Monday, October 12, 2020

Abigail Bellweather from 'Motherland - Fort Salem'

 “It's our chance to show who we are to the community that matters..”

Abigail Bellweather

Abigail-Bellweather



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

Health: 70
Karma: 70
Resources: Ex (20)
Popularity: 0

Talents:
Abigail Bellweather has the following talents as part of her background and the completion of her training at Fort Salem

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Sharp Weapons
  • Mystic Bloodline*
  • Unique Weapon: Scourge*
  • First Aid
  • Knowledge: Bellweather Family
  • High Society and protocols

Powers:
Witch:
Abigail and the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Abigail’s abilities include:
  • Witchcraft: Abigail possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Linking – Abigail is skilled at linking her unit together and can increase the base damage and manipulation by +1cs. Abigail’s central ability to link with the unit allows her to experience what her unit experience as well as gain advantage when determining initiative or resolving conflicts. Abigail can also gain insights into events around her unit, into occasionally gaining flashes of events that have occurred in the past. Abigail does this with Rm (30) ability.
  • Persuasive Manipulation: Abigail is capable of manipulating individuals with her craft skills, capable of mimicking the power Hypnotic Voice with Rm (30) ability. Abigail is able to place long-term post-vocal commands and had done so with her former boyfriend Paul.

Equipment:
Abigail utilizes standard military equipment as well as a hand-made scourge and Salva.

Due to Abigail’s contacts within High Atlantic society and her mother’s position as part of the Joint Chiefs, Abigail has had opportunities and resources not usually available to a recruit.

Contacts:
Abigail is well connected in the High Atlantic based on her family’s status and is considered to have superior contact levels with her unit.

Limitations:
Abigail has the same limitations as all witches including the birthmark that signifies her of a major bloodline. In addition, Abigail has the following limitations:
  • Familial Service/Devotion: Abigail feels the weight and status of her famous family and works to earn the responsibilities and respect of her mother. As such, Abigail early on will do nothing to jeopardize her family’s name and future placement within the US Army and will go out of her way to maintain her status. Abigail suffers a -1cs penalty when not in synch with her goals, which can affect her performance and reactions within her unit.
  • Traumatized: Abigail suffers trauma due to the events of her cousin Charvel’s death and the attack during Charvel’s wedding massacre. For some time, later Abigail suffers traumatic disorder and must make Psyche FEATS when encountering things that remind of her of those moments.
  • Major Bloodline: Abigail is part of the Bellweather bloodline and while it provides Abigail many advantages it also makes her a very obvious target as members of the Camarilla (who were targeting the Bellweather family).

Raelle Collar from 'Motherland - Fort Salem'

 “If you want someone who blindly follows orders, then you might as well send me back home.”

Raelle Collar

Raelle-Collar


Raelle Collar

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

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

Talents:
Raelle Collar has the following talents

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Herbology
  • Mystic Bloodline*
  • Unique Weapon: Scourge*
  • First Aid
  • Brawling

Powers:
Witch:
Raelle and the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Raelle’s abilities include:
  • Witchcraft: Raelle possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Empath – Raelle is a powerful empath whose emotions further amplify her abilities and attributes. Raelle is able to form emotional connections with those she heals, allowing her to see their memories and experiences and even allow Raelle to gain further understanding about events around her. Raelle has shown that she’s able to use these powers to heal and to enhance her own powers. For the purposes of the write-up, Raelle is considered to have Rm (30) empathy.
  • Healing: Raelle is a talented healer, capable of empathic healing initially of Rm (30) but showing greater abilities at the end of season one, including curing major diseases and ailments at least of In (40) intensity. Raelle initially took on the illness albeit temporarily but has seemingly overcome the need to do so and can directly heal someone by making a connection with them. Raelle’s healing initially required her to recite biblical passages as a focus, but since the events of season 1 Raelle has been able to rely on her own inner strength to do so. It has been suggested that Raelle may ultimately be one of the most powerful witches alive and certainly one of the most gifted in healing.
  • Projection: Raelle is a powerful project empath, capable of utilizing spells based on her emotional state that she would not normally have access to. Raelle was able to render both a more powerful witch and her training class unconscious with a power FEAT, based around her emotional stability. The more stable emotionally that Raelle is, the more control she has over her abilities.
  • Mycelium: Raelle has some connection with the black fungus that formed the necrotic wall during the season and was able to remove the infection that was afflicting several of the Tarim and the young Khalida. When Raelle was mortally wounded the Raelle harnessed her energy, fully healing her and her unit-mate Abigail Bellweather while doing Mn (75) area affect damage to those around her as well as reshaping the immediate landscape. Raelle is not aware of this connection and it remains to be seen how this will affect things in the future.

Equipment:
Raelle utilizes standard equipment provided to a witch in combat duty, including a scourge and salva. Raelle has shown great resistance and control of using large amounts of Salva, something that was shown during the Citydrop exercise.

Raelle also makes use of a charm that was given to her mother, which serves two purposes: It allows Raelle to make rolls vs. death as full successes with a yellow or better result and also allows her mother to keep a tab on her location.

Contacts:
Raelle has contacts within the Bellweather Unit, as well as initially having her girlfriend Scylla Ramshorn as a contact prior to the discovery Scylla was a member of the Spree.

Limitations:
Raelle suffers from the standards weaknesses of a witch (See Motherland Witches). Raelle also has several other limitations such as:
  • Rebellious: Raelle is rebellious to authority and has come close to actively rebelling to senior officers on more than one occasion. Raelle has also done things that would be considered dangerous or forbidden, such as nearly overdosing on Salva to try to reach Scylla. Raelle suffers a -1cs to FEATs when ordered to do something that she feels strongly against.
  • Targeted: Raelle is unknowingly being targeted by the Spree by her mother, Willa Collar, who is secretly alive and the major figure in the Spree. Raelle’s abduction was a driving part of Scylla’s infiltration of Fort Salem and was a carefully orchestrated effort. Raelle is only vaguely aware of how important she is to the Spree’s efforts.
  • Loyal: Despite everything that has happened to her, Raelle is extraordinarily loyal to her unit and those she protects, willing to sacrifice herself to ensure innocents are kept safe and secure.

Tally Craven from 'Motherland - Fort Salem'

 “A soldier couldn't ask for better sisters.”

Tally Craven

Tally-Craven

Tally Craven

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

Health: 70-
Karma: 70
Resources: Typ (06)
Popularity: 0

Talents:
Tally Craven has the following talents

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Herbology
  • Mystic Bloodline*
  • Unique Weapon: Scourge*

Powers:
Witch:
Tally like the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Tally’s abilities include:
  • Witchcraft: Tally possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Scrying: Tally is gifted with the ability to scry and does so with In (40) ability. Scrying is a combination of Remote Sensing, True sight, Mystic Detection, and X-Ray vision and can be blocked through warding or occasionally through certain materials. Tally is capable of scrying objects and beings concealed at distance and hidden from view and was remarked as being one of the most gifted in scrying the Fort had ever trained. Tally’s abilities border on empathic – and when empowered through any of the means that can increase her abilities Tally does not need the device often used by witches for Scrying.
  • Biddie Status: At the end of Season 1, Tally opted to take the place of one of Sarah Alder’s Biddies who was killed in combat. As such Tally’s FASE reduce by -2cs, taking on upwards of +50 years of age while creating a link with the other Biddies that act as a powerful mystical circle that grants +1cs for all mystical FEATs.

Equipment:
Tally utilizes standard equipment provided to a witch in combat duty, including a scourge and salva. In addition, Tally also utilizes a scrying device which allows her to focus and use her abilities to serve as the Bellweather unit’s Scryer.

Tally also has a protective charm her mother gave her which gives her a +1cs to dodge and evasion checks as well as allows her mother to spend karma for Tally to ensure she makes her Endurance FEATs.

Contacts:
Tally is well-connected among her family, friends, and associates in her compound in California. Tally’s fellow members of the Bellweather Unit are closer than family and would do anything to help her. Since becoming a Biddie Tally also has gained General Sarah Alder as a contact.

Limitations:
Tally suffers from the standards weaknesses of a witch (See Motherland Witches). In addition, Tally has the following limitations:
  • Slightly Naive: Tally is slightly Naïve and can be mislead on occasion early on. As Tally progresses her naiveté begins to fade and she is more than capable of asserting herself.
  • Biddie: At the end of the first season Tally becomes a Biddie to save Sarah Adler, as such she ages +50 years.

Saturday, October 10, 2020

Witches from 'Motherland - Fort Salem'

 “ I do solemnly pledge to protect and defend the united states of America against all enemies foreign and domestic. I will faithfully serve and obey the rules and articles for the government of the army of the United States. All Secrets keep all commands willingly performed as dictated by the Salem Accord. ”

Witches in Motherland: Fort Salem

fort-salem-flag



In an alternate reality, witchcraft is common and has impacted the course of US history since the Salem Accords – agreements between witches and the Massachusetts colony. Through the promise of the Accord, witchcraft has become the art of war and witches are trained to be soldiers.

The Motherland: Fort Salem wiki was instrumental in providing information on the series and has a great deal of background on both the characters and the world that is familiar in its scope and scale but vastly different and surprisingly well-versed.

For the purposes of this write-up I’m just looking at the specifics regarding witches in the Motherland: Fort Salem series – how their abilities work, equipment that is standard, and the general background and training that each witch goes through.

Powers:
The Witch’s powers:
Witches gain their powers through their unique physiology and mastery of Menishe or the mother tongue – the first of languages that witches master at their time in the service. Witches also have innate access to abilities which are further enhanced through work with their group, empowerment through activities, or through natural talents. Witches gain such abilities through matrilineal bloodlines, tracked and maintained often from the original witch-lines that were part of the initial Salem Accord.

According to show apocrypha and the wiki, Witches possess additional physical characteristics that allow them to perform ‘the work’, including modified and additional vocal cords and a series of additional mallea in their ears – by changing the pitches in tone and utilizing vocal commands in Menishe witches can affect the world around them in a variety of ways. Performing the work depends on the experience of the witch and two key qualities: the average of the witch’s Intuition and Psyche score. A witch’s power ranks are derived from these scores, hence there is no immediate base rank – it truly is different between witches and what skills they possess. Witches listed here are part of the Salem Accord and must use the subvocal commands in order to work, but witches from other places in the world do not seem to necessarily need to rely on such things (See Limitations). Witches possess the following capabilities:

  • Environmental Manipulation: Witches have shown to be able to manipulate their environmental conditions – changing the weather or creating sudden shifts in temperature as well as create massive (and deadly) storms as well as control some animal and plant-life. Witches are trained to focus control over the air, able to do rank damage against targets while halving effective armor.
  • Mental Control/Reading: Witches can manipulate the minds of other people and conceal information – including and not limited to ‘Puppeting’ individuals and controlling their actions while leaving them no memory of the event (As General Sarah Adler did with the President at one time). In addition, witches have shown that they possess the right incantation to transfer memories or events or manipulate emotional states to cause someone to murder others or themselves.
  • Imitation: Although mostly seen in the Spree – the sect of witches who are engaged in open conflict with the Salem Accord, Witches can imitate existing people through an adoption of a visage which is burned away with a simple flame when finished.
  • Specialization Areas: Witches can specialize in a variety of areas – including scrying, healing, necromancy, or more damage-oriented abilities which can do lasting effect. Specialization is usually recognized during training and a ‘coven’ or unit usually has a healer, a scryer, and combat witchcraft as basics.
  • Damage/Age Transference: Although only seen immediately through General Alder (and taught to her as part of the agreement of the Chippewa Cessation), witches can transfer damage to willing (or unwilling) targets and ‘share’ age between a group of people (hence Adler looks to be in her 30s while being over 300+ years old – using a group of willing recruits called ‘Biddies’ to share her age).
  • Energy Manipulation: Witches can manipulate emotional energy and draw additional power from it. As stated in the show and in the wiki, witches draw on primal energy of life, usually sexual energy (such as the ‘rush’ that the witches felt during Beltane as well as situations that grant additional emotional situations.
  • Imbue: Witches can imbue items with their essence and/or create lasting charms – such as a defensive charm or a ‘last letter home’ which grants the person who holds it powers and/or protection. These items are usually very personal and are dedicated to a single person or group and must be given – they cannot be taken.

Equipment:
Witches deploy several key pieces of equipment through their work that provides them with the following:
  • The Scourge: The weapon of the witch, the scourge is a whip-like weapon that ends with a metal series of tips that can be wielded expertly by a trained witch and can be used to attack, defend, or perform the work. Each scourge is hand-made by male witches and are presented to each novice usually during Beltane. Scourges can be empowered by the witch who wields it capable of doing rank damage and possessing greater material strength based on the power rank of the Witch’s craft. The Scourge requires a unique weapon* talent to wield effectively and cannot be adequately wielded by anyone who does not have the skill. Witches cannot empower another’s scourge effectively and suffer a -2cs for attempting to do so.
  • Salva: A unknown plant derived drug that allows witches to fly or perform combat drops. A single dose will grant a witch Ex (20) levitation, while a more experienced witch can actually use Salva to fly with Ex (20) speed. A single dose of Salva can last about fifteen minutes depending on the skill level of the witch and her Endurance. Witches can use additional doses of Salva to extend their flight abilities or speed and can travel several hundred miles on a combined dose – but it is dangerous – a witch attempting to use more than one (1) dose must make an Endurance FEAT or be rendered stunned for 1d10 rounds. If a witch uses more than three (3) doses they may damage themselves and will need 1d3 days to fully recover, while suffering a -1cs to all physical FEATS during that time. Emotional state plays into the ability to one to successfully use Salva and an inexperienced user must make an additional Psyche FEAT when faced with emotional situations.
  • Charms: Many witches have charms that were handed down through their families which can provide a witch with Gd (10) to Ex (20) protections against specific types of damage, bonuses to actions, increased Endurance against kill results, etc. Such charms are considered familial and are usually given from parent to child.

Contacts:
Witches have connection through the Salem Accords (In the US) or with their families/lines. In addition, soldiers within the Accord have the contacts with their units and additional combat groups as necessary.

Limitations:
Witches have several limitations including:
  • Required Service: Unless granted a dispensation, all witches are required to serve the US military as part of the Salem Accords and are required to take the Oath of Service at 18. Dispensation is usually granted to bloodlines that have suffered a great deal of loss and are threatened to go extinct as well as consideration for familial service. Each witch upon reaching 18 undergoes a ritual of service – a bright light that appears where they must take the oath. Upon completing the oath, a medal of service appears listing the witch’s name, family, and date of oath. The medallion remains with the witch through her service and suggested through the remainder of their lives. Witches that do not take the oath are considered dangerous and are usually arrested or hunted down and killed – which has led to the uprising of witches resisting the Oath who are known as The Spree.
  • Enemies: The witches of Fort Salem have many enemies world-wide, but none immediately that are as dangerous as the Spree. The Spree are witches who have resisted the Oath and have begun acts against the Oath and the civilian population. The Spree has been working to undermine the Salem Accords, placing agents within Fort Salem and working to ensure that as much damage as can be done to discredit the Accords as possible. In addition to the Spree an ancient order called The Camarilla has returned – witch hunters who utilize both a version of the Witch’s vocal powers and armaments which nullify the abilities of witches to perform the work. These enemies are ever present and dangerous and continue to work against the Accords and the witches of Fort Salem.
  • Vocalization: Witches need use of their voices to perform the work – any muting of a witch and/or disruption of sonics/vibrations can render a witch’s ability nullified.
  • Familial competition: As seen at different points the bloodlines of witches are very important, with open competition between families occurring with frequency. As such a degree of animosity can exist between families and continue to work against the witches of Fort Salem.

John Ryder, The Hitcher from 'The Hitcher' (1986)

 “I want you to stop me”

John Ryder

the-Hitcher

“John Ryder”



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

Health: 90-
Karma: 70
Resources: Apparently Pr (4)
Popularity: 0* (See Below)

Talents:
John Ryder has a number of talents, some of which we see displayed directly

  • Human Nature
  • Firearms
  • Area Knowledge: Texas
  • Improvisational Weaponry
  • Auto-mechanics
  • Repair/Tinker

These were just the skills demonstrated in the movie, but Hauer’s performance suggested that Ryder was far more skilled and knowledgeable that original considered.

Powers:
A true remorseless killer:
Unlike the supernatural killers that often-haunted theaters in the 1980s, John Ryder was a human whose purposes were not so clear and felt nothing from his actions – except maybe through the pursuit of his intended victim or the desire for his own demise (as suggested through various movie critics). John Ryder is the mysterious stranger whose presence is warned about but never heeded and who is able to create incredible acts of violence and death. John Ryder has no real powers, but the power-like effects he displays include:
  • Above Average FASERIP: Ryder seems to be in better shape to do what he does and has a quality about him that seems superhuman but isn’t. Ryder’s FASERIP reflects someone who is very capable and very intelligent bent on a single purpose or direction.
  • Opportunity: Ryder is often given opportunity to act or set up staged moments that are significant (Such as the twin semi sequence). As such, Ryder seems to be able to be in the right spot at the right time – Judges may spend Karma on Ryder’s behalf whenever a situation warrants even after a dice roll or resolution if it places Ryder in better opportunity to inflict fear or promote his goal – usually to pursue a single target throughout the event.
  • Casual Murder: Ryder feels no remorse, grief, or guilt for his actions and in fact gains double the award for killing as a villain when he is successful. Ryder’s goals while murky are usually murderous and he is awarded accordingly.
  • Plot Invisibility: For whatever reason, Ryder’s activities seem not to be known by law enforcement until actively drawn in by Ryder himself (The Semi-Truck incident). As such, Ryder’s activities are largely ignored as not occurring or not tied to him directly – Ryder is considered to have ‘0’ popularity until he himself draws people into his actions.


Contacts:
Ryder has no contacts and operates alone – Ryder relies on no one nor calls anyone friend.

Limitations:
John Ryder’s limitations are based more in the subtle aspects of his purpose than in direct weaknesses, usually:
  • Singular Purpose: Ryder seems obsessed with having his selected prey saying four words: I want to die. Ryder is obsessed with pushing his target to that point, killing anyone who gets in the way or has connection to his prey until those words are uttered. Although Ryder will kill others, his goals always comes back to his single target and he will stop at nothing to gain those words said and meant. It is also suggested by critics and fans of the film Ryder is also equally hoping that the target will kill him.
  • Mass Murderer: Ryder is a mass murderer who will stop at nothing to achieve his goal and will kill multiple individuals to that end. In addition, Ryder will torture and main anyone who gets in his way without mercy.


Originally published on 5th October 2020

Erik, The Phantom of the Opera

 The Phantom of the Opera



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Erik'


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

Health: 70
Karma: 100
Popularity: -10 (during the reign as 'The Phantom of the Paris Opera House')
Resources: Difficult to fully adjust, but believed Ex (20) in 1910

Talents:

  • Multi-Lingual*
  • Mesmerism
  • Performer
  • Instructor
  • Martial Arts: A, C
  • Sharp Weapons
  • Architecture
  • Physics
  • Stagecraft
  • Chemistry
  • Acrobatics
  • Tumbling
  • Blunt Weapons
  • Weapon Specialist*: Punjab Lasso
  • Escape Artist
  • Sleight of Hand
  • Stage Magic
  • Trance
  • Detective/Espionage
  • Area Knowledge: Paris
  • Area Knowledge: Istanbul


Powers:
None

Contacts:
Despite his appearance and activities, Erik does maintain a healthy network of connections throughout the world.

Limitations:

  • Hideous Appearance: Erik's face is often described as 'The living dead', causing him to suffer a -1cs to reactions or dealing with him.
  • Wanted Criminal: Erik is wanted in connection to the murders associated with the events of the novel.

 

Originally Published on classicmarvelforever.com on 30 October 2009 

Monday, October 5, 2020

Dr. Julia Hoffman from 'Dark Shadows'

 “Today I shall attempt to find the truth of what my intellect refuses to accept. At sunset, I shall confront the monster in his lair.”

Dr. Julia Hoffman 

 

 




 

 

 

 

 

 

 

 

 

 

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

Health: 38
Karma: 90
Resources: Ex (20)
Popularity: 2 (as leading expert in Hematology and blood diseases)

Talents:
Julia Hoffman is very experienced and learned, possessing the following talents:


  • Medicine*
  • Psychology
  • Hypnotism
  • Pathology
  • History
  • Detective*
  • Multi-Lingual
  • Occult Lore* (While Julia doesn’t study the occult, her experiences and investigations with the Collins family have granted her knowledge)
  • Chemistry
  • Engineering

Powers:
A remarkable woman
Although human, Julia Hoffman is a very remarkable woman who has mastered multiple scientific fields, experienced first hand the occult, time travel, and parallel time, and has even managed to cure uncurable mystical diseases. Julia Hoffman’s natural attributes and reasoning make her a foil for most of the adversaries encountered and have given her a unique place in Dark Shadows, a protagonist who is equally dangerous and respected by her enemies. Julia’s power-like effects include:
  • Resolve: Dr. Hoffman posses a great deal of resolve in her dealings, and although terrified at times of her enemies remains dedicated and steadfast in her activities and action. In situations in which Dr. Hoffman must make fear checks vs. Intuition and Psyche, Dr. Hoffman may roll on Am (50) intensity to continue with her actions. Dr. Hoffman will suffer damage and effects but may ignore attempts to prevent her from acting and/or possession attempts by making a successful FEAT.
  • Enhanced Invention: Dr. Hoffman may recreate ‘modern’ technologies (circa 1970) with older or outdated materials, such as creating a blood synthesizer in the 19th century or the like. Dr. Hoffman has shown great skill at recreating modern technologies linked her talents during many of the periods that she has been transported to. Dr. Hoffman uses her Reason rank to make such technologies and must have the appropriate resources and materials to do so.
  • Immunity: Leviathan Cult Corruption: Dr. Hoffman is one of the humans that cannot be converted or corrupted by the Leviathan Cult and is completely immune to their attempts to control or convert her to their efforts. Dr. Hoffman may have similar immunities to other similar groups and their efforts but it is not tested.
  • Karma Awarding: Dr. Hoffman gains Karma through efforts that are villainous – such as brainwashing/hypnosis, covering up murders, lying and deceiving the Collins family, etc. Dr. Hoffman’s goals have always been ultimately to help people and will cross a moral line if it was to save them, often doing so without regret.
  • Vampirism Cure: Dr. Hoffman has worked on curing vampirism and was mostly successful on Barnabas Collins, ultimately proving that she could cure a curse through science. In the later canon material, it was revealed ultimately that Dr. Hoffman was capable and successful of creating a cure for Vampirism using new plasma. Dr. Hoffman also was expert in attempting to cure Lycanthropy and the degenerative condition that affected the Leviathan heir.
  • Time Travel: Dr. Hoffman has traveled time as often as Barnabus Collins, often being able to find or summon the methods through the mysterious stairs or through other methods. While Dr. Hoffman cannot consciously use this ability, Dr. Hoffman suffers no ill-effect from time travel and when faced with terrible results seemingly is spirited away to a period in which such things can be changed.


Contacts:
Dr. Hoffman has a variety of contacts in the medical and psychological fields, as well as have deep contacts with all of the Collins family. Dr. Hoffman has a superior contact in Barnabus Collins, Quentin Collins, and even old enemies and can call upon them when necessary.

Limitations:
Dr. Hoffman has many limitations that evolve over the course the series. For the purposes of this write-up, I am focusing only on the limitations that seem to be the most enduring and prevalent:
  • Driven by goals: Dr. Hoffman is driven by her goals and ultimately will put her goals ahead of everything except her loyalty to the Collins family. Dr. Hoffman concealed Maggie Evans’s ordeal, lied to the Collins family at different points including Barnabus, made deals to see her goals move forward with enemies, and many other events. Hoffman must make a Psyche FEAT vs. her Psyche rank when faced with countering her own goals unless it is a matter of necessity, greater good, or loyalty.
  • Loyalty: Dr. Hoffman is incredibly loyal to her friends and colleagues as well as the Collins family whom she grows to love as her own. Dr. Hoffman will sacrifice herself to ensure that those she is loyal to are kept safe and secure and will work against her better instincts to ensure to ensure such.
  • Enemies: From Angelique to the Leviathan Cult to Judah Zachery Dr. Hoffman has made many more powerful enemies that do not forget her role in stopping/thwarting them. As such, Dr. Hoffman is often in danger or at risk due to her enemies – although her enemies seem to have a healthy respect for her. 

Originally published on Classicmarvelforever.com on 3rd October 2020

Saturday, October 3, 2020

The Stuff from 'The Stuff' (1985)

 “Are you eatin' it...or is it eatin’ you?

The Stuff



 

 

 

 

 

 

 

 

 

F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)**
I: Gd (10)**
P: Rm (30)**

Health: Various (See Below)
Karma: 50*/Various(See Below)
Resources: N/A
Popularity: 0/50/-20)

Talents:
The Stuff has no talents. Those infected lose their talents the more that The Stuff consumes them.

Powers:
The Stuff Organism:
Made up of a simple (and tasty) organism, the Stuff has no real sentience apparently and exists as a bubbling source that emerges somewhere from deep within the Earth. The Stuff is a zero -calorie food source that actually is a more developed organism that devours its consumers from within and turns them into zombie-like creatures who lack intelligence. It is theorized that The Stuff is actually a single organism that is controlling its prey through their consumption and even a throw-away like suggests that The Stuff may be partially responsible for the death of the dinosaurs. For game and mechanic purposes, the Stuff possesses the following abilities:


  • Material Invulnerability: Although The Stuff has the same consistency of whipped marshmallow fluff, The Stuff is resistant to many forms of destruction and has only shown to be truly vulnerable to fire. As such, the Stuff is considered to have Invulnerability at Rm (30), except to fire which does +2cs damage to it. The Stuff has no real presence (See below) and as such has no mind and/or emotional state and cannot be affected by Mental/Emotional attacks. The Stuff is capable of surviving temperature extremes (as being frozen to absolute zero) and shows no sign of being vulnerable to such things as other toxins or disease. Closer examination could suggest it is as close to a mass once-celled organism as anything else.
  • Addictive Nature: The Stuff is rather insidious as it devours its victims while they consume more of it. The mere taste of The Stuff causes an opposed Psyche FEAT against a more progressive rank as The Stuff is made more available. Due to the nature of The Stuff, Karma cannot be used to make the FEAT. A Red result is necessary to resist addictive qualities of The Stuff, ultimately forcing the victim to consume more of The Stuff to be sated. Victims will need to begin a process of making opposed Endurance FEATs and Psyche FEATs to prevent the addiction from growing vs. Yellow Intensity. As the Victim devours The Stuff, Judges will need to track Endurance ranks – while the Victim sees no danger in devouring The Stuff, The Stuff will begin replacing their Endurance ranks point for point with each pint devoured. Once the victim reaches 50% replacement, they begin the transformation into a Stuff controlled zombie-like state. After 50% consumption, the victim begins losing Reason and Intuition ranks, 1 per day per attribute until they are fully transformed. The transformation can be hastened by consuming greater quantities of The Stuff. As of 1985, there only cure for the Stuff was abstinence of it or through perhaps weaning off of The Stuff to the lesser quality product dubbed ‘The Taste’
  • Stuffed: After the victim reaches 50% consumption, all they will wish to do is consume more of The Stuff. This will convert their body faster creating additional reserves of The Stuff and turning them into zombie-like beings who retain their Fighting, Agility, and Strength, have their Endurance converted into a Stuff driven Endurance rank, and ultimately have Poor (4) Reason, Intuition, and Psyche. The Stuffed cannot be reasoned with and cannot be returned to normal as of 1985. When damaged/destroyed by reaching 0 Health, The Stuffed will explode producing near areas of The Stuff which can then be consumed.
  • The Stuff as a Hive Mind: If the theories are true and through the movie it is suggested they are, then The Stuff does indeed possess some level of intelligence and/or direction. As such, the goal of the Stuff is to spread and consuming – which it does by augmenting itself through victims and The Stuffed. The Stuff gains Intuition and Psyche through this process determined by how many individuals are within the group: 1 point per stat per 1000 people is the basis of the growth through the movie numbers of Stuff sold. It is unknown if The Stuff has any purposes or direction – a Reason stat was provided purely for activity of those addicted. It is also assumed that The Stuff is connected together, all of it is part of one organism.
  • Mass growth and Health: The Stuff continued to bubble up and grow based on the consumed mass of itself, and is assumed to be an immense lake under the Earth. As such to determine the actual size and volume would be difficult but as it does consume those who would consume it, it can be suggested that The Stuff could be the size of a small ocean.


Contacts:
The Stuff has no contacts -but those who seek to profit from it include major desert and food corporates who have upwards of Am (50) to Mn (75) resources.

Limitations:
The Stuff is pretty simple, but has the following limitations
  • Unnatural Addiction: The Stuff is highly addictive – a fact that was made very clear in 1985 which led to it being banned and sold on the black market (As seen with the multiple popularity score.) Although everyone knows how dangerous it is, The Stuff is considered still a black-market item and highly sought after.
  • Fire: As said earlier, the fastest most complete means to destroy the Stuff is Fire. Fire negates all invulnerability and completely can destroy The Stuff quickly.
  • Non-Mobile: The Stuff can bubble and act through locomotion of natural effects but cannot move by itself or act.

Notes:
This was a write-up planned for years ago – I like the movie, it’s a satire as much as a horror movie (if not more) and it was difficult to properly capture elements of The Stuff – that being said, It is zero calories and has a good taste….


Originally published on Classicmarvelforever.com on 2nd October 2020

Thursday, October 1, 2020

Lily Frankenstein from 'Penny Dreadful'

 “When our day has come... you will know terror. Until then, little man... live with the knowledge of what you have spawned. And suffer.”

Lily Frankenstein



 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Gd (10)
S: Rm (30)
E: Mn (75) *
R: Gd (10)
I: In (40)
P: Rm (30)

Health: 135
Karma: 80
Resources: Pr (04)/Ex (20)*
Popularity: 0*

Talents:
Lily possesses the following skills and talents:
Area Knowledge: Belfast
Area Knowledge: London
Streetwise
Street Fighting

After her resurrection, Lily gains the following skills:
Knowledge: British Upper Culture
Firearms
Leadership*
Multi-Lingual

Powers:
Re-Animated Dead:
Unlike John Clare or other of Victor Frankenstein’s monsters, Lily seems to be more re-animated than a surgical composite. As such, Lily possesses the following attributes similar to John Clare/The Monster:


  • Increased FASERIP: Lily’s resurrection has granted her greater FASERIP scores to where they are currently listed. Lily’s Strength is at least on par with the first creature, and has shown inhuman ability to both resist and recover from damage. Lily’s intellect and awareness are equally increased due to the process of reanimation – although one could argue the increase was more due to Lily no longer suffering from tuberculosis
  • Invulnerability: Like John Clare, Lily is considered immune to the following effects: Aging, toxins, disease, and a majority of the results that require an Endurance FEAT. Lily can be treated depending on the Judge to possess ‘Immortality’.
  • Endless Reserves: Like John Clare, Lily can resist most stunning attacks with a simple Green Endurance FEAT. Lily can still be slammed as normal and can be knocked unconscious usually through methods that her creator, Victor Frankenstein, can provide.
  • Limited Body Armor: Much like John Clare Lily has a higher degree of resistance, ignoring any attack under Typ (06) intensity and not even reacting to attacks under Rm (30) damage (Although Lily still takes damage – she simply ignores them).
  • Regeneration and Recovery*: Lily can regenerate and recover from injury with Rm (30) ability, including recovering lost Endurance ranks. Lily’s body seems to recover even from lethal injuries in relatively short times.


Contacts:
Prior to her rebirth, Lily could call on Ethan Chandler without hesitation and had additional contacts throughout the London streets and slums. Lily’s contacts are strange as she gains and loses them at different points:
  • Dr. Victor Frankenstein: Lily’s ‘creator’ could be considered a contact early on, and would stop at nothing both to help her and later stop her. At the end of the series it is doubtful that Frankenstein is a contact Lily would remain friendly with.
  • Dorian Gray: Fellow immortal and former lover, Lily could call on Gray at different points but when Gray was finished with her, he cast her out of his home and murdered a number of her followers. It is doubtful that Gray would remain a contact.
  • Justine and the Women’s Movement: Lily created a more violent women’s movement and was set to use it to gain revenge on men and society. Specifically, Lily’s main contact with a young woman she rescued named Justine. The movement was destroyed for the most part by Dorian Gray when he betrayed Lily and Justine was murdered by Gray himself. If members are still alive, it is possible they would be willing to help Lily.

Limitations:
Lily’s reanimated condition has given her many abilities but has also led to many drawbacks.
  • Unnatural Presence: Although not as severe as John Clare, Lily is…off…and while very beautiful and capable, there is something that has been remarked on by all who encounter her as being something unnatural. People who knew Lily as Brona do not immediately recognize her. As with Clare those who see Lily and are of the Demimonde will know that Lily is unnatural.
  • Rage: Lily is filled with rage, both due to her tragic end as Brona but also through her rebirth and the conditions of her initial days. Lily’s rage is significant and usually dedicated towards men whom she sees as users and despoilers.
  • Deceptive: Lily is more capable at deception since her rebirth, fooling Victor Frankenstein into believing that she had no memory of her previous life or manipulating situation to her own end. Lily can be difficult to discern her true intentions which works equally against her as it does for her.
  • Enemies: At different points, Lily has made enemies of former allies, specifically Victor Frankenstein and later through Dorian Gray’s betrayal of her.
  • Loyalty*: Lily does have loyalty and is considered to possess something of true loyalty for two people during Penny Dreadful: Ethan Chandler and Justine. Lily considers Ethan to be the only decent man she ever met and was protective of Justine as Lily saw herself in the young woman.

Tuesday, September 29, 2020

Dr. Victor Frankenstein from 'Penny Dreadful'

 If you cannot endure the nightmare, you should not lie down for the sleep.

Victor Frankenstein

 


 

 

 



 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Rm (30)
I: Ex (20)
P: Ex (20) (At beginning of series), Rm (30) at end of series)

Health: 32
Karma: 70/80
Resources: Typ (06)/Ex (20) (Depending on the Resource backing of Malcolm Murray)
Popularity: 2 (within London Resurectionists and such in Greater London).

Talents:

  • Nobility*
  • Medicine*
  • Chemistry
  • Occult Lore
  • Multi-Lingual
  • Firearms
  • Knowledge: Greater London Medical
  • Knowledge: London Area
  • Knowledge: Basic Meteorology
  • Knowledge: Necro-Engineering (Returning the dead to life)
  • Forensics and Pathology
  • Electrical Engineering
  • Sharp Weapons: Small


Powers:
Victor Frankenstein has no known supernatural abilities.

Equipment:
Laboratory: Frankenstein usually has access to a laboratory which is capable of providing him with access to power, chemicals, surgery, and other necessary tools in his research. Frankenstein’s resources are tied directly into how much material he has to work with in shaping and maintaining his lab, and its location is only known to a few individuals at any one time.

Contacts:
Frankenstein has some connections throughout the city, but mainly can rely on Ethan Chandler and Malcolm Murray as reliable contacts. Frankenstein might be able to rely on his surviving creations – The Monster/John Clare and Brona/Lily, although this is doubtful. In addition, Frankenstein went to school and still maintains cordial relations with Dr. Henry Jekyll.

Limitations:
Victor Frankenstein has several limitations which work differently than regular limitations. At the start of any event, The Judge determines which limitations are in play without telling Frankenstein immediately. Due to the nature of Frankenstein’s limitations, certain limitations may come into play while others may not. These limitations include (and are not limited to):

  • Dark Secret: Frankenstein has reanimated the dead, giving life to the lifeless. Frankenstein is reluctant to tell anyone this secret (even his most trusted comrades, some of whom still do not know). Frankenstein’s steps to protect this secret are unknown, but anytime that it may be discovered Frankenstein must make a Psyche FEAT reaction.
  • Enemy: First Creation – Frankenstein has an unusual relationship with his first creation, wavering between hatred (John Clare rightfully feels abandoned by his creator) to support (Frankenstein agrees to create a mate for this creature). The relationship is complex and never really certain, as Clare maintains both a respect and menacing presence in Frankenstein’s life.
  • Enemy: Third Creation – Frankenstein loves/hates/desires Lily, and will work against his own intuition to regain her love. At the same time, after the Season 2 finale, Frankenstein becomes obsessed with regaining her/stopping her. Lily does not trust her ‘creator’, and while the two have parted, it is uncertain what the future would hold.
  • Guilty: Frankenstein feels a degree of guilt (rightfully so) of his actions, but does not necessarily understand them while he acts. This continues well into the final season and beyond.
  • Socially awkward: Frankenstein is awkward at times and can allow his agitation and intellectual arrogance to place him in difficult situations. The situation has led to many inadvertent comical situations, but has placed him in real danger as he did not understand the nature of his threats on occasion.

Originally published on 31 October 2017 at classicmarvelforever.com

Penny Dreadful - Do you believe there is a demimonde?

 

Debuting in 2014, Penny Dreadful  represented a different sort of show and was a dark contrast to how horror and period shows were done to that point. Gritty and full of references to the gothic horror that spawned it, Penny Dreadful re-imagined both the characters that were drawn from classic literature as well as the well-known folklore around such creatures. To say it was probably my favorite show of the last several decades would be an understatement. I've attempted to capture the elements of the characters in these write-ups and have a few more down the road.

Ethan Chandler (Played by Josh Harnett) - An American gunfighter hiding a deadly secret
Frankenstein's Monster (Played by Rory Kinnear) - the first creation of Dr. Frankenstein 
Sir Malcolm Murray  (Played by Timothy Dalton) - An famed explorer and man of means
Vanessa Ives  (Played by Eva Green) - A family friend of Sir Malcolm's daughter, witch, and psychic.
Dr. Victor Frankenstein (Played by Harry Treadaway) - A physician and scientist obsessed with death.
Sembene (Played by Danny Sapani) - A mysterious figure and ally of the group tied to Sir Malcolm.
Dorian Gray (Played by Reeve Carney) - A youthful immortal who is ageless and sins without regret.
Lily Frankenstein (Played by Billie Piper) - The reanimated Brona Croft - powerful and dangerous

Buck Rogers in the 25th Century (and Twiki)

 From early stories in 1928 by Philip Nowlan and reworked in late 1929 by Flint Dille, the science fiction Rip Van Winkle helped define the idea of science fiction in the 1930s, being the first Science Fiction radio show as well as one of the first pioneering figures in television. The parallels between Flash Gordon and Buck Rogers are fairly obvious: Strong pulp heroes that usually encounter a situation or environment that they must use their natural abilities in skills to overcome their new world. Unlike Gordon's Dale Arden, Wilma Deering is far from helpless, and is often an equal if not superior to the future-struck Rogers.

This write-up is a combination of several sources, but I won't lie, it's the 1980s Buck Rogers that sticks in my mind the most.




Buck Rogers




 

 

 

 

 

 

 

 

 

William "Buck" Rogers

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

Health: 100
Karma: 66
Resources: Gd (10) as an Earth Operative
Popularity: 50 as Buck Rogers, the man from the 20th Century, but "0" as having a data file or ident chip

Talents:

  • Athletics
  • Military
  • Guns
  • Pilot
  • Leadership*
  • Knowledge: Football
  • Knowledge: Earth Directorate Protocols
  • Knowledge: Earth Directorate Enemies
  • Firearms
  • Astrogation
  • Resist: Domination*
  • Martial Arts A, E
  • Knowledge: 20th Century
  • Detective/Espionage
  • Artist: Cooking


Powers:
Roger's Luck: If faced with a kill result or difficult situation, luck will be in Rogers's favor. Rogers will always have an avenue of escape, make the last minute save, or dodge the certain death awaiting him.

Contacts:

  • Colonel Wilma Deering: Earth Defense Force
  • Dr. Huer: Director of the Defense Directorate
  • Twiki: Buck's sidekick and robotic ambuquad
  • Dr. Theopolis: The attache to the Defense Directorate from the Computer Council
  • Princess Ardala: while often a nemesis and clearly early on an enemy, it is probably that if Buck truly needed help, Ardala would provide it in an instant.
  • Hawk: Buck's former Nemesis and associate on-board the Searcher



Limitations:
Cocky: Bordering on Arrogant, Buck has a reputation of being just one hair shy of cocky. Rogers has been put into positions due to his attitude more than once that have been made difficult.
Man out of time: While adjusting to the future, Buck is still influenced and often confronted with his differences as being a man five centuries out of date. From clothing to mannerisms, Buck is often noticed as being occasionally 'odd'.

Twiki



 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 66 Karma: 50 Popularity: 10 Resources: N/A

The ambuquad assigned to Buck Rogers, Twiki has shown his loyalty, will, and quirkiness more than once. Constructed as a mining robot, Twiki has none the less represented a iconic addition to Buck's history.
 

Powers:


  • Robotic Construct: Twiki is a robot, and does not need to breath, eat, or sleep (Although he does need to shut down). Twiki is not affected by disease or normal radiation, and has shown that he can survive the rigors of space. Constructed for more of a role as a support robot, the materials used in his construction grants Twiki RM (30) body armor vs. Physical damage, including corrosives, and Ex (20) vs Energy.
  • Short Stature: Twiki is less than 4' in height, and requiring a -1 cs to hit him at range.
  • Total Memory: Twiki's memory capacity has yet to be reached, and he can recall items quickly and Communication: Twiki can tap into standard communication systems.



Talents:
Twiki literally could be programmed with any talent imaginable given time and limited by his physical features. As such, Twiki currently has displayed the following within the series:

  • Pilot
  • Repair/Tinker
  • Electronics
  • Knowledge: Outlaying systems
  • Knowledge: Earth Defense Directive systems
  • Knowledge: Searcher protocols
  • Knowledge: 20th Century Mannerisms
  • Knowledge: 20th Century history
  • Guns
  • Astrogation


Contacts:

  • Dr. Theopolis
  • Crichton
  • Buck Rogers


Limitations:  

  • Limited Mobility: Twiki may have better accuracy and agility, but he does not move very fast. Twiki can only move 1 area per round at top speed, and cannot easily navigate stairs or the like. 
  • Communication glitch: Twiki begins communication with a 'Beeda Beeda Beeda'. 

 

This write-up was originally published on ClassicMarvelForever.com on 17 November 2009

Jack's Heroes - write-ups of heroes from throughout the ages



 A good deal of the time I focus on Halloween or horror write-ups, but I've worked to stat a number of characters over the years that I either wanted to stat or had not been written up that I always felt needed to be. Jack's Heroes were write-ups that were characters I really dig and I hope I've captured properly. I have villain write-ups on the way as well as the heroines and villaness write-ups on their separate section.

 

 The Angel -  from Golden Age Marvel
Azrael - St. Dumas's avenging angel
Buck Rogers, hero of the 25th Century
Captain America - Jack's definitive write-up
Captain Marvel - Fawcett's greatest hero
Captain Nemo - The mysterious captain of the Nautilus
Commander Steel - the DC heroes 
Cosmic Boy - Hero of the 30th Century
Deathblow - Michael Cray, member of Team 6   
Doctor Syn, Alias the Scarecrow - The Scarecrow of Romny Marsh 
Elijah Snow - Leader of the Planetary
The Enemy Ace - Hans Von Hammer, the Hammer from Hell
Flash Gordon - Savior of the Universe
Hawkman - Carter Hall, Katar, Prince Khufu
The Human Fly - Stuntman and Marvel hero
Gambit - Thief, mutant, X-man, and cardsharp
Jon Sable: Freelance - Mike Grell's bounty hunter, mystery man, and adventurer
Jonah Hex - The gunslinger and bounty hunter
Karate Kid - Master of martial arts from the 30th century
King Faraday - DC's premiere secret agent
The Lone Ranger - Masked hero of the plains
The Man from Atlantis - Amnesiac hero from the 1970s
Manhunter - Paul Kirk - he who hunts the most dangerous game
Max Payne - Burned out ex-cop vigilante
Mike Power - Atomic powered cyborg and member of the GI Joe Adventure Team
Nemesis - DC's master of disguise Tom Tresser
Ninjak - Valiant's British spy and master ninja
OMAC - The John Byrne version of Jack Kirby's future super soldier
The Phantom - Lee Falk's Ghost who Walks
Rom the Space Knight - The silvery champion from Gallidor
Paladin - The mysterious man whose motto is 'Have Gun will Travel'
Richard Eagle - Mystical martial artist and detective
Rick Flag Jr. - Commander of DC's 'Suicide Squad'
The Shadow - the mysterious vigilante who knows what evil lurks in the hearts of man
S.D. 'Snake' Plisskin - Gunslinger and master criminal in the future
Solomon Kane - Puritan Adventurer who seeks to do good.
Son of Vulcan - The Charltan Comics champion of the gods
Space Ghost - The specter of the space-ways and champion of justice
Spider-Man 2099 - Miguel O'hara, the spider-man of the future
Travis Morgan - The Warlord of Skartaris 
X-O Manowar - Alaric the barbarian armored warrior
Yondu (Original) - The archer extraordinaire of  Guardians of the Galaxy
 
 

The Twilight Zone - A journey into a dimension of sight and sound

 



Debuting in 1959, The Twilight Zone revolutionized television, Horror, Science Fiction, and Fantasy by providing thought provoking subjects mixed with human experience and exceptional storytelling. Ranging from the most fantastic to the most personal, The Twilight Zone  introduced many things into the cultural zeitgeist from the most talented writers of any era. 

I've covered some of the more interesting creatures and aliens from The Twilight Zone and have many more planned in the future. 


For now, we have:

Anthony Fremont from 'It's a good life'
The Gremlin from 'Nightmare at 10000/20000 feet'
The Kanamits from 'To Serve Man'


Wednesday, September 23, 2020

The Elementals from Bill Willingham

 



Created by Bill Willingham in 1984, The Elementals was one of Comico's breakout hits during the 1980s and remained a standard for independent comics until ending in the 1990s. Combining magic, mythology, and the other tropes of a superhero comic, The Elementals continued to break the same ground that The X-Men and other traditional four-color comic broke during the 1980s and provided a look into a world where the traditional enemies were not so clear-cut.

Formed by the elemental forces of the universe to do battle with a powerful sorcerer named Saker, The Elementals themselves were drawn up from fairly diverse backgrounds, not always able to work together or unite against a more organized enemy.

When I got into Independent comics in the 1980s, The Elementals  were a major part of that period for me, shaping me not only as a writer but as a GM and creator. Although Willingham sold the Elementals to Comico in the 1990s it is difficult to see anyone but Willingham crafting the Elementals or designing their stories - a trait that Willingham showed with extraordinary skill during his phenomenal run on Fables.

I've covered the initial team but will be adding to it in the future with their enemies. So far we have:

Fathom - Becky Golden - An heiress who drowned and was resurrected by the elemental spirit of water

Monolith - Tommy Czuchra - The youngest and smartest of the Elementals who was killed by a landslide and resurrected by the elemental spirit of earth

Morningstar - Jeanette Crane - A former police detective killed in an arson attack, resurrected by the elemental spirit of fire. 

Vortex - Jeff Murphy - a former military pilot who died in an event related in a helicopter crash. Resurrected by the elemental spirit of Air. 




Sunday, September 13, 2020

Tulip-Head, The Upside Down, and Barb from

Tulip-Head (Demogorgon)





 

 

 

 

 

 

 

N/A

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Pr (04)
I: Rm (30)*
P: Gd (10)

Health: 140
Karma: 44
Resources: N/A
Popularity: 0

Talents:
Tulip-Head has shown no real intelligence outside of cunning and instinct as of yet. As such, Tulip-Head has no real talents.

Powers:
Extra-Dimensional Being:
Tulip-Head is a creature who exists in both the prime material plane and in the Astral Plane (dubbed ‘The Upside Down’), and is capable of crossing between the two after its home dimension was accessed by Eleven during a psychic experiment. While Tulip-Head is the nickname for the creature from the internet, the creature has no name and has displayed no real intelligence outside of a desire for prey and an enhanced set of animal instincts. Tulip-Head plagues the small town of Hawkins for almost a week, abducting and eating several residents (as least six to eight) during its initial encounter. Tulip-Head has been observed to have the following abilities:

  • Extra-Dimensional Physiology: Tulip-Head seems to be adapted to exist in a state of Astral space dubbed ‘The Upside Down’. As such, its physiology is perfected to be a predator. Tulip-Head seems to have Ex (20) Armor vs. Physical attacks, although it can be trapped and harmed by objects which halve its natural defense. Tulip-Head is immensely strong in comparison to a human being and has greater agility and endurance due to its adaptions. Tulip-Head is also perfectly adapted to its existence in the Upside Down.
  • Natural Weaponry: Claws: Tulip-Head’s claws can sever objects and do Ex (20) damage, halving natural and artificial normal armor’s effectiveness.
  • Natural Weaponry: Bite: Although not expressly seen, the detachable and sectional mandible of Tulip-Head makes it capable of rending flesh with Ex (20) ability.
  • Dimensional Travel: Tulip-Head can move freely between normal space and the Upside Down with Am (50) ability. Tulip-Head can also drag individuals with it, usually future victims by touch. Whenever Tulip-Head moves between dimensions, the electromagnetic spectrum goes wild and visible distortions occur. This is usually followed by an organic residue and similar distortion in many areas that it opens its gates from. Moving through water seems to be the easiest means, and leaves no immediate residue. Tulip-Head favors specific areas to cross over dimensions, such as Hawkins Labs or the Byer residence. These areas as well as areas outside of the woods are the places in which the veils between the Upside Down is thinnest with normal space.
  • Regeneration*: Tulip-head recovers very quickly from damage, recovering from both a series of attacks and being set on fire in a short time. Tulip-Head seems to have Ex (20) Regeneration, as well as Gd (10) recovery. It has been suggested that Tulip-Head regenerates faster after feeding.
  • Tracking*: Tulip-Head is able to track across the dimensional barriers with Rm (30) ability, being able to track specific prey once it has engaged them or ‘locked on’ again. Tulip-Head seems to require encountering an individual in order to track it, and cannot track someone whose ‘trail’ is cold or off (It had issues with Will Byers in the Upside Down once it lost him, but once it knew where to begin its search, it was able to pick up the trail quickly).
  • Dimensional ‘Sensing’: Tulip-Head can perceive what is happening in real time from the Upside Down at the same time, utilizing a sense which allows it to sense in both places at once. Tulip-Head only needs to make an Intuition FEAT in order to perceive what’s going on in a particular area, but is limited by its instincts and intelligence.
  • Blending: Tulip-Head is able to distort the visual spectrum and appear nearly invisible. Tulip-Head does with Rm (30) ability. Tulip-Head is not truly invisible, but for the most part as it only attacks in dark locations at night, it might as well be.


Contacts:
Tulip-Head has no contacts.

Limitations:
Very little is known about Tulip-Head, whether there are more than them or if it was a solitary creature. What is known is that Tulip-Head has several key limitations, which include:
  • Predatory Animal Intelligence: Despite its cunning, Tulip-Head has only a basic animal intelligence. As such, Tulip-Head is lured into a trap utilizing the proper prey, as well as hunt for prey rather than possessing an agenda. As such, Tulip-Head can be manipulated into traps and activities accordingly.
  • Dimensional Physiology: Tulip-Head thrives in darkness and at night. Tulip-Head is not active during the day nor does it seem to prefer to act in places which is artificially lit, unless provoked or drawn by great deals of blood. Tulip-Head suffers a -1cs to activities in daylight (but not artificial light). Tulip-Head must make a Psyche FEAT to operate in well-lit areas.
  • Terrifying Visage: Tulip-Head is hideous and alien, forcing those that deal with it to have a -2cs reaction bonus.
  • Blood: Tulip-Head is drawn to blood, requiring a -2cs Psyche FEAT to resist appear and attempting to attack areas where fresh blood exists. The larger the amount, the greater the chance that Tulip-Head will be drawn.
  • Dimensional Distortions: Tulip-Head’s emergence into normal space always includes electromagnetic distortions of an area as well as physical effects as the creature appears. As such, Tulip-Head’s appearances can be somewhat prepared for and tracked. Once the distortions begin, Tulip-Head appears 1d6 Rounds later.


The Upside Down

But what if he was there? What if we just couldn't see him? What if he was on the other side?

 


 

 

 

 


 

 

 

 

 

 

The Upside Down is a dimensional space similar to Astral Space discovered by Eleven when undergoing an experiment at Hawkins Lab. The Upside Down is a dark mirror of the normal world, with similar buildings, objects, trees, and other landmarks in a distorted version where the temperature is always just above freezing and that nothing living exists outside of the Monster. The Upside Down can only be accessed through dimensional portals, such as the maintained portal at Hawkins Lab or the temporary portals created and used by Tulip-Head during its nightly forays into normal space.
Due to the extreme nature of the Upside Down, things seem to be breaking down or in ruins compared to their counterparts in Normal Space. It is unknown if the Upside Down is bound specifically to the areas around Hawkins or if it is somehow a pocket dimension. What is known is what happens to those who find themselves in the Upside Down:

  • Reduction in Endurance: The Upside Down begins attack a person’s Endurance, which begins with a Fe (2) ever-present cold and chill. Slowly, gradually the person finds their Endurance ranks lowered, depending on their time in the Upside Down and how they arrived. If a person arrived with warmer clothing or a bio-hazard suit, they may find the effects lessened. Persons inside the Upside Down must make Endurance FEATS each eight hours they are present. A White Result lowers the Endurance of the victim by -1cs. Once the victim reaches Shift 0 Endurance, they simply are overcome and die. What should be interesting to note is that the effects of The Upside Down may also be mitigated or slowed by familiarity: If a person goes to somewhere they know (such as Will Byers going home or to his constructed club-house known as Ft. Byers), the effects are lessened and while suffering the cold effects they victim can maintain their Endurance. Mechanically this is represented by an additional Psyche FEAT before the Endurance FEAT. A green result or better means that the person can avoid the Endurance FEAT check for that period.
  • Darkness: It is always night in the Upside Down, reducing visible perception to about 20’ in most areas. Intuition-based actions are limited by -2cs in the Upside Down, and those with enhanced senses, Danger Sense, or other senses will find them reduced even further to -4cs while present inside of the Upside Down.
  • No Obvious Portal: There are no obvious exits or portals in the Upside Down, with the only real portal inside of Hawkins Laboratory. Dimensional Travel outside of the Upside Down is limited, requiring the use of established exits or portals created by Tulip-Head during its ruptures into normal space. Individuals can make Intuition checks to perceive some activities, and watch and observe actions in normal space. Exits however are difficult, and may attract Tulip-Head.


Barb




 

 

 

 

 

 

 

”I’m Chill"

Barbara Holland

F: Pr (4)
A: Pr (4)
S: Pr (4)
E: Typ (6)
R: Gd (10)
I: Gd (10)
P: Typ (6)

Health: 18
Karma: 26
Resources: Pr (4)
Popularity: 0*

Talents
Student*

Powers
None

Contacts
Nancy Wheeler
The Internet

Limitations
Nancy Wheeler’s Best Friend: Barb attempts to Look out for Nancy at all times, which leads to a lot of trouble and a helluva pool party.