Showing posts with label Supernatural Villain. Show all posts
Showing posts with label Supernatural Villain. Show all posts

Thursday, September 10, 2020

Bill Compton from 'True Blood' (HBO)

 I was made vampire in 1865, when I was thirty human years old.

Bill Compton

 


 

 

 




 

 

 

 

 

 

 

 

 

 

 

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

Health: 140/195*
Karma: 70/135
Resources: Rm (30)
Popularity: 5/30/40 (In Bon Temps/As the Avatar of Lilith/Spokesperson for

Talents:
Military*
Leadership*
Mystic Origin*
Knowledge: Vampires
Knowledge: Vampire Authority Organization.
Knowledge: Bom Temps area
Knowledge: History
Multi-Lingual*
Politics

Powers:
Vampire: Bill Compton is a relatively young vampire who possesses all of the abilities of a True Blood vampire of his age. Prior to his return as the avatar of Lilith, Bill did not have elder powers, but all of that changed once he drank the blood of Lilith. For Bill’s vampiric ability, please see the write-up on True Blood Vampires. Bill’s abilities as ‘Billith’ included:

  • Enhanced FASERIP: While Bill was enhanced by the blood of Lilith, his FASERIP, Health, and Karma increased to the secondary listings. It was stated openly by several of the other characters that Bill had become ‘The strongest creature on Earth’ and was capable of incredibly feats of strength and endurance. Bill could literally tear steel out of place, rending three-foot doors apart with little effort.
  • Increased Psionic Abilities: Bill’s hypnotic abilities and the ability to read the minds of those who had tasted his blood increased tenfold, going from their normal attributes to Am (50). Bill also gained telekinesis of Rm (30), able to move things easily with his mind, manipulate simple devices and machines, and use his will to move people and things in conjunction with his strength. Bill also gained a form of precognition allowing him to see and experience possible future events and specifically events involving vampires he was connected to. Bill would need to make a Psyche FEAT to resist the empathic pain from those terrible events or else he would feel the phantom damage as if he were taking it.
  • Flight: Bill could fly like an elder vampire with Am (50) airspeed, increasing his levitation skills by +3cs (normally Excellent).
  • Enhanced Vampiric Abilities: Bill’s vampiric abilities were incredibly enhanced after taking Lilith’s blood. Bill is considered to have the ‘Ancient’ level of power, making him at one time a rival to the original vampire’s abilities. Bill is also the only vampire to return from staking, regenerating instantly after being staked (which he did himself). Bill no longer suffered the limitations of being a vampire – Sunlight was a discomfort which could be eliminated with faerie blood, Bill no longer required permission to enter locations, and Bill was considered to be immune to most if not all the vulnerabilities that the TB vampire community had while the blood of Lilith was inside of him. In addition, Bill’s command of his progeny Jessica Hambey became a compulsion which Bill could use to cause rank damage to Jessica or any of Lilith’s line if he so chose.
  • Immunity: Sunlight: After drinking the blood of the vampire Warlow, Bill was immune from sunlight and could pass this immunity to any vampire that drank his blood. So long as Warlow remained ‘alive’, Bill and whomever drank his blood could remain in the sun indefinitely.
  • Enhanced Speed: Bill’s already impressive hyper speed as a vampire was increased to Mn (75) levels, allow him to potentially break the sound barrier and move with such alacrity to seem to be a blur. Other vampires had a hard time keeping up with him.

Vocal Mimic: Bill is able to perfectly mimic any human voice with Ex (20) ability, a power he had that was unique to him apparently and existed prior to his drinking of Lilith’s blood.
Contacts:
Bill’s contacts vary depending on his position and current situation. Bill could reliably call on Jessica Hamby, and was considered to be well entrenched with the Vampire Authority (at one point serving as the King of Louisiana. Bill could also call on Sookie Stackhouse with some regularity (until he took the blood of Lilith) and Eric Northman at different times. During his time as ‘Billith’, Bill’s powers made him capable of commanding any vampire or drawing any resources. Bill’s later time as author and ‘face’ of vampires tempered his disposition and made his contacts more reliable.

Limitations:
Before the blood of Lilith, Bill Compton had all of the limitations of a vampire, and additional ones as well:
  • Dark Secret: Bill secretly worked to engineer his meeting and bonding with Sookie Stackhouse.
  • Dark Secret: Bill had a dark past that he tried to hide, specifically his time with his maker Lorena, and the role he played during his period with her.
  • Public Identity: Bill is the public face at times of the Vampire Authority, and one of the most visible vampires in the world prior to his time as ‘Billith’ and even more so afterwards when he writes the book on the nefarious dealings of Governor Truman Burrell.
  • Protective: Bill is extremely protective of Sookie Stackhouse and Jessica Hamby, and will go to great lengths to protect either of them (Such as the time Bill walked into sunlight to try to save Sookie in season 1).
  • Villain: Bill’s activities during his first few encounters after becoming ‘Billith’ are villainous – seeking to capture faerie blooded individuals, forcing those to serve him for ‘the greater good’, and generally sharpening Bill’s worst behaviors. Bill is able to regain himself after losing the Blood of Lilith, but it takes some time to convince people he’s back to normal.
  • Infected: After Bill loses the blood of Lilith, he becomes infected with the vampiric Hepatitis which advances quickly. Bill is considered diseased and dying until his final destruction at the hands of Sookie Stackhouse.

Wednesday, September 9, 2020

Nocturne from 'Marvel - The Lost Generation'

Nocturne


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 120
Karma: 100
Resources: Ex (20)
Popularity: -20 in own era

Talents:

  • Occult Lore
  • Chemistry
  • Robotics
  • Guns
  • Alchemy
  • Medicine
  • Martial arts: A
  • Crime*


Powers:
Nocturne was a vampire, who through the use of science and the Alchemical formulas of Diablo was able to shed some of his curse. As such, Nocturne had the following powers:

  • Hypnotism: Requiring eye contact, Ex (20) ability
  • Flight: Like Baron Blood, Nocturne's ability to change into a bat was lost, allowing him to fly with Ex (20) ability
  • Body Transformation: Fog: Nocturne could transform his body into fog with Rm (30) ability
  • Natural Weaponry: Claws: Rm (30) ability
  •   Natural Weaponry: Fants: Rm (30) ability


Nocturne also used a combination of science and technology in various alchemical mixtures. Among these mixtures was the ability to create a series of homocule soldiers.

F: Gd (10) A: Gd (10) S: Ex (20) E: Ex (20) R: fe (2) I Pr (4) P: Pr (4)
H: 60 K: 10

Contacts:
The Yellow Claw
Various Criminal organizations and groups

Limitations:

  • Vampire: Early in Nocturne's career, he was very careful to hide his vampiric state, go so far as using a specific weapon to cover his feeding. Until many years after his debut, Nocturne suffered from the traditional vampire limitations. Shortly after his discovery of the sleeping Diablo did Nocturne overcome these limitations.
  • Hunted: The First Line: Nocturne was considered to be the most dangerous villain of his day, and as such, was pursued relentlessly.
  • Enemy: The Black Fox: Nocturne's worst enemy was the Black Fox, who swore to kill him one day for the role Nocturne played in the death of the Black Fox's only love.

Monday, February 11, 2019

Ahmanet from 'The Mummy' (2017)


Princess Ahmanet

 


Please meet Princess Ahmanet. She will claim what she has been denied.


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

Health: 175
Karma: 125
Resources:  Shift 0*
Popularity: -30 (in occult circles/Ancient Egypt)/0

Talents:
Ahmanet has several skills that she amassed during both her life and her time after her ‘rebirth’:
Mystic Origin*
Occult Lore
Leadership*
Knowledge: Ancient Egypt
Knowledge: Ancient Languages
Nobility*
Ancient Weapons*
Martial Arts A, E
Bow

Powers:
Empowered Mummy:
Ahmanet has been blessed by the Egyptian god Set with abilities and powers beyond life and death. Ahmanet is technically a mummy, but also possesses vast mystical knowledge and sorcery which makes her incredibly formidable. Ahmanet’s physical abilities and attributes shift as she regenerates, with her powers and abilities listed by stages as listed below:

  • Stage 1: Pr FASE, Invulnerability still in place, Gd (10) True Invulnerability. No ability to move inhumanly quick.
  • Stage 2: Gd FASE, Invulnerability, Ex (20) True Invulnerability, Inhuman Speed at Gd (10)
  • Stage 3: RM FASE, Invulnerability, Rm (30) True Invulnerability, Inhuman Speed at Rm (30), Ex Regeneration*/Recovery*
  • Stage 4: Fully Regenerated: All Attributes as listed, full powers and abilities and full ranks.

Mummy Abilities:
As a mummy, Ahmanet has the following abilities

  • Superhuman Durability and Invulnerability: Ahmanet is immune to several things due to her unique position. Ahmanet is completely invulnerable to diseases, toxins, aging, and radiation. Ahmanet’s durability is based on how much she regenerates her form, when she is at her ‘weakest’ and mostly a wizened corpse, her invulnerability is far lessened. As Ahmanet regenerates, she gains levels of True Invulnerability, up to a maximum of Am (50). At her most regenerated, Ahmanet can shrug off most physical damage of Am (50) or less, and can ignore equal levels of stun due to her unliving nature.
  • Superhuman Attributes: After her death and rebirth, Ahmanet’s FASERIP changed to reflect her new powers. As such, Ahmanet’s natural attributes are increased when she is regenerating/
  • Immortality*: Ahmanet is considered a ‘true’ immortal, in so far that her spirit and body cannot be easily destroyed and as long as her body exists, she can return to claim it and rejuvenate it. When reduced to 0 health/0 endurance, Ahmanet ceases activity and returns to a death-like wizened state. Ahmanet still possesses awareness and is able to act after a number of rounds if no one binds her and/or submerges her in liquid mercury. Ahmanet can act even when subdued if she is not kept constantly at sub-freezing conditions in liquid mercury.
  • Life-force Transfer/Soul Absorption: Ahmanet can drain the life-force of any creature through ‘sucking’ the life-force out of a living creature, adding its health total to her own or regenerating herself to full restoration from a mummified body. Ahmanet can completely devour a being in under two rounds, rendering them ‘used up’ and in a mummified state. The victim must make a Psyche FEAT to break contact, and if they fail when they are drained completely of their life-force, they become undead thralls under Ahmanet’s command.
  • Inhuman Speed: Ahmanet has the ability to move with inhuman speed, moving at Ex (20) Hyper Running. In addition, Ahmanet can perform dodges and Evasions at an adjust rank, Am (50) due to her already formidable agility combined with his her speed.
  • Regeneration*: Ahmanet also regenerates her Endurance Ranks and can re-attach or ‘pull back together’ her body parts if they become separated. While Ahmanet needs life-forces to fully recover, after Stage 3 she can to regenerate her form and health without the immediate need of life-force. 
Necromancer and Priestess:  Ahmanet was considerably gifted in life as a priestess of older powers, with those powers growing exponentially after her deal with Set and her return as a mummy. Ahmanet’s abilities include:

  • Weather Control: Mn (75) level to control the environment, especially creating wind/sandstorms which could destroy cities (and nearly did). Ahmanet could alter weather patterns creating dense fog, electrical effects, or create unusual patterns with little concentration.
  • Animal Control: Ahmanet could control swarms of rats, bird, insects, and other lower forms with Mn (75) ability, having greater control to have such creatures willing die or move into hazardous positions without any thought. Ahmanet could even have swarms of rats surround someone without biting or harming them in seconds.
  • Necromancy: Ahmanet could raise and control the dead, as she did when she raised the dead crusaders in the 2017 film with Am (50) ability. Ahmanet could control any whom she killed personally, including those who were not ‘fed’ upon. Ahmanet could also restore true life to the dead, but it is uncertain if this was a power she possessed as a mummy or as a sorceress.
  • Curse*: Ahmanet could curse an individual which was usually conveyed through the bite of an insect or spider. Once Cursed, the individual would slowly find themselves becoming a thrall of Ahmanet, until ultimately, they were the puppet of Ahmanet and would do their bidding. Once cursed the victim must make a Yellow Psyche FEAT against Rm (30). If the curse fails to take, they will complain about said insect bite, but if it does take, the victim immediately loses -1cs to their Psyche and must make another Yellow Psyche FEAT every hour. Once the victim’s Psyche reaches Pr (04), they are considered under the sway of Ahmanet, and will do her bidding unquestioningly. It is unknown if the curse remains after the tasks and commands have been performed, as the individuals usually die afterwards.
  • Telekinesis: Ahmanet can manipulate objects and even levitate herself with Am (50) ability, rending metallic structures and bending steel with but an action.
  • Connection: Once the chosen sacrifice has been selected, Ahmanet has an Am (50) level connection to that individual. The chosen will feel this connection strongly and will begin to hallucinate and see images of Ahmanet as she was, and will unconsciously work to try to reach Ahmanet. Ahmanet will know where her chosen is, and will work to try to find them, zeroing in on their location. This bond is very strong, and can be used in some cases to ‘bait’ Ahmanet out.

Contacts:
Ahmanet has no real contacts outside of the Dark God Set and her chosen sacrifice, Nick Morton

Limitations:
Ahmanet is incredibly powerful, but she has several limitations which contain her power. These limitations include:

  • Servant of a God: Ahmanet is the servant of the god Set, and as such Set’s bidding is what must be done above any other desires Ahmanet has. Ahmanet’s central goal is to do Set’s bidding – to bring Set back into the world of man, to serve in any action her dark master wants, and to ensure that nothing disrupts those plans. Ahmanet will never resist Set’s commands – in fact, there is never been a moment that she has hesitated – including killing her father, stepmother, and baby stepbrother.  
  • Liquid Mercury: Ahmanet is vulnerable to Liquid Mercury, and if submerged into Liquid Mercury, her powers lessen and she becomes an ordinary mummy. Submersion in Liquid Mercury reduces Ahmanet’s abilities to stage 1 levels and renders her immobile and mostly unable to act or perceive the world around her. Ahmanet was imprisoned for over 5000 years in liquid mercury and had some awareness but was unable to act fully.
  • Ambitious: Ahmanet is incredibly ambitious, and is known that her ambition led her to the service of Set. Ahmanet will use any opportunity to advance her goals and position. As such, Ahmanet will suffer a -1cs to Reason FEATS if opportunities present themselves to advance a goal (and not see possible traps).
  • Vengeful: More than Ambitious, Ahmanet is vengeful. Ahmanet is so vengeful that she will perform dark rituals and offer her soul in service to Set to revenge herself against those who wronged her, as an example. Ahmanet will remember when she is wrong and will go out of her way to ensure that vengeance is had.
  • Obsessed/Protective: Ahmanet is protective of her chosen, and will go to incredible lengths to ensure that the chosen makes their appointed time (in which Ahmanet sacrifices them willingly to Set). Ahmanet will spend her karma to protect her chosen, and even raise them from the dead (fully) when necessary.


Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.