Showing posts with label Sea Creature. Show all posts
Showing posts with label Sea Creature. Show all posts

Tuesday, October 2, 2018

Sharknado Mechanics from 'Sharknado'

“Sharks in a tornado. Sharknado. Simply stunning.”






Sharknado Effect:

Essentially, there are two components for a Sharknado — An F-5 tornado and unusual currents which produce agitate sharks. The F-5 tornado is considered to have Am (50) strength and can maintain itself by drawing on heat-charged waters for anywhere from 1 — 50 turns. As a side-effect, the weather conditions and warmer waters produce an agitation amid most sharks in a 400 mile radius. The agitation enrages the sharks to the point of attacking indiscriminately, while at the same time drawing up the sharks into the central funnel of the tornado. Unlike most tornadoes (Technically at this point it’s a waterspout), the tornado does not cause a vacuum — instead creating a perfect environment in which the sharks are maintained for short periods of time, able to move with generated currents and function within the ‘sharknado’ without requiring Endurance FEATs. So long as the F-5 maintains itself with strength and speed (Capable of going to Mn (75) strength), the Sharknado can continue. Rapid changes in temperature and/or compression will end the effect within 1d10 rounds, displacing the captured sharks and sending them crashing to the ground. A typical sharknado will have upwards of 100 — 200 sharks of various sizes and attack abilities, but the basics are as follows:

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Fe (2)
I: Pr (4)
P: Fe (2)

Health: 60
Karma:8
Popularity: 0
Resources: N/A

Talents:
None

Powers:
Sharks have adapted to marine environments, can move 3 areas per round in water, and have Ex (20) bite which halves effective body armor. In addition, due to the environmental conditions regarding the sharknado effect, the sharks are agitated and considered to have +1CS to bite and attack.

Contacts:
None.

Limitations:
Marine Adapted Environment: Sharks require water to live and many species must maintain locomotion for circulation.

Sharknado LImitations
Easily Recognizable Weather Pattern: Sharknados are easy to spot, especially after the first movie.






Thursday, August 23, 2018

Orca from 'Orca' (1977)


It is known that they have great memory and even after many years they will always remember the human being who has tried to harm them.

During the period of ‘Nature Amok’ films that began with Jaws, several key imitators and similar movies appeared. While most featured some sort of giant shark attacking sleepy coast village, Orca went a slightly different route, and that’s probably one of a few reasons it stood out amid the others. At the surface the story is simple: A fisherman kills a pregnant Orca whale and by doing so also kills its offspring. The surviving mate watches in horror and begins a plan of revenge to ultimately bring the fisherman (played by Richard Harris) out into the ocean, to face the revenge-seeking whale. Ultimately, themes of revenge, duality, the nature of the soul, and some fairly standard destruction plays out until in the ice, the two beings finally face each other.



Orca, The Killer Whale




F: Rm (30)
A: Gd (10)
S: In (40)
E: Mn (75)
R: Typ (06)
I:  Rm (30)
P: Rm (30)

Health: 155
Karma: 66
Resources: N/A
Popularity: 0

Talents:
Orca has no talents

Powers:
Orca Physiology
 Orca is an killer whale of large size that has been adapted to its environment sharing many natural abilities with other killer whales. As such, Orca’s natural abilities include:


  • Natural Armor – Gd (10) protection due to layers of blubber.
  • Natural Weaponry – Bite – Ex (20) edged damage which can effectively halve body armor and material strength effectiveness.
  • Reinforced Skull: Orca’s skull is reinforced to give it further protection of Rm (30) for the purposes of blunt and charging damage.
  • Adapted to environment – Orca is considered to have Water Freedom, although requires to surface and breathe as he does not have water breathing.
  • Hyper-Swimming: Orca is considered to have Ex (20) hyper-swimming, often combining its top speeds with a devastating charge (See below).
  • Sonar: Rm (30) ability to navigate and communicate through echolocation.
  • Resist: Cold: Due to the blubber, Orca has Ex (20) ability to resist cold.
  • Natural camouflage: The patterns of an orca are ideally suited for their environment and are considered to have Pr (4) camouflage.

Orca’s Charge: Orca can charge with ruthless efficiency while in the water, unlike a regular charge, Orca can target specific individuals or locations when doing so. Orca’s preferred charge attack is usually a build-up of two areas and either into objects like building supports or from below to gain advantage.

Contacts:
Orca has no contacts left, his pod has been destroyed.

Limitations:
Orca has the following limitations:

  • Vengeful:: Orca will stop at nothing to draw his nemesis, Captain Nolan, out to the sea so that Orca may kill him. Orca will ignore standard behaviors and even plan out and act against Nolan if it will bring Nolan out to him. Orca chased away all the first for instance in the fishing grounds, attacked Nolan’s house, village, and supply area as well as maimed one of Nolan’s crew. Orca will continue to hound Nolan until Nolan either comes to him or leaves the water forever. Orca cannot be reasoned with nor will Orca quit.
  • Environmental Dependency: Orca is bound by his environment and cannot leave it. As such, Orca can only act in the ocean (Although, he did fairly well attacking the land by attacking weak-points in infrastructure and locations along the oceanside.
  • Enemy: Captain Nolan: As much as Orca hates Nolan for killing his mate and child, Nolan becomes obsessed with ending Orca as well. As such, towards the end of the affair between the two, Nolan becomes as obsessed as Orca is in killing the other and would take steps accordingly.

Monday, October 1, 2012

The Giant Squid from 'The Beast'

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




The Beast Squid






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

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

Talents:
None

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

Contacts:
None

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