for the purposes of reaction and effects during first encounter.
  • Immune System Failure: Martians are highly susceptible to terrestrial bacteria, which is considered lethal. Upon first exposure, a Martian must make an Endurance FEAT vs. Death. A White Result means death will occur in 4-6 Hours, a Green Result means 1-2 days, a Yellow Result 2-4 days, and a Red result means 4-12 days.
  • Gravitational Issues: The Martians have some problems in Earth's heavy gravity, causing them to suffer -1CS Agility.


Martian Tripod (1953 version)







Speed: Rm (30) Control: Rm (30) Body: Am (50) Protection: Am (50) (See Below)*

Martian Tripods look as if they are floating manta-shaped creatures, but are actually supported by three invisible 'legs', which allow them to move over all terrain types. The Martian Tripod utilizes a magnetic field that surrounds it, granting it additional protection of Mn (75), as well as complete protection against Energy attacks at Shift-Z (500). The field survived a direct hit from a nuclear device without slowing the machine down in any way, shape, or form. The Martian Tripod is self-contained, allowing an unknown number of Martians to pilot.

The main weapon of the Martian Tripod is the Heat Beam, which utilizes a Shift-X (150) direct heat attack. This weapon can fired once per round, and can target objects ranging as human-sized to ship/battleship scale. The Tripods work in unison as a continuous firing line. A secondary weapon, the Skeleton-Ray is shown which is a short-range pulse disintegration weapon which does Mn (75) damage and can be used once per round, including the same round as the heat beam.

Tripods are the ground forces for the Martian invasion, and are not built to withstand space-travel. They can apparently submerge and navigate like a ship. Martian Tripods have a distinctive sound due to their travel, which can be heard up to miles away.

Gambit, the mutant thief (A Pre-2000 Write-up)








F RM (30)
A IN (40)
S GD (10)
E IN (40)
R GD (10)
I EX (20)
P RM (30)
Health: 120
Karma: 70
Resources: Typ (6)
Popularity: 0





TALENTS
Thief*, Crime, Acrobatics, Tumbling, MA: A,
MA: C, Blunt Weapons, Trivia: X-Men
Protocols, Trivia: Marauder Protocols, Trivia:
Thieves Guild Protocols


 POWERS
Kinetic Charge: Gambit is capable of embuing non-organic materials with kinetic energy, causing them to explode with great force. Gambit can imbue items up to Mn (75) ability, limited by the size of the object and the limits of Gambit’s endurance. Gambit can control the charge in an object, and has developed the following Power Stunt:
  • Card Toss: Gambit can toss a charged card with IN (40) Kinetic charge up to one area.
Regeneration*: Gambit apparently is capable of healing from grievous wounds with Gd (10) ability Latent Psionic: Gambit has latent psionic abilities, which include:
  • Psi- Screen: Am (50)
  • Emotion Control: Gd (10)
EQUIPMENT
Collapsible Staff: Am (50) Mat Str, Rm (30) Blunt Damage. Gambit can focus his Kinetic Charge through his staff without Damaging for impact effect.

CONTACTS
X-Men (High), Rogue (High), Courier (Mid)

Zombies from 'Dawn of the Dead' (Zach Snyder Version)

'When there is no more room in hell, the dead will walk the earth.'
 
Typical Snyder Zombies










F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Fe (02)
I: Gd (10)
P: Fe (02)

Health: 36
Karma: 14
Popularity: 0*, although to the living, the group as a whole have a - 50 popularity.
Resources: N/A

Talents:
None, whatever skills or talents possessed in life are lost during the conversion.

Powers
Zombie State: The Snyder Zombies are undead creatures who exist purely to devour the flesh of the living. Unlike other zombies, the Snyder Zombies tend to maintain their speed and stamina longer, capable of moving at their top speed even during advanced stages of decomposition. The Snyder Zombies have the following abilities due to their state:

  • Undead: The Snyder Zombies are typical undead zombies - They cannot be stunned or killed through conventional means, except a shot the head, decapitation, or any other effect which destroys the brain. Snyder Zombies are immune to toxins, disease, poisons, and other similar effects. The Snyder Zombies do not have any additional damage protection, but are simply not affected by such, capable of ignoring limbs being missing, grievious bodily harm, etc.
  • Movement: Snyder Zombies are capable of full movevment and agility actions regardless of the state of their being. Snyder Zombies can move up to two areas per round and make 'push' their endurance for a full-on run for limited periods of time. As they do not tire, they can run for several blocks before losing interest or being unable to maintain speed.
  • Horde Mentality: The Snyder Zombies are much more like a group of pack hunters - easily spotting prey, moving in as a group, and attacking full-bore. The Snyder Zombies will opt for easier prey when presented with it, so if two people are running and one falls, the entire horde will stop to finish off the downed victim. Unlike other zombies, the Snyder Zombies seem to take their queues from an almost animal presence within them, attacking the easiest prey and throwing themselves fully at an object or defenses to breach them.
  • Zombification: Unlike Romero Zombies or Walking Dead zombies, the only way to become a Snyder Zombie is through a bite. The dead who are not bitten do not rise as zombies, nor can they rise even if feasted upon. If a Snyder Zombie gets a Red Fighting FEAT against an opponent, they have achieved a bite. The victim will have two minutes to two days before they turn, requiring an additional Endurance FEAT for every hour they are affected. For every two hours, the victim's Endurance drops by -1cs until reaching Shift 0. Once either the victim has failed an Endurance FEAT or reaches Shift 0 Endurance, they will Immediately turn, as seen with ana's husband Luis and countless others. The cause of the zombie 'virus' is unknown, and treatments do not seem to be working. It is assumed a cause can be discovered with a character who has In (40) reason and skills related to biology/medicine, but that's just a guess and left up to the Judge's discretion.

Contacts:
No Snyder Zombies have contacts. They will not recognize contacts nor will they be able to be socialized like Bub or Big Daddy.

Limitations:
Snyder Zombies have the following limitations:
  • Hideous Appearance: Snyder Zombies often look like they have been through serious trauma, and cannot hide what they are. They suffer -1cs reaction bonuses.
  • Animal Intelligence: The Snyder Zombies are little more than animals, and cannot 'learn' or adapt accordingly. The strength is in the mass/horde.
  • Sole Purpose: The Snyder Zombie's sole purpose is infecting others and feasting on flesh. There are no other purposes and cannot be resisted.

Notes:
Again, the Snyder Zombie has since been repeated in different literature, movies, and entertainment. I think that it's difficult to fully address the differences in those respects, but I think it was important to include them and I think that Snyder Zombies can be quite terrifying.

And no, no zombie baby stats....

Well...


ZOMBIE BABY:







F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: Fe (2)
I: Fe (2)
P: Fe (2)

Health: 8
Karma: 6
Pop: 0
Re: N/A

Talents: None
Powers: See Snyder Zombie - only smaller and baby-like
Contacts: Uh....
Limitations: See Snyder Zombies and also...a baby.

Gabriel from 'The Prophecy'




'I'm an angel. I kill firstborns while their mamas watch. I turn cities into salt. I even, when I feel like it, rip the souls from little girls, and from now till kingdom come, the only thing you can count on in your existence is never understanding why.'







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

Health: 140
Karma: 145
Popularity: *
Resources: *

Talents: Conceivably, Gabriel could have nearly all of the fighting talents and weapons talents as a being literally older than recorded history, as well as a diverse amount of talents. As such, this write-up is only focusing on the talents displayed within The Prophecy and not the follow-up movies or folklore/religion.
Sharp Weapons
Mystic Origin*
- Occult Lore: Angelic
- Occult Lore: Demonic
- Occult Lore: Places of Power
Religion
Acrobatics
Resist: Domination*
Ancient History
Ancient Languages
Musician

Powers:
Angelic Nature: Gabriel is an angel, and cannot be killed in conventional means. Gabriel does not need rest, does not suffer from disease, toxins, radiation, or any of the traditional vulnerabilities of the flesh. In The Prophecy, the only certain way to kill an angel is to remove their heart, which renders them inert/dead. As the angel of death and the central villain of the movie, Gabriel displayed the following abilities:
  • Invulnerability: To aging, toxins, radiation, fire, disease, pain, and death
  • Mystical detection: Gabriel can sense mystical effects through sight and most importantly, smell.
  • Animate Dead*: Gabriel can prolong death among those who have attempted suicide and have yet to cross over. Gabriel can force the unfortunate spirits to resume residence in their bodies if they are brain dead, and force them to do his will. Gabriel does this with a Psyche FEAT versus the target's psyche. Should the victim die through conventional means or be mortally wounded, the victim cannot be 'raised' again, forcing Gabriel to find a new thrall. Gabriel cannot have more than one thrall at a time.
  • Teleportation*: Gabriel can teleport in a burst of ravens to different locations that are either line of sight or known to him.
  • Telepathy: Gabriel can read the minds of all mortal beings with Rm (30) ability, allowing him to also probe an individual's memories and/or control/influence animals.
  • Angelic sense: Gabriel can sense the presence of other angels and individuals touched by angels (no pun intended) with Am (50) intensity, limited to line of sight or a 2-area range.
  • Healing: While Gabriel's corporeal body cannot be killed, Gabriel can sustain wounds and damage that are apparent, requiring him to spend 1 - 10 rounds to heal such damage. Gabriel can heal such wounds quickly through ingestion of sugar for some reason (As shown with all angels in later movies).
  • True Sight: Gabriel sees things as they truly are with Ex (20) ability
  • Mystical Attacks: All of Gabriel's attacks are considered mystical, and as such, do strength damage, halving body armor and suffering no resistance. Gabriel can easy shred through standard non-mystical materials and can pull a heart from a human chest.
  • Exorcism: It is assumed at Gabriel and most of the other angels possess the ability to draw spirits and such beings from other bodies with an opposed Psyche FEAT.
Gabriel's horn: featured in the movie as more of a prop, Gabriel's horn does Am (50) sonic generation and treats as a mystical attack, capable of shattering glass or affecting specific targets within an area. Gabriel can allow others to use the horn if he holds it, as seen in the movie.

Contacts:
The Host: Gabriel had many contacts within the Heavenly Host prior to the schism, and as such has contacts within his own faction.


Limitations:
  • No working knowledge of Technology: Gabriel does not have knowledge of technology, and must have individuals drive him or use certain technology. While not significant, Gabriel's inability to use technology may be more significant that just ignorance.
  • Enemies: Among Gabriel's enemies are Lucifer and other members of the opposing factions of angels.
  • Arrogance: Gabriel is extremely arrogant and vindictive towards humanity.

Dr. Syn, the Scarecrow of Romney Marsh

AhahahahahHAHHAHAHAHAHAHHAHAA!

Created to protect associates and congressional members, pirate-turned-vicar Christopher Syn donned a tattered costume and eerie paint, becoming the notorious and terrifying Scarecrow - Enemy to the unfairness of the crown. The Scarecrow of Romney Marsh.



The Scarecrow of Romney Marsh






Doctor Christopher Syn, Captain Clegg, and assorted other aliases.

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

Health: 90
Karma: 90
Popularity: (as Dr. Syn, Vicar) 2, (As Captain Clegg) - 5 (As the Scarecrow) 10/-10

Talents:
Christopher Syn was a genius scholar and possessed many skills, including:

  • Crime*
  • Religion
  • Firearms
  • Swords
  • Horsemanship
  • Navigation
  • Sailing
  • theatrics
  • Detective/Espionage
  • Unarmed Fighting
  • Scholar*
  • Multi-Lingual
  • Marksman*
  • Acting
  • Leadership*
  • Small Unit Tactics

Powers:
The Scarecrow had no real powers, but had several power-like effects:
  • Eerie Cackle: The Scarecrow could cackle with an almost inhuman ability, which would terrify normal individuals causing fear at Typical (06) Intensity.
  • Iron Will: Syn could ignore effects and damage (as stated in the books, he possessed inhuman endurance) with Ex (20) ability.
  • Pulp Hero Luck: Although slightly ahead of the pulp hero mold, Syn can re-roll a single result during a combat and/or automatically make an Endurance FEAT vs. Death during a combat. Syn escaped from many different situations apparently through sheer will and luck.


Contacts:
Syn had many contacts throughout his life, both as the infamous pirate Captain Clegg and as his role as vicar. Syn's closest contacts included his most trusted aide, Mr. Mipps. Syn cultivated many, many contacts during his adventures and pursuit of his enemy.

Limitations:
Syn had his fair share of limitations:
  • Secret ID: Only a few people alive knew that Christopher Syn was Captain Clegg or the Scarecrow. As such, it was a well-kept secret.
  • Vengeful: Syn was very vengeful if he felt he had been wronged or justice had not been done.
  • Obsession: Syn was obsessed with gaining revenge on his former wife Imogene and her husband Nicholas Tappit.
  • Dedicated: Syn was dedicated to protect those who were his parishioners.




The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




The Scarecrow/The Straw Man/countless other names throughout history

F: Rm (30)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Mn (75)

Health: 150
Karma: 115
Popularity: - 5 (As an eerie avenger), - 10 (To occultists) - 30 (To the cultists of Kalumai)
Resources: Depending on the version depends on the resources. Normally not applicable in the Earth dimension (See below)

Talents:
The Scarecrow is a spirit of vengeance and fear, and has displayed the following talents:

  • Mystic Origin*
  • Psi-Screen*
  • Unarmed Combat
  • Acrobatics
  • Tumbling
  • Knowledge: Demonology
  • Knowledge: Mystical Cults

Powers:
Spirit of Vengeance: The Scarecrow is clearly of vengeance, tied to the mortal world through a large painting of itself. Roused when the blood of innocent is shed against the painting, the Scarecrow animates a lifeless body made of straw and sand to act as a proxy or avatar. The spirit itself is immortal and incapable of being destroyed through normal means, and possesses the following abilities while in its avatar form:
  • Unliving Body: The Scarecrow's avatar is essentially unliving matter - pr (4) material strength to be specific. The Scarecrow is immune to toxins, disease, poisons, sleep or unconscious effects (such as stun), and simply ignores damage effects done to it, unless by fire. The Scarecrow's health can still be reduced to 0, at which point the body collapses and the Scarecrow is sent back to its own dimension for some time. The Scarecrow is essentially immortal: It cannot lose Endurance ranks or suffer from vampiric effects that would drain Endurance ranks as its avatar is only a link to the material world, which can be remade/rebuilt after a period of 24 hours (usually).
  • A being of Fear: The Scarecrow can cause Am (50) fear by laughing, and can freeze individuals in place by locking eyes with them (which forces an opposed Psyche FEAT). The Scarecrow actually thrives of fear, which allows it to raise its FASE when it generates significant fear in a target or targets. For every five (5) targets affected, the Scarecrow gains a +1cs to its Fighting and Agility (Maximum Mn (75)). The Scarecrow can also enhanced or cancel fear effects simply through an act of will if generated by someone else.
  • Plant Control: The Scarecrow seems to have complete control over vegetation, granting it Am (50) plant control, growth, and shrinking. The Scarecrow can twist normal vegetation into horrific shapes (Trees growing gigantic thorns and the like).
  • Telepathy: The Scarecrow doesn't speak (in its first few incarnations) but seems to completely understand and anticipate the actions of those around it 'as if it can read our minds'. For the purposes of this write-up, it is suggested that the Scarecrow has Rm (30) telepathy.
  • Weather Control: The Scarecrow can control local weather patterns with Rm (30) ability, most favorably creating storms and large fog banks in which to strike.
  • Stealth: The Scarecrow has the unnatural ability to not be detected - completely able to get the drop on experienced individuals suggesting it possesses the stealth power and Rm (30).
  • Animal Control: Crows: The Scarecrow has shown it can control crows with Mn (75) ability, allowing it to summon large murders of crows to do its bidding.
  • Other abilities: As it is suggested, the Scarecrow is actually a dimensional entity which acts in the world of man. As such, it possesses a far greater range of abilities in its home dimension or when it can manifest them.


Contacts:
The Scarecrow is connected to three humans who currently share custody of its portrait - Brothers Dave and Jess Duncan, associate Harmony Maxwell, The Thing, and Doctor Strange could be called on as allies.

Limitations:

The Scarecrow has shown several key vulnerabilities:
  • Fire: Fire quickly destroys the Scarecrow avatar, doing an additional +2cs damage and removing an Endurance rank permanently from the current avatar when burned. Fire is the easiest and most direct method of destroying one of the Scarecrow's avatars.
  • Linked to portrait: The Scarecrow is directly linked to the large portrait of itself, artist unknown. The portrait serves as the Scarecrow's conduit between its home dimension and Earth, and it is through the portrait that is is able to draw itself into the world of man. As shown by the team-up with the Thing, the portrait is the sole means the Scarecrow can access our world.
  • Avenger: the Scarecrow is a dedicated protector and avenger of the innocent, and will kill to protect and avenge those who have been wronged. The Scarecrow will not hesitate to do this.
  • Mute: The Scarecrow is mute (Although yes, later, it can 'speak' telepathically).
  • Hideous: The Scarecrow is obviously not human, suffering a -1cs to reaction bonuses.

Tuesday, September 25, 2018

Ethan Chandler from 'Penny Dreadful'







Ethan Lawrence Talbot








F: Ex (20)/Rm (30)
A: Rm (30)/In (40)
S: Gd (10)/Ex (20)
E: Ex (20)/In (40)
R: Gd (10)/Pr (04)
I: In (40)
P: Ex (20)*

Health: 46
Karma: 110
Resources: Rm (30)
Popularity: 0*/40 (In occult circles, especially extra-dimensional circles)

Talents:
Ethan has developed many skills in his life, including but not limited to:

Mystic Origin*
Marksman*
Firearms
Knowledge: History (American West)
Heir to Fortune*
Hunting/Tracking
Brawling
Sharp Weapons
Knowledge: Religion
Knowledge: Multi-Lingual (English, Apache, Latin, and Spanish)


Powers:
Curse of Lycanthrope:
Ethan is cursed with lycanthrope, becoming a werewolf on the nights of the full moon. As a blessing and a curse, Ethan has several advantages as being a werewolf, including his increased skill, dexterity, endurance, and strength. Ethan’s abilities include:

  • Tracking: Ethan can track with Rm (30) ability.
  • Natural Weaponry: Claws: Ethan can rend flesh with Ex (20) ability, halving effective body armor. Ethan’s attacks are considered mystical and slashing.
  • Hyper Running: Ethan can move at Gd (10) land-speed when transformed.
  • Natural Weaponry: Bite: Ethan can do Rm (30) edged damage with a bite, and may be able to spread lycanthrope with such. Ethan’s bite requires the victim to make an Endurance FEAT vs. Rm (30) intensity or contract the disease/curse.
  • Berserker: Ethan has no control of himself while transformed, rending friend and foe alike when the beast takes over. Ethan has only faintest memories of what he has done while a beast, and may indeed be responsible for several murders in London and definitely responsible for the Mariner Inn massacre. The only person who seems to be able to calm Ethan at any level is Vanessa Ives.
  • The God’s Wolf (Wolf of God): Ethan is recognized as something special and is dangerous in the presence of the night comers and infected. As such, Ethan does +1cs damage when facing either while transformed.
  • Predatory Senses: Ethan’s senses are slightly greater while in human form, partially allowing for his impressive reflexes, reactions, and sight. Ethan is considered to have Pr (04) enhanced senses while in human form, and Ex (20) enhanced senses while in his transformed state.
  • Affinity with wolves: Ethan can seemingly bond and perhaps even control wolves with Gd (10) ability.

Contacts:
Ethan has few contacts that he’ll rely on. Sir Malcolm Murray sees Ethan as a surrogate son, Sembe while alive would consider Ethan a friend. Ethan was close to Dorian Gray at one time and Victor Frankenstein, but one would assume that neither are as close after the last events of the Penny Dreadful series. Kaetenay would be considered a contact, Hecate Poole if she had lived. Ferdinand Lyle, a director for the British Museum seems rather taken with Ethan, but Ethan’s best contact would be Vanessa Ives.


Limitations:
  • Cursed: Ethan is cursed with Lycanthrope, and has no control of himself at any level when transformed. Ethan is bound to the lunar cycle, and has often lost control with no memory of his actions.
  • Hunted: Ethan is hunted by his father, who has sent bounty hunters to return him to the United States. As such, Ethan is pursued and assumes several identities. Ethan’s father has Rm (30) resources to spend on such a thing (in Victorian times, In (40) in modern day) to bring Ethan home.
  • Wanted: Ethan is wanted for his actions in the Mariner Inn Massacre and the belief he is tied to subsequent killings. As such, Ethan is considered a person of interest in several murders and actively pursued by Scotland Yard.
  • Loyal:Ethan is extraordinarily loyal to Vanessa Ives, and would do anything for her.


Job Kraus from 'Still Life with Crows'






F: Ex (20)
A: Ex (20)
S: Ex (20)
E: In (40)
R: Pr (04)*
I: Ex (20)
P: Typ (06)

Health: 100
Karma: 36
Resources: Fe (02)
Popularity: -10* (See Limitations)

Talents:
Job Krauss has the following skills:
Knowledge: Medicine Creek area
Knowledge: Spelunker
Knowledge: Children’s Nursery Rhymes
Rabid Brawling
Artistic Expression*
Improvised Weaponry
Tracking and Shadowing
Blind-Fighting

Powers:

  • Physical Juggernaut: Job Kraus is a hulking figure, misshapen due to a childhood accident and forced to live underground in the Kraus family caves all of his life. As stated in the novel, Job is strong enough to pulverize rocks in his hands, break limbs with ease, and shear limbs free of attachment. In addition, Job’s endurance is considered a superhuman thing: Surviving a crippling accident in his youth, recovering to master his environment and surviving unseen for over fifty years, surviving various falls, gunshot wounds, and lacerations without slowing significantly down, and recovering from near fatal attacks in shorter times. While Job is not superhuman in the powered sense, his Endurance and tolerance to pain is considered extremely upper reaches of human. As such, Job can make Endurance FEATs to remain conscious when a stun or slam effect has been made once per encounter. Job ignores reduction effects to his FASE based on damage with a successful Endurance FEAT.
  • Artistic Savant: Job has had little formal education past his very earliest childhood, seemingly child-like and slow but possessing a keen intellect and ability to absorb information and create in bizarre means. By growing up in near total isolation and under the conditions of secrecy, Job has none the less trained himself artistically, unaware what he was doing was wrong. Job attempted to actually create physical versions of the nursery rhymes which were his favorite, for instance baking a man and filling him with snakes, snails and puppy dog tails (as per the rhyme). Job’s ability to gain knowledge is astounding, allowing him to repeat artistic creations with Gd (10) ability. It is debatable that Job’s intellect and reason are actually Pr (04), as it is to be assumed that he may have greater ability but lack of any education or social environments has stunted his faculties.
  • Sneak Attack: Job’s knowledge of his home area, especially the Kraus Caverns is second to none. Kraus’s lifetime of knowledge more than allows him to attack from concealment while in those locations. Job was able to successfully eliminate two teams of state police in combat armor, as well as severely damage several others. Job successfully also got the drop on Agent Pendergast, a special agent of the FBI with years of special forces training and an incredible sense of awareness. Targets must make an intuition FEAT against Ex (20) intensity or be caught by surprise. In the Kraus caverns, Job can use his talent and knowledge to increase the difficulty to Rm (30). Sense like Danger Sense, Tracking, or such are not affected by this ability.
  • Ideally adapted: Job Kraus has spent a lifetime in the darkness, and as such can see in very little light (actively avoiding it). As such, Job is not hindered in movement or vision in normal darkness.
Contacts:
Job has only one contact, his mother.


Limitations:

  • Hideous and Odorous Job is hideous in body and presence, granting him a -1cs to all reaction bonuses and social interactions. In addition, Job’s odor is one of the first things that alert someone to his presence, granting individuals an free Intuition FEAT to detect Job within an area.
  • Limited Understanding Job has very little understanding of people, the outside world, or anything short of his underground world. Job’s limited social interaction comes from his mother, and Job speaks in a combination of guttural noises and sing-song sort of child-like speech. Job’s inability to understand such things such as the outside world and/or people leads him to believing he is either playing a game or becoming enraged, reducing his ability to control himself or his actions. Job must make a Psyche FEAT when encountering someone or something, and then must also make a Psyche FEAT when provoked or if those people do not understand his reactions. Job’s inability to comprehend his own strength also means that he will react at full force physically. 

There are pictures of Job that have been done, but the description places him as a hulking figure with a baby-like face (always grinning) and wisps of white hair. 

Death from 'Final Destination'





 

Death is an invisible, relentless force that seeks revenge against those who evade its plans. Normally death is never felt nor is it encountered directly as entity or issue…but…. when those who are appointed to die through serious accidents or similar activities evade death (even unknowingly), death will become a remorseless force dedicated to rectifying the situation.

There are key situations with Death that occur to draw its ‘ire’:

Premonition: usually someone amid a large catastrophic accident has a psychic flash of the events that are about to transpire. These events follow a specific pattern and are usually most horrific. Victims of the events are shown to die in specific order – Either how they are arranged, proximity of themselves to the accident, or even the actual order of death with the last victim always being the person who had the premonition first.

Mechanically, the Judge has the players roll a Psyche FEAT secretly. These FEATS are arranged in order of success and rank. The highest actual roll followed by the highest rank determines the order in which Death had planned to take the characters. The person with the lowest roll has a flash/vision which lasts upwards of three minutes of a situation in which everyone dies…be it through natural or freak disaster. Should the character with the vision convince the people around him to leave or avoid the upcoming event, Death begins to ‘hunt’ the character along the established order.

Death Hunt: after 24 – 96 hours, Death begins to hunt the victims. No presence of Death is immediately detectable, save for perhaps a shadow or movement from the corner of the eye. Each victim must be aware of what is happening, but once aware they may make Intuition FEATS to spot situations in which Death may utilize or be encountered. Death will follow its list and attempt to set up situations which are gruesome and violent, murdering along that list until all victims that have ‘escaped’ it are dead. Death does not outwardly attack – instead what it does is create situations that will lead to fatal accidents by affecting the physical environment, unseen of course. Such things include opening a valve of compressed gas while working near flames, causing a lasik laser to malfunction, remove safeties from weapons, cause a freak garbage disposal accident, and weaken the restraints on parallel bars due a gymnastics event, and a sudden hit and run by a city bus among others. Each death is usually set up to be violent and extreme as revenge.

When Death moves on a character, the Judge makes a roll vs. Death against the character’s Endurance. If the Judge gains a success, the Judge waits for opportune moments to make the Character make a roll vs. Death against their Endurance Rank’s intensity with no Karma allowed. Should the character fail, they will encounter a situation which will be fairly normal, but immediately go into the dying process with the type of event being the manner of death (Slashing/Energy/Etc). The Judge is free to use whatever they wish to describe or enhance the scene.

The Rules of Death: Death must follow the rules as they are established – Although no one outside of a lone ME seems to know them immediately. Death must follow the order that was established in the accident, although Death is creative to interpret how to follow it. For instance, in the first Final Destination, Death followed the list according to seating arrangement. Should someone be able to ‘skip’ the order, Death skips them for a period of time. Another rule is that Death cannot take someone who is giving life, such as one with child. Death also does not kill those who are not ‘on the list’ (at least on the first few films). William Bludworth, owner of the Bludworth Mortuary seems to understand these rules and often cryptically offers the doomed victims the basics, but always informs them of the inevitability of death. It is fan-theorized that Bludworth is some sort of assistant to Death, but there is no proof of this.

As of the final film (and only the films…not the novel or anything else), there are no survivors still alive who have avoided Death. Perhaps that will change….

Dr. Frankenstein, Igor, and the Monster from 'Young Frankenstein'

Dr. Frederick Frankenstein




Frederick Frankenstein
”It’s pronounced Fronkensteen"

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

Health: 32
Karma: 60
Resources: Rm (30)
Popularity: 10*(As a leading doctor and neurological expert/-10 (As a Frankenstein)/As a leading community leader, entertainer, and neurological expert)

Talents:
Frederick has the following Talents:
Medicine*
Knowledge: Frankenstein Legacy
Knowledge: Experimental Biology
Knowledge: Forbidden Lore – Animation
Chemistry
Surgeon
Multi-Lingual: German, Latin, English
Engineering- Electrical
Knowledge: Education
Physics
Performer: Musician
Performer: Singer
Performer: Dancer

Powers:
None, save apparently an amazing schwanzstucker

Contacts:
Frederick Frankenstein has various contacts in the medical field and has redeemed (by movie’s end) his family name. Frankenstein also has contacts with his servants Igor and Inga (nee Baroness Frankenstein), Frau Blucher, and of course, the Monster. Frederick could also be considered at the end of the movie to have contacts still with his ex-fiance.


Limitations:
  • Obsessed:Frederick becomes obsessed with his family legacy after deny it for so, and will stop at nothing including self-harm to prove his grandfather’s ideas were not insane. Frederick risks his life to give some semblance of normalcy to the monster, and goes much farther (including elaborate choreography).
  • Familial Reputation: Until the end of the movie, Frankenstein suffers from the stigma of his family name, and the associated reputation that it puts upon him. Initially Frederick attempts to distance himself from his legacy, and is recognized as the great-grandson of Victor Frankenstein.

Igor (Pronounced ‘EYEGOR’)





"My grandfather used to work for your grandfather. Of course the rates have gone up.”

F: Pr (4)
A: Gd (10)
S: Pr (4)
E: Gd (10)
R: Typ (06)
I: Gd (10)
P: Gd (10)

Health: 28
Karma: 26
Resources: Pr (04) to Typ (06) depending.
Popularity: 0*

Talents:
Igor has the following talents:

Knowledge: Frankenstein Family
Knowledge: Domestic Service
Knowledge: Husbandry
Knowledge: Laboratory Technician
Knowledge: Area Knowledge
Crime* (He did do grave-robbing and broke into a brain depository after all)
Machinery Operation
Charades (Although not very good).


Powers:
High Pain Threshold: Igor is able to withstand a little more pain than a normal person, often being strangled and such. Igor could be considered to have Pr (4) pain threshold.

Quick Movement: Despite his obvious hump (which changes sides), Igor can cover great distances quickly (Like being on top of a parapet and then suddenly beside Dr. Frankestein). Igor can move a full 2 areas per round unhindered without breaking a sweat.

Contacts:
Igor of course can count on his employer and the other servants.

Limitations:
Odd: Igor’s style of dress, apparent deformities, and sexual innuendo make him rather….odd…on occasion. Igor’s hump switches sides, his eyes are gigantic, and he’s easily recognizable.

The Monster



Frederick Frankenstein’s Monster

"For as long as I can remember people have hated me. They looked at my face and my body and they ran away in horror. In my loneliness I decided that if I could not inspire love, which is my deepest hope, I would instead cause fear. I live because this poor half-crazed genius, has given me life. He alone held an image of me as something beautiful and then, when it would have been easy enough to stay out of danger, he used his own body as a guinea pig to give me a calmer brain and a somewhat more sophisticated way of expressing myself.”

F: Gd (10)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Typ (06)/Ex (20)
I: Ex (20)
P: Ex (20)/ Rm (30)

Health: 110
Karma: 46/70
Resources: Ex (20)
Popularity: -10 (Before the operation)/10 (After the Operation)

Talents:
The Monster has few talents prior to the operation, but they include:
Survival
Brawling
Performer: Dance

After the Operation, the Creature gains several of Dr. Frankenstein’s talents, and also adds
Business/Finance


Powers:
Surgical Composite: The monster is a combination of dead flesh and bone reanimated and brought to life with electricity and the means that Frederick Frankenstein’s family has pioneered. As such, the monster has several key properties:

  • Body Resistance: Ex (20) protection from physical damage, Gd (10) protection from energy.
  • Regeneration*: The monster can heal from damage with Gd (10) ability
  • Invulnerability: It is assumed (Although not expressly stated anywhere in the movie) that Frederick Frankenstein used his grandfather’s monster and research as a baseline. As such, the Monster would be immune to traditional diseases and aging, although tranquilizers work pretty well.
Contacts:
The Monster has contacts with his creator and his creator’s servants, as well as his own wife Elizabeth and her wealthy family. In addition, the Monster could theoretically count the poor blind hermit as a contact…although…not for a meal or an expresso.


Limitations:
Monstrous Reputation:The Monster has a bad reputation as a rampaging monster, and his appearance certainly doesn’t help. This is mostly absolved by the end of the film through his rehabilitation via the experiment from Frederick Frankenstein.

Lawrence Talbot, the Wolf-man (2010 movie version)

”I am what they say I am... I'm a monster. “






Lawrence Talbot

F: Gd(10)/Rm (30)
A: Gd (10)/Rm (30)
S: Typ (06)/Rm (30)
E: Gd (10)/In (40)
R: Typ (06)/Pr (04)
I: Gd (10)/Am (50)
P: Ex (20)/Typ (06)

Health: 130
Karma: 60
Resources: Gd (10) (Personal)
Popularity: 10/-10 (As a stage actor of the day, and as later the ‘werewolf murderer’)

Talents:
Lawrence has the following talents:
Heir-to-Fortune*
Nobility*
Performer: Stage Actor
Knowledge: Victorian Society
Knowledge: American Society circa 1890
Knowledge: Current Events in London
Firearms
Sharp Weapons




Powers:

Curse of the Wolfman
After being bit by the werewolf in the moors, Lawrence suffers the curse of the werewolf, transforming every full moon into a man-beast who rampages throughout the countryside and for the most part does not care who gets in his way. The curse provides Lawrence with certain abilities, which include:


  • Predatory Senses: Lawrence has superhuman senses when transformed, granting him Rm (30) heightened senses that allow him to track with Ex (20) ability. In addition, the wolfman can sense body heat, hear faint sounds such as heartbeats, and see in total darkness with Ex (20) ability.
  • Immunity: While the Wolfman, Talbot cannot be hurt by normal weapons shrugging them off as if they were inconveniences. The Wolfman took an entire volley of normal gunfire without stopping by trained officers. Silver is the only thing which can kill the Wolfman, otherwise, the Wolfman is for the most part invulnerable to standard damage. Special damage and mystical damage would be assumed to do full rank against the Wolfman, and he can still be slammed and stunned through normal means (although he can recover from a stun in a single round).
  • Hyper Running: The Wolfman can move with Ex (20) speed, capable of pushing that speed up to Rm (30) with an Endurance FEAT by running on all fours. The Wolfman can cover extraordinary amounts of distance in a short time.
  • Hyper Leaping: The Wolfman can bound and jump with Ex (20) ability, covering distance upwards and gaining altitude quickly with a series of Agility FEATs by jumping object to object. The Wolfman cleared 20’ in a single bound without effort during the London rampage.
  • Natural Weaponry: claws: The Wolfman’s claws do Rm (30) slashing damage, halving armor and acting as a mystical slashing attack. The Wolfman can damage other lycanthropes at rank damage, bypassing their normal defenses.
  • Natural Weaponry: Bite: The Wolfman can bite and rend with its teeth for damage, up to In (40). The Wolfman prefers to rend, and those bit by the wolfman can lessen the damage with an Agility FEAT. Those bit by the Wolfman are usually infected with lycanthropy. A victim must suffer 50% of their health damage from such an series of attacks in a single round. If the victim does so, the victim must make an In (40) Endurance FEAT and an Rm (30) intensity Psyche FEAT or become lycanthropes themselves.
  • Stealth: The Wolfman is extraordinarily stealthy when hunting, granting him Gd (10) stealth.
  • Enhanced Healing: The Wolfman can heal from deadly wounds quickly, the only part of the curse which carries over to Lawrence Talbot while in human form. Wounds heal with Gd (10) regeneration, and endurance ranks are regained at 4X the normal rate.

Contacts:
Prior to the events in the moors, Lawrence was well-known on the stage. After such, The only real contact Lawrence had was with Gwen Conliffe, the former fiancé of his brother Ben.


Limitations:
  • Curse of the Werewolf:Lawrence is cursed with lycanthrope and cannot control himself on the nights of the full moon. The only known cure for the curse is to be killed by a silver bullet, which ends the suffering of the curses victim. During the three nights of the full moon Lawrence has no control over what he does or how he acts, although it is suggested that those who have hurt Lawrence may bear a greater brunt of the beast’s rage, and those that Lawrence cares for can be spared it. Due to the nature of the curse and the heavy weight of it, Talbot cannot earn karma while under the effect of the curse.
  • Enemy: For the most part, Lawrence was not aware that his greatest enemy was the werewolf who infected him – His father John Talbot. John Talbot murdered Lawrence’s mother and brother, and framed Lawrence for the murders in the area. As John Talbot is well-connected and his father, Lawrence has major issues in dealing with his enemy.
  • Vulnerability: Talbot, like most werewolves, is vulnerable to silver and the attacks of other Lycanthropes. In the case of silver, Talbot has a fatal vulnerability. If struck by silver or shot by silver bullets Talbot must immediately make an Endurance FEAT at -6cs and make a Red Result. If Talbot fails he immediately begins the dying process, losing an Endurance rank every round until dead. Talbot immediately reverts to human upon being mortally wounded.


300th post - Castiel from 'Supernatural'

”This isn't funny Dean, the voice says I'm almost out of minutes!”

This is Castiel about around the time of his initial appearance, and not the later versions.









F: Mn (75)
A: Ex (20)
S: In (40)
E: Mn (75)
R: Rm (30)
I: Am (50)
P: Mn (75)

Health: 210
Karma: 155
Resources: N/A*
Popularity: 0/50 (Within mystical circles and amid demons, angels, gods, etc)

Talents:
Castiel has existed since the birth of the universe as one of the angels charged in protecting and serving the creator. AS such, Castiel has access to any number of skills that would be normal, with certain exceptions. Castiel has shown expertise in:
Fighting: Brawling, Martial Arts A
Swordsmanship
Mystic Origin*
Advanced Mathematics
Knowledge: Angelic Host
Knowledge: Greater Demons and Devils
Knowledge: Greater Primordial threats
Knowledge: True History of the Universe.

Powers:
Angel of the first order:
Castiel is an angel of the host who seeks to help mankind and serve the will of God in all things. Several of Castiel’s powers are intrinsic to angels within the Supernatural universe, and are considered ‘standard’ abilities. These abilities include:

  • Angelic Perception: Castiel’s perception and senses are superhuman bordering on sublime. Castiel effectively has True Sight* at most times, as well a Microscopic vision, telescopic vision, and in some cases, penetration vision at Ex (20) ability. Castiel can determine a person’s true identity and medical status simply by smelling them, and can track individuals across some distance. Castiels’ attunements allow him to understand and read a person’s mind with Rm (30) ability, perceiving thoughts of normal humans easily as well as lower stationed angels and demons. Castiel is effective part of a greater host, and as such can draw upon that perception as needed to understand and perceive things, limited by his station and the determined need.
  • Angelic Healing and Manipulation: Castiel’s status as an angel allows him to perform many feats, including healing, resurrecting, and even smiting with holy power. Castiel can heal a person up to Mn (75) per round with a touch. Castiel can raise the recently dead with a Psyche FEAT, the severity of the FEAT determined by the length of time the victim has been dead and the amount of damage done to them. Castiel can also ‘possess’ an individual (which he does to work on Earth early on) with Un (100) ability, limited to needing permission of the individual to do so. Castiel can smite enemies and exorcise spirits with an opposed Psyche FEAT by touching them, although higher ranked angels and powerful demons are not affected by such. Castiel can render a normal human of Rm (30) psyche or less to go to sleep simply by touching them, and forces a Psyche FEAT from individuals with In (40) to Am (50) Psyche or force them to go unconscious.
  • Spatial Manipulation: Castiel can manipulate matter, space, and time in unique ways. Castiel can utilize telekinesis to throw and move objects with Rm (30) ability and control. In addition, Castiel can move freely through time and space with Un (100) ability, teleporting near a person in question or even traveling through time on a limited basis. Castiel can teleport individuals by touch, including teleporting individuals away with a simple brush of the hand. Castiel can cause pyrokinetic effects with Rm (30) intensity, and is capable of setting fire to things and objects in the same area he’s in even if he cannot normally see them.
  • Angelic Invulnerability: Like most angels of the host, Castiel is effectively immune to disease, toxins, aging, temperature extremes, poisons, and environmental effects. Castiel is immune to most normal damage types, including weaponry of normal sort, shrugging off bullets, guns, explosives, fire, and sharp weapons with ease. Castiel can be harmed by the weapons and effects of higher ranked angels (like archangels) or demons of great power, as well as supernatural creatures who are considered ‘gods’. Castiel can still be slammed through normal effects, but cannot be stunned through ‘normal’ attacks.
  • Warding and Spells: Castiel is versed in the Enochian symbols and spells and is able to use them effectively to banish angels, ward demons, etc. The spell knowledge seems to be something all angels are versed in, although Castiel was shown to be a little more capable than others.


Contacts:
Castiel has contacts among the host, being considered one of the first and more dedicated. Castiel has strong connections to the Winchester Brothers, specifically Dean, and has some connections throughout his experiences with them.

Limitations:
Despite Castiel’s great powers, he still suffers from many significant drawbacks:
  • Sigils and Wards: Castiel is vulnerable to the wards and sigils designed to keep angels and outsiders at bay, and can be banished and even exorcised from his host. Castiel cannot resist such wards and is immediately held at bay or banished.
  • Holy Flame: Castiel, like most angels, can be held at bay and trapped by holy fire for an undetermined period of time.
  • Angelic Form: Castiel’s true form is beautiful and terrible to behold, rendering normal humans or thoughts with Psyches below Rm (30) deaf and blind (perhaps permanently). Castiel commented that sight of his form could only be perceived by a select few humans.
  • The Host: Castiel is loyal to his host and god, and as such, early on is dedicated to the point of zealousness, a fact known throughout the various supernatural entities encountered.
  • Loyal: Castiel is incredibly loyal to the Winchesters.
  • No common understanding: Although possessed with supernatural perception and knowledge, Castiel has very little understanding of human culture or experience. As such, Castiel is often unable to perceive cultural references or other aspects of humanity (like lying at first).

Negan from 'The Walking Dead'

”Buddy, are you still there? I just don't know. It seems like you're trying to speak... but you just took a hell of a hit!”









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

Health: 60
Karma: 50
Resources: Typ (04)*
Popularity: 10/-20 (Amid the Saviors of Sanctuary, amid the Alexandria survivors).

Talents:
Negan’s skills are still shrouded in mystery, but they include:
Leadership*
Blunt Weapons
Sharp Weapons
Firearms
Brawling
Weapons Specialist: Lucille * (See Lucille)
Knowledge: Small Unit Tactics
Knowledge: Home Area
Knowledge: Savior Operations and Laws
Knowledge: Survival
Knowledge: Teaching
Knowledge: Sports Coaching
Knowledge: Small Business Operation (Used Car Dealership)



Powers:
Brutal man in brutal times:
Negan is a brutal man who absolutely uses his brutality to enforce his will or to maintain the Saviors upon the survivors. Negan’s brutality is matched only by his cunning, his own warped sense of honor, and his dedication to maintaining his ‘people’. Negan has also shown he understands people far better than people would expect, and has few people he finds worthy of respect, his main enemy Rick Grimes being one of them. Negan’s downright remorselessness is a hallmark, and have given him several advantages when dealing with others:

  • Sizing up a person: Negan can size up a person through small cues and behavior marks, determining if they could be trusted or the sort of person they are. When first encountering Negan, Negan gains a +1CS Intuition check to ‘get a feel’ for how a person works, how group dynamics work, and where the weakest link is. Negan often uses this feeling to determine how best to hurt the groups he deals with.
  • Remorseless: Negan is completely remorseless and simply doesn’t feel in the wrong when acting – AS such, Negan’s reputation is deserved as being heartless. In situations in which Negan must make a Psyche FEAT regarding choices, such as save a group of people from walkers, etc…. Negan can instead choose to ignore such. Negan actually loses karma if he shows unwarranted mercy.
  • Saviors: While Negan leads the Saviors, Negan has backup with anywhere between 10 – 20 willing fighters who are extremely loyal to Negan. As such, Negan can call upon a small group and does so when expecting trouble.
  • Impression: Should Negan be in a situation where he must make a personal appearance, he will ensure that it is memorable. Negan will kill people to make a point, and loses no karma doing so…Negan does not lose karma for killing.

Lucille





 













Lucille is reinforced baseball bat which has further been modified to be wrapped in barb-wire. It is Negan’s primary weapon and the symbol of his authority. In addition, Negan talks to it, concerned about how it is treated and apologizes to it when events happen where Negan must use it.

The Baseball bat is made of Typ (06) material and is further enhanced to protect it against Gd (10) physical damage. Lucille does 10 Points Blunt damage and 10 points sharp Edged damage. Negan will never throw Lucille as an attack.

Contacts:
Negan’s contacts are usually his subordinates, although it can be argued that Carl Grimes is now a contact.

Limitations:
  • Honorable in his own fashion: Negan is honorable in a way – He absolutely despises rape and will go out of his way to punish rapists, usually killing them even if among his own people. Negan is brutal in all dealings, but follows his own rules to the letter.
  • Reputation: Negan has a terrible reputation and is well-feared in the Alexandria/Hilltop area. Negan never goes in disguise and is easily recognized simply based on that reputation.
  • Borderline Psychopath: Either crazy from the events of the zombie apocalypse or simply unhinged beforehand, Negan is a little off, often talking to Lucille and simply unwilling to not be as brutal as he can be.
  • After-Death Limitation: Infected: Like all survivors in the world, Negan is infected with whatever turns the dead into zombies. If Negan’s Health ever reached 0 and he loses all endurance, Negan will turn into a zombie within 10 - 100 rounds.

Kurt Barlow from 'Salem's Lot'



Kurt Barlow (at least, the modern alias), possibly Breichen

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

Health: 140
Karma: 100
Resources: Rm (30)
Popularity: 0

Talents:
Kurt Barlow may have many talents stretching over an unnamed period of time. As such, Barlow has displayed the following talents:

Mystic Origin*
Knowledge: Art History
Knowledge: European History
Knowledge: Human Nature
Knowledge: Dark Powers and Religion
Knowledge: Ritual
Knowledge: Multi-Lingual
Knowledge: Eastern Europe
Leadership*


Powers:

Elder Vampire:
Although King breaks down vampires by type later in the Dark Tower series, for the purposes of this write-up I’m only focusing on what is known about vampirism per Salem’s Lot.

Kurt Barlow is a powerful, older vampire who has worked through his human servant Richard Straker to secure a new base of operations via the invitation by a murderous gangster in the 1920s. Barlow is truly evil, possessing the traditional powers and abilities of a vampire and dedicated to dark purposes and darker powers. Barlow’s abilities include:



  • Vampirism: Barlow and his progeny are traditional bio-vampires, requiring blood to sustain themselves and to spread their legions. Barlow doesn’t seem to require the same amount of blood as others, but gains health by feeding on victims, by effectively stealing health and Endurance ranks. Barlow infects victims with his own blood, and is able to begin the vampiric process if he drains 3/4s of a victim’s blood and replaces it with his own. Such vampires are always in the thrall of Barlow, and are considered ‘lesser’ vampires. Barlow can determine if someone is turned by his actions, but to accept Barlow’s blood is to be ‘defiled’ in the eyes of those with faith.
  • Undead State: Barlow is undead, and is immune to poisons, toxins, aging, and disease. Barlow has a degree of physical resistance equivalent to Ex (20) body armor which cannot be halved. Barlow’s main weaknesses negate his defenses. Barlow does need to rest in his earthen-lined coffin and has been shown to be inactive during the hours of daylight. Barlow does not need to breath or sustain himself outside of his requirement for blood.
  • Hypnotism: Barlow can hypnotize individuals by staring into their eyes, mesmerizing them as if they are in a deep trance or sleep with In (40) ability. Barlow is able to sense the truth of an individual by subtly hypnotizing them and needling items of interest, such as he does in the novel. Barlow utilizes his skill through conversation in situations of his choosing.
  • Natural Weaponry: claws: Barlow’s nails are long and razor sharp, considered to do Ex (20) slashing damage and halving effective body armor.
  • Flight: Barlow is able to fly/levitate with Ex (20) ability. Barlow uses his flight/levitation to also appear to wall-crawl at the same rank.
  • Vampiric Speed: Commented several times in the novel, Barlow moves with inhuman quickness and speed, granting him Gd (10) hyper-speed.
  • Superhuman Senses: Barlow’s senses are superhuman, allowing him Rm (30) enhanced senses. Barlow can determine the location of a person as well as who specifically they are with a heartbeat.

Contacts:
Kurt Barlow had connections with various Satanist groups and individuals like Hubie Marsten and others around the world.
Barlow’s main servant is Richard Straker, who operates the public side of their businesses.


Limitations:
  • Vampiric Limitations Barlow is bound by limitations due to his unholy condition. Truly faithful figures can prevent Barlow from active and Force him at bay. Barlow must rest on his earthly soil during the daylight hours, sunlight being lethal to him. Barlow cannot enter a place without an invitation (Although this is fairly ambiguous – Barlow had to be ‘invited’ to the Lot, and once there he was able to act fairly easily at times). Barlow can be killed in the traditional means of a vampire.
  • Hunted: Once Barlow’s nature is discovered, those who would seek to thwart him make him ‘hunted’. Enemies of Barlow will stop at nothing to kill him and his vampiric spawn.
  • Enemies: Barlow and his activities have made him many enemies. Chief among his enemies are the survivors of Salem’s Lot, who will stop at nothing to end his spawn and plans. As such, Barlow is very careful and cautious in his planning, only revealing himself when solidly established.

Note:The Salem's Lot TV series presented a more horrifying version of Barlow, which includes the following:


Powers:
Horrific Visage: Barlow's visage causes a Psyche FEAT of Gd (10) intensity to anyone who firsts sees him, paralyzing them on a failure for 1-10 rounds.

Limitations: Horrific Visage: While Barlow's visage works as an ability, it has a major drawback - He cannot hide his visage and must work through intermediaries to achieve his goals until he is able to act. Barlow suffers a -2CS in all social interactions in which he is directly encountered.