Friday, August 28, 2009

The Raccoon from 'The Nocturnals'

The Raccoon



Procyon Cleanhands


F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm (30)
R: Typ (6)
I: In (40)
P: Rm (30)

Health: 100
Karma: 76
Popularity: -5 in Pacific City Underworld
Resources: Gd (10)

Talents:
Crime
Guns
Resist: Domination*
Marksman
Dual Weapon fighting
Knowledge: Pulp Comics, Books, and Movies
Thief
Knowledge: Pacific City

Powers:
As a genetic construct, Raccoon has the following:
- Night Vision: Gd (10)
- Enhanced Senses: Smell: Gd (10)
- Natural weaponry: Bite: ex (20)
- Natural weaponry: Claws: Ex (20)/ Halves body armor effectiveness.
- Hyper Climbing: Gd (10)
- Stealth: gd (10)
Beserker: Raccoon can enter into a Beserker fury if cornered and/or hurt.

Contacts:
Don Lupo Zampa: Crime Lord of Pacific City
The Nocturnals

Limitations:
Unusual Looks: Raccoon suffers from a -1cs reaction to people who aren't used to him.
Enemy: Narn-K: Raccoon is a sworn enemy of his creator, the Narn-K corporation

Captain Marvel (SPLITZAM! Android version)

Captain Marvel



Alias Roger Winkle


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

Health: 120
Karma: 60
Popularity: 10
Resources: Gd (10)

Talents:
Astrogation
Knowledge: Spacefaring Races
Knowledge: Earth Culture
Robotics
Repair/Tinkering
Profession: Teacher

Powers:
Robotic Contruct: Captain Marvel's powers include several unusual abilities:
Body Armor: Rm (30) Body Armor
Anatomical Seperation: By uttering the word "Split", Captain Marvel could seperate his body into component parts, down to specific digits. Captain Marvel could control these pieces seperately to attack seperate opponents. Marvel's power could be negated by placing glass around the body part in question.
Force Field: Captain Marvel has a Force Field, capable of deflecting bullets with Ex (20) ability.
Telepathy: Captain Marvel has Gd (10) Telepathy
Electro-Bolts: Captain Marvel can generate Ex (20) electrical shocks
Laser Bolts: Fired from his eyes, Captain Marvel can generate Rm (30) intensity
Costume Change: Captain Marvel can shift from his normal clothing to his costume instantly.

Contacts:
Unknown Alien Masters
Billy Baxton: Ward

Limitations:
Power Source: Captain Marvel is powered by an amulet comprised of Element X. If removed, Captain Marvel will operate for 1-10 rounds before shutting down and entering a hibernation state until the Amulet is restored.

Glass: If Captain Marvel's head is covered or blocked by glass, he loses control of his seperated parts.

Command Word: For Captain Marvel to seperate, he must say 'Split', and to reform he must say 'Xam'

Harley Quinn

Harley Quinn






Doctor Harleen Quinzel

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

Health: 100
Karma: 50
Resources: Typ (6) as a solo, Ex (20) when part of the Secret Six
Popularity: -10/-15 in Gotham City

Talents:
Crime
Acrobatics
Tumbling
Guns
Psychology
Knowledge: Metahuman Psychology
Knowledge: Gotham City
Knowledge: Batman Villains
Blunt Weapons

Powers:
Enhanced Stats: Harley is stronger, more agile, and capable of greater feats of endurance than a woman of her build and age due to several factors: Insanity, Amazonian Training, Poison Ivy's treatments, and the infusion of Olympian power (As seen in her comic, Countdown to 52, and Secret Six). Harley's agility is almost second to none, in some cases rivalling other characters such as Batman, the Ragdoll (who is triple jointed), and Catwoman.
Resistance: Poison, Disease, and Toxins: Harley possesses Am (50) resistance to Poisons and Toxins due to Ivy's treatments, as well as a greater degree of resistance to disease. Harley's body eliminates toxins within it (Secret Six) thus granting her limitless endurance for a human being.
Recovery: Harley has Ex (20) recovery, and can recover from near fatal wounds far faster than a normal human being.
Accute Sense of Balance: Harley has an almost inhuman sense of balance, capable of maintaining her equillibrium through difficult positions. While not a power per say, it does explain Harley's inhuman ability to land and balance.
Regeneration*: Harley has the ability to regenerate damage with Gd (10) ability due to Ivy's treatment.

Contacts:
The Joker (Mr. J, Puddin')
Poison Ivy: (Ivy, Red)
Catwoman II: (Holly Robinson)
Catwoman I: (Selina Kyle)
Secret Six: While tentative, she still maintains some connection.


Limitations:
Wanted Fugitive: Harley is a wanted fugitive, due to her actions during No Man's Land and other times.
Insane: Harley is marginally insane, either by the work of the Joker or through her own dementia.
Devoted to Mr. J: Harley is devoted to the Joker, even though he has tried to kill her numerous times.
Loyal: Harley is loyal to her friends, such as the second Catwoman or Poison Ivy, especially Poison Ivy.
Public ID: Harley's identity is known.

Flash Gordon, Savior of the Universe

Flash Gordon



Steven "Flash" Gordon

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

Health: 100
Karma: 60
Resources: Ex (20) on Mongo
Popularity: 50/-20 (on Mongo After Ming/ During Ming), 10 on Earth

Talents:
Athletics
Sharp Weapons
Pilot
Leadership*
Knowledge: Polo
Knowledge: Football
Firearms
Astrogation
Resist: Domination*

Powers:
Gordon's Cliffhanger: If faced with a kill result, luck will be in Gordon's favor. While not a power per say, Gordon is very difficult to kill, and has escaped death numerous times. The effect is always a last minute event, such as a faulty piece of equipment or not.

Contacts:
Dale Arden: Companion and later wife
Dr. Hans Zarkov
Prince Barin
Prince Voltan of the Hawk People
Prince Thune of the Lion People
Princess Aura

Limitations:
Wanted Fugitive: While Ming was in power, Flash was a hunted fugitive.
Arch-Enemy: Ming the Merciless

Monday, August 24, 2009

Pantha

Pantha


Sekhmet

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

Health: 130
Karma: 115
Resources: Pr (4)
Popularity: 0

Powers:
Cursed Werecat:
Pantha is believed to be an elemental being, tied to the Egyptian goddess Bast. Pantha’s history is tragic: A former high priestess of Ra who was cursed with eternal life after a rampage that left many dead, including her son. Curesed with immortality and amnesia, Pantha wanders the Earth, unable to find rest or a home.

Pantha has the following powers:

-Longevity: Pantha does not seem to age, and may actually be immortal
-Heightened Senses: Pantha has In (40) Heightened Senses.
-Tracking: Pantha can track with Rm (30) ability, following hard to discern trails and the like.
-Shapeshifting: Panther: Pantha can change into a large female panther, which provides the following stats:
F: 30 A: 40 S: 30 E: 40
-Natural Weaponry: Pantha can manifest either her fangs and/or claws in human form. Pantha can inflict 30 points of damage, halving body armor resistance.
-Regeneration*: Pantha has Rm (30) regeneration. In addition, Pantha has shown greater ability to recovery from toxins and disease.
-True Sight: Either due to her mystical heritage or her adventures, Pantha can discern the true nature about beings.

Talents:

Mystic Origin*: Egyptian
Martial Arts C
Acrobatics
Tumbling
Hunting
Dancing
Sharp Weapons


Contacts:
Vampirella
Adam Van Helsing

Limitations:
Cursed by Ra: Cursed with immortal life, Pantha cannot die, nor can she recall the details of her life. Pantha is cursed to wander the Earth in punishment for her crimes.

Enraged: Pantha can become enraged when seriously wounded or innocents are harmed. When this occurs, Pantha must make a Psyche feat or shift into her alternate form, going beserk in the process.

Tuesday, August 18, 2009

Starfish of 'The Nocturnals'

Starfish


Real Name: Unknown




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

Health: 90
Karma: 60
Resources: Typ (6)
Popularity: 10 in Pacific City underworld as a member of Doc Horror's crew


Talents:
Guns
Marksman*
Dual Weapon Use
Underwater Combat
Mystic Origin*
Crime

Powers:
Adapted Physiology
Starfish's physiology is adapted to be amphibious, and as such, she possesses the following powers:
- Water Breathing
- Water Freedom
- Hyper-Swimming: Ex (20)
- Resist: Temperature Extremes: Gd (10)
In addition, Starfish has displayed a type of intrinsic ability to communicate with elder sea creatures and sea animals with Ex (20) ability.

Contacts:
The Nocturnals
Doc Horror
The Raccoon

Limitations:
Dehydration: due to her amphibious nature, Starfish needs water or begins to suffer -1cs for every three hours out of the water.
Unknown Origin: Starfish has no idea about her past or origin since being found by Doc Horror and Eve. The closest she came was during a conversation with an elder sea creature.
Unusual Looks:Starfish has unusual looks, and can cause a -1cs reaction.


Polychrome from 'The Nocturnals'

Polychrome




F: Pr (4)
A: Gd (10)
S: Sh 0 (0)
E: In (40)
R: Gd (10)
I: Mn (75)
P: In (40)

Health*: 54
Karma: 125
Popularity: -10/10
Resources: Personal Shift 0/Gd (10) as part of Doc Horror's group


Talents:
Mystic Origin*
- Occult Lore
First Aid
Guns
Knowledge: Pacific City
Knowledge: Area Occult threats.

Powers:
Wraith: Polychrome is a wraith, suffering a violent death and finally escaping the endless and eternal cycle of the afterlife. As such, Polychrome has the following:
  • Cannot be killed through conventional means.
  • Can be exorcised with the Exorcism power. Poly must make a Psyche feat to remain.
  • Does not need to eat, breath, or sleep
  • Cannot be stunned and does not suffer kill results.
  • Can be affected by mystical objects or scientific barriers, as seen with the Narn K facilities.
  • Unlike most ghosts, Poly can interact physically with the world around her to some degree, although such interaction is limited (hence her strength). As such, Poly has a sembleance of FASE, but only to some degree.
  • Polychrome can go from ethereal to semi-tangible at will, considered to be permanently phased at Rm (30) unless otherwise stated.

Illusion-Casting: Polychrome can create convincing illusions with In (40) ability.
Healing: Polychrome can heal individuals with Am (50) ability, including the ability to purge toxins and diseases.
Clairvoyance: Polychrome has displayed Rm (30) clairvoyant abilities.
Postcognition: Polychrome has Rm (30) post-cognition (as shown in Black Planet).
True Sight: Polychrome can refine her perceptions to see things as they truly are with Rm (30) ability.

Contacts:
Doc Horror
The Nocturnals


Limitations:
  • Dead: As a wraith, Polychrome is vulnerable to any attack against the undead, including Exorcism. Poly's state is especially vulnerable to certain locations, such as the Narn K facility.
  • Loyal: Poly is incredibly loyal to her adoptive family, putting herself at risk to assist them.
  • Pacifist: Poly is an ardent pacifist, attempting to resolve conflicts without violence. This does not mean that Poly won't engage in combat, but Poly attempts to remain a pacifist.

King Faraday, Spy Extroardinaire

By now, it's apparent I like Pulp heroes. Today, I'm featuring a pretty straightforward write-up, that of King Faraday. Faraday is in many ways the comic book super-spy, more like Napoleon Solo and James Bond than Nick Fury. King Faraday has had a slew of appearances over the years, specifically the revival in the 1990s of his own comic 'Danger Trail' in DC, as well as appearances in both the Justice League Unlimited series and the Justice League: New Frontier movie. In addition, Faraday served as Amanda Waller's White Bishop in the new Checkmate.

King Faraday




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
Popularity: 0/30 (in intelligence/hero community)
Resources: Ex (20)/In (40) (Representing Checkmate's resources

Talents:
Detective/Espionage
Martial Arts A, B, E
Leadership*
Knowledge: Intelligence Agencies
Knowledge: Heroes and Villains
Knowledge: Terrorist Organizations
Military
Marksman*
Multi-Lingual
Multi-Cultural
Acting
Resist: Domination

Powers:
None

Contacts:
C.B.I
D.E.O
C.I.A.
Suicide Squad
Checkmate
Batman
Various contacts around the world

Monday, August 17, 2009

Vampirella, the original bad girl femme fatale

Vampirella
 
 





Vampirella, Vampi

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

Health: 140
Karma: 90
Resources: Ex (20)
Popularity: 15

Talents:
Pilot
Astrogation
Martial Arts A, C
Acrobatics
Performance: Modelling
Occult Lore
Swords
Resist: Domination*

Powers:
Pseudo Vampire:
Vampi displays many of the powers of a traditional vampire with none of their weaknesses. Vampi is capable of:
- Flight: Rm (30) airspeed
- Natural Weaponry: Fangs: Gd (10) damage
- Natural Weaponry: Claws: Ex (20) edged damage
- Hyper Senses: Rm (30), including Thermal Vision at Ex (20)
- Hyper Speed: Gd (10)
- Regeneration: Vampi can heal from extraordinary damage with blood, at Rm (30) ability
- Recovery: Vampi recovers endurance ranks with Rm (30) ability.
- Animal Transformation: Bat: Vampi can transform into a normal bat with Ex (20) ability
- Hypnotic Control: By making eye contact, Vampi can mesmerise individuals with Rm (30) ability.
-Longevity: Vampi doesn't age per say, but is not truly immortal. As such, Vampi's aging is slowed to an almost crawl. While hundreds of years old, Vampi looks no older than in her early twenties.

Blood ampules: Worn as a armguard, Vampi stores a limited supply of blood on her person using Drakulon technology which constantly feeds her needs.


Contacts:
Adam Van Helsing
Pendragon
Pantha


Limitations:
- Bloodlust: In the past, Vampi has entered into Bloodlust if denied blood for an extended period of time.
- Enemies: From the bloody queen of hearts to Dracula himself, Vampi has numerous enemies.

Solomon Kane, Puritan Adventurer

Robert E Howard's grim and laconic puritan adventurer doesn't have the fame of the more famous Conan, but maintains a loyal fanbase that has seen the original stories reprinted countless times. Solomon Kane represented a stark contrast to Conan: A hero whose purpose was defending the defenseless, whose goals were to punish the guilty and bring justice to the lawless, whether they were mortal or not. Kane represented a contrast to the knight: A grim servant who pursued the goal of justice no matter what it cost and no matter where it led.

Why Solomon Kane?
I think Kane is one of the earliest pulp heroes I was exposed to, and definately the one that I like (almost as much as the Shadow). Kane's adventures were definatley the thing that turned me onto Robert E Howard, and I think with his ample comic appearances is a character often overlooked (John Carter an odd second).

So...Solomon Kane

Solomon Kane

Add caption




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

Health: 90
Karma: 90
Resources: Typ (6)
Popularity: 5

Talents:
Occult Lore
Marksman*
Faith*
Sharp Weapons
Blunt Weapons
Resist: Domination
Knowledge: Elizabethan Era
Knowledge: Known World
Sailor
Military
Multi-Lingual


Powers:Kane has no real "powers", but considering he single-handedly 'killed' a ghost (With bare hands) and has gone toe to toe with the worst sorts of demons and monsters imaginable, he has several pseudo-abilities:

Iron Will: Once Kane's purpose is set, nothing will stop him. As such, Kane has In (40) Iron Will. Why so high? Kane's will has never been successfully broken in any of the stories, and he has ignored pain and damage that a man younger and in better health might be brought down with. Kane's will is nearly absolute when on the pursuit of justice, chasing a murderer of a friend's daughter over three continents and into unknown lands for justice, alone.

Faith: Kane's faith is unshakable, and can affect the occult. Again, Kane has been able to damage with his normal weapons creatures that normally would not be damaged (Such as killing a werewolf with his sword, the afformentioned strangling a ghost to 'death', etc.) As such, mystical creatures do not have their normal defenses against Kane.


The Staff of Solomon
A gift from long-time friend and companion N'Longa, Kane utilizes a carved wooden staff/club carved with ancient images and ending with a carved cat's head. The Staff of Solomon gives Kane the following abilities:

- Exorcism: Rm (30) rank
- Does Rm (30) mystical damage blunt
- Can slay standard vampires with a successful Yellow attack roll, as the staff is sharpened at one end and seems to be so for that purpose.
- Allows Kane to communicate with N'longa.

The Staff of Solomon is considered to have 30 popularity, as it is an artifact (possibly from one account being the Staff of Moses and/or an Atlantean artifact). What is known is the Staff has been used to vanquish evil over the eras, and possibly can only be used by those dedicated to that cause.


Contacts:

Kane has many contacts around the world, but invariably most of them die during the course of his travels and adventures. One contact that has survived is N'longa, a long-time friend and sorceror who has helped Kane in the past and presented him with the Staff of Solomon, a mystical artifact that Kane has used in many adventures.


Limitations:
Sense of Justice: Kane is bound by a serious ethic of justice, and will pursue the guilty in order to bring them to justice no matter the cost nor time. In Kane's first appearance Red Shadows, Kane pursues his adversaries from Europe to Africa over a two year period to bring a murderer to justice. Kane is bound to his ideals in this, and cannot be dissuaded.

Puritan: Kane is a puritan during the reign of Queen Elizabeth, making him rather unpopular in his native country.

Saturday, August 15, 2009

Doc Horror from 'The Nocturnals'

Doc Horror



Doctor Nicodemus Horror

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

Health: 110
Karma: 120
Popularity: -18/25/50 (To the Pacific City Police/Occult Circles/back home)
Resources: Rm (30)

Talents:
Occult Lore*
Alchemy
Physics
Engineering
Ancient Languages
Occult History
Guns
Marksman*
Martial Arts A, C
Sharp Weapons
Leadership*
Demonology
Knowledge: The Crim
Knowledge: Pacific City
Crime*
Medicine*
First Aid
Repair/Tinkering
Herbology
Knowledge: Eldritch Horrors
Knowledge: Alien Races (mystical)
Dimensional Physics
Computers

Powers:
Note: these are probably related to Doc's lycanthropy
Body Resistance: Gd (10)
Regeneration*: Gd (10)
Hyper Senses: Gd (10)

Hyper Invention: Gd (10): Note, Doc can use his Hyper Invention to create quasi-mystical technology.

Doc's Equipment:
Doc keeps a wide variety of items on his person, from bullets that teleport sections of a person across a wide area to mystically enhanced ammunition and items. With Doc's background and ability to combine magic with technology, it is possible Doc has the right items to deal with the occult menace he's facing. Doc's perferred weapons are two standard .45 pistols, outfitted to chamber Doc's unique ammunitions.


Contacts:
The Nocturnals
Various Occult Contacts
Don Lupo Zampa, head of the Zampa crime family

Limitations:
Lycanthrope: Doc is a lycanthrope, and must maintain a regime of medicines to combat it and keep it at bay.
Enemy: The Crim: The elder aliens from Doc's homeworld continually search Doc out to destroy him, as they overran his planet and seek his dimensional knowledge for their own ends.
Enemy: The Pacific City Police Department: Doc is still wanted as his old role as the top enforcer for the Zampa crime family
Enemy: Eldritch Powers: Several Eldritch Powers seek Doc dead, nuff said.
Enemy: Narn K Corporation: Doc has made enemies within Narn K due to his actions.
Overconfident: Doc has been blindsided more than once due to his overconfidence.
Loyal: Doc is extremely loyal to his friends, family, and to Don Zampa. Doc would literally sacrifice a world to save them.

Cassie Hack from 'Hack/Slash'

Cassie Hack





Cassandra Hack

F: Ex (20)
A: Ex (20)
S: Typ (6)
E: Ex (20)
R: Gd (10)
I: Gd (10)
P: Rm (30)

Health: 66
Karma: 50
Resource: Pr (4)
Popularity: 5 (as the daughter of the Lunch Lady).

Talents:
Brawling
Blunt Weapons
Sharp Weapons
Martial Arts: A (from basic MA classes)
Improvised Weaponry*
Knowledge: Slashers
Streetwise

Powers:
Resist: Fear: Not a power per say, but Cassie has been pushed beyond normal means, and as such, Cassie simply doesn't cower/run and hide from horrific things that would drive a person mad. Cassie is considered to have Gd (10) fear resistance.


Contacts:
Vlad: Cassie's partner and bodyguard
Margaret Crump, aka Georgia Peaches: Friend and possible love interest for Cassie.

Limitations:
Wanted by the law: As Cassie has dispatched the slashers across the country, her actions have been considered to be a wanted fugitive (Although this is debated at the moment).

The Shadow - Mystery Man Extraordinare

'Who knows what evil lurks in the hearts of men? The Shadow Knows.....HAHAHAHAHAHAHAHA'





Real Name unknown, believed to be Lamont Cranston or Kent Allard

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

Health: 100
Karma: 100
Resources: In (40)
Popularity: 20

Talents:
Military*
Pilot
Crime*
Guns
Martial Arts: A, B, C, D,E
Chemistry
Detective/Espionage
Knowledge: Criminal Organizations
Knowledge: City Events
Knowledge: Known Criminals
Multi-Lingual
Sharp Weapons
Leadership*
Resist: Domination
Escape Artist
Psionic Combat
Dual Weapon expert*

Powers:
Telepath: The Shadow is a telepath with the following abilities:
- Mental Invisibility: the Shadow can render himself invisible by simply willing the individuals not to see him with Am (50) ability. The Shadow cannot hide his own Shadow, or elements of his presence such as displacement of mass in water, etc.
- Hypnotic Control: The Shadow can implant hypnotic suggestions within a target with In (40) ability. Such suggestions can be long term depending on the FEAT result. With a Red FEAT, the Shadow can implant long term commands (As seen in the Street and Smith books, the Shadow Movie, and the radio shows).
- Iron Will: The Shadow can overcome his own pain with Am (50) intensity by using his powers on his own, as seen in the Shadow #1 (DC Comics 1984) in which he was working through two bullet wounds and a dislocated shoulder for over 72 hours without issue.
- Mental Probe: The Shadow can use his powers to 'see' events (As shown in later Dark Horse comics) with Rm (30) ability.
- Psi-Screen: The Shadow has a significant psi-screen, honed through years of study and skill with Mn (75) ability. The Shadow can resist attempts to break into his will (Although two significant occasions and individuals have done so easily).
- Total Recall: The Shadow has a near perfect memory (The Shadow DC comics 1970 - 1972).

The Shadow's Organization:
The Shadow maintains a series of operatives across the globe, all owing their lives to the Shadow (The Pulps and the 1994 Movie). These operatives are from every walk of life, ranging from Cab Drivers to Senators (The Shadow DC series in 1994). Only the Shadow's select operatives know the organization's members. The Shadow contacts his operatives with the phase 'The sun is shining' which the operative responds, 'But the ice is slippery'. (The Shadow movie, 1994). The organization is considered to have Am (50) resources, and can provide the Shadow with whatever he might require (usually information, but as seen in the Dark Horse comic, a plane and/or zepplin is not out of the question).

Contacts:
While the Shadow has many, many contacts worldwide, several contacts stand out:

Margo Lane: the Shadow's most trusted confidant and associate
Moe Schrevnitz: The Shadow's drive and #2
Harry Vincent
Dr. Rupert Sayre: The Shadow's personal Physician.
The Tulku: The Shadow's teacher (1994 Movie).
Chief Weston; While antagonistic, Chief Weston is more than willing to help the Shadow as need arises, albeit with issue (Radio Shows).
Just to name a few.


Limitations:
Secret ID: The Shadow's identity is secret. Whether the Shadow is really Kent Allard or Lamont Cranston, it makes little difference, only perhaps Margo Lane truly knows the truth. (For the purposes of this write-up and my personal take, he's Lamont Cranston).

Dark Secret: (1994 movie): Lamont Cranston was a criminal warlord in the near east called 'Ying-Ko' whose cruelty was unmatched. The Shadow is torn by these darker moments in his life, and keeps them very private

Enemies: While Shwan Kahn is the most famous, the Shadow's enemies run the gambit, and range from the common street thug to the supernatural.

Vigilante: The Shadow is a vigilante, often dispensing harsh justice to the criminals. As such, the Shadow is often condemned by the police.




The Weed of Crime bears bitter fruit....Crime does not pay......The Shadow knows.......

Lady Rawhide from Zorro

Lady Rawhide


Anita Santiago

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

Health: 80
Karma: 50
Popularity: 5
Resources: (in 19th Century Mexico) Gd (10)

Talents:
Sharp Weapons
Acrobatics
Tumbling
Acting
Whips
Athletics
Equestrian
Knowledge: Local Area
Multi-Lingual: Spanish and English
Guns
Seduction/Sex-Appeal

Powers:
After being fed by a Vampiress, Lady Rawhide displayed a number of pseudo-powers, including:
  • Increased Agility
  • Recovery: Ex (20) ability to recovery from wounds. 
Contacts:Zorro
Carmelita Rodriguez

Limitations:
  • Secret ID: Anita maintained her secret ID while active
  • Overconfident: Anita was very overconfident on her own abilities, which led her into trouble more than once.

The mysterious Captain Nemo from '20,000 leagues under the sea'

Perhaps no other character in Jules Verne's library causes as much divisive discussion as whether or not Captain Nemo is a hero, villain, genius, madman, terorrist, or patriot. As such, to truly gauge Captain Nemo as a villain is doing a disservice to a great literary character, as Nemo all at once epitomizes the heroic and villanous, the vengeful and the forgiving. The stern scientist and genius is tempered with a deep sense of loss and of the necessity to stand against injustice, as seen in both 20,000 leagues under the sea and The Mysterious Island. Since his appearance in 1870, Captain Nemo has undergone many revisions and versions, from the last son of a szlatcha noble to the more famous Drakkar, Nemo's origins and appearances have been as mysteriously explained as the Captain himself. Most famously portrayed by James Mason in the Walt Disney version of 20,000 leagues under the sea, the more recent versions of Nemo have gone back to the hindi version of Nemo, as seen in Alan Moore's League of Extraordinary Gentlmen. Nemo has remained a mysterious figure, and one that is open to both interpretation and adaptation.

Why Nemo?
First, I did a lot of my grad studies on Jules Verne, and found Nemo to be one of the strongest Victorian characters out there. Nemo's complexity didn't end with the hatred of war, it was a self-torture which I feel really captured the best parts of both a great comic book adversary and also the motivational aspects that could make him a great hero. While Cap and the Shadow remain my two tops for the most part, I think Nemo has a place in there somewhere outside of comics, but would (and has) made an interesting background character for campaigns across the board. Let's face it, Nemo is the proto-doom in a lot of ways, without the scarring, psychological hang-ups, and powered armor (although you could argue that the Nautilus is his armor).


This version of Nemo is perhaps more on the Disney version, as I feel that is perhaps the most accurate and that James Mason perhaps is the most visually similar to how Nemo was address in the books. While I like Alan Moore's LXG, and that take on Nemo, I think the idea that you were never sure what was true and where Nemo came from was better suited to the character.


Captain Nemo



No-One, but believed to be Prince Drakkar of India

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

Health: 80
Karma: 130
Popularity: -30/30 (depending on who you ask).
Resources: Am (50)

Talents:
Marine Biology
Marine Navigation
History
KNowledge: Art
Engineering
Botany
Repair/Tinkering
Chemistry
Martial Arts A
Sharp weapons
Guns
Marksman*
Nobility*
Knowledge: Unknown Kingdoms
Physics
Geology
Resist: Domination*
Possibly Occult Lore
Military
Leadership*
Eidetic Memory
Sailor

Powers:
None

Contacts:
Nemo's Crew

Limitations:[/b]
Wanted Fugitive: Captain Nemo is a wanted fugitive for his actions against the warships of many of the surface world nations, an act Nemo placed as being a response to hostilities.

Loyal: Captain Nemo is incredibly loyal to his crew, sacrificing life and limb if necessary for them.

Mysterious: Captain Nemo's true origins are unknown, with the real possibility that there have been several Captain Nemos as the original Nemo appeared in action during the 1867-1870 timeframe, and apparently died in 1870 of extremely old age, leading many to speculate that Nemo isn't simply one man....or is something else entirely.

Vengeful/Driven for Justice: Nemo's drive for justice borders on vengeance, as Nemo always backs the oppressed and goes out of his way to attack those he deems unjust or oppressive.



I debated statting the Nautilus, but I honestly feel I could not do it justice at this moment, and therefore I'll include it with a later post.

Gunwitch from The Nocturnals

Gunwitch



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

Health: 130
Karma: 60
Popularity: 10
Resources: 0/Rm (30) as part of Doc Horror's group.

Talents:
Mystic Origin*
Guns
Dual Weapon Fighting: Guns
Marksman*
Brawling
Knowledge: Pacific City
Knowledge: Old West

Powers:
Undead Status: Gunwitch is a golem/Zombie whose exact origins are unknown. As such, Gunwitch is virtually immune to Toxins, Disease, Radiation, Poisons, and such. Gunwitch cannot be destroyed or killed when reduced to 0 health, and does not enter the dying process. It is possible to incapacitate Gunwitch and/or damage him enough to destroy him, but as an unique undead, it makes it very, very difficult (as seen in Outskirts of Doom. Gunwitch's unique condition allows him the following protections:
  • Body Armor: Gunwitch's body is considered to have Ex (20) body armor vs. Physical/ Gd (10) vs. Energy. Normal bullets doing nothing to him and traditional attacks make it difficult to damage his dried carcass.
  • Gunwitch does not need to eat, sleep, or breath
  • Gunwitch can be affected by magical attacks, including those which would force him to make Endurance feats to go unconscious (As seen with The Witching Hour.
  • Gunwitch ignores pain and stun effects.
  • Gunwitch cannot be hypnotized or affected by Mind Control in traditional powered means. Gunwitch also cannot be controlled through traditional Undead control or zombie control.
  • Aura of Intimidation: When facing Gunwitch in combat initially, individuals need to make an Intuition check or suffer a -2cs due to Gunwitch's intimidating persona. For those who roll a White result, no action can be taken that round.

Limitations:
Unusual Looks: Gunwitch looks to be a zombie, and the mothballs on the witch's hat are there more to offset his own odor and prevent insects from nesting. It is nearly impossible for Gunwitch to pass for 'normal'.

Mystical Language: Gunwitch is commanded by an obscure mystical language, to which Gunwitch must obey without question. In the case of a situation where two individuals attempt to command Gunwitch, the higher of the two psyches will usually win out.

Unknown Past: Who Gunwitch was and how he became the Gunwitch are matters for speculation. Rumors of Gunwitch being a costumed figure in the late 19th Century of the American West seem to be the most accurate, but the true background of Gunwitch is unknown.

Devoted Protector; Gunwitch is the devoted protector of Evening Horror (Halloween Girl) and remains her silent guardian. As such, Gunwitch will stop at nothing to protector.

Silent: Gunwitch cannot speak.

Contacts:

The Nocturnals
Evening Horror (Halloween Girl)

Firelion from 'The Nocturnals'

Firelion



Phaestus Gold

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

Health: 140
Karma: 80
Resources: Personal: Gd (10)
Popularity: 5/-5/-20 (Gen Population/Underworld/Narn K)

Talents:
Martial Arts: A
Martial Arts: B
Martial Arts: C
Sharp Weapons
Dual Weapons*
Law-Enforcement*
Detective/Espionage
Occult Lore
Knowledge: Pacific City Underworld
Knowledge: Shadowy Government Programs


Powers:
Artificial Body: FireLion's body is a combination of synthetic humanoid/partial remains which makes him a modern prometheus of sorts. As such, Firelion's new body grants him the following protections:
  • Body Resistance: Gd (10) vs. physical/ Typ (6) vs. energy (except fire and heat, see below).
  • Resist: Toxins and Disease: Am (50)
  • Enhanced Senses: Ex (20)
  • Regeneration*: Gd (10)
  • Advanced Recovery: Gd (10)
  • Immunity to normal fire and heat: Phaestus is completely immune to fire and heat, as his body was rebuilt for that purpose.

NOTE: Phaestus is not an android per say, nor can be controlled through machine control...it's a constructed organic body, fully functional.

Pyrokinesis: Phaestus is a natural pyrokinesis, whose body was consumed when his powers first surfaced. Rebuilt by the government in the body he is currently in, Phestus has the following powers:
- Fire Sheath: In (40), shown to melt bullets on impact and provide additional protection.
- Combustion: In (40) combustion, capable of causing objects combust with a simple act of will.

Contacts:
The Nocturnals

Limitations:
Reputation: Phaestus's reputation often can turn the tide of battle, but can also act against him, as seen in Black Planet when he was surrounded by Narn K constructs which chose to dogpile him rather than attack him one at a time. As such, Phaestus is often perceived as the most dangerous of the Nocturnals (although I personally believe Halloween Girl is).

Unusual Looks: Phaestus can easily be spotted in a crowd, suffering an occasional -1cs to situations dealing with people

Dejah Thoris from 'A Princess of Mars'





(Originally published on CMF on 08/05/2009)

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

Health: 90
Karma: 60
Resources: In (40)
Popularity: 40 (on Barsoom/Mars)

Talents:
Sharp Weapons
Guns
Leadership*
Sex Appeal
Pilot
Dual Weapons*
Nobility*
Knowledge: Barsoom Culture
Knowledge: Multi-Lingual
Knowledge: Barsoom History

Powers:
Martian Physiology:
  • Dejah is a red Martian, with the following racial abilities:Longevity: as a red Martian, Dejah can live upwards of 1000 earth years
  • Telepathic: Dejah has Pr (4) telepathy with other Martian races.
  • Recovery: Dejah can recover Endurance at a much higher rate with Ex (20) ability
  • Resist: Temperature: Dejah, like all Martians, has some natural resistance to standard temperature extremes with Gd (10) ability.

Contacts:
John Carter of Mars: Husband
Cathoris of Mars: Son
Tara of Mars: Daughter
Thuvia of Mars: Daughter-in-Law
Gahan of Gathol: Son-in-Law
Llana of Gathol: Granddaughter
Tars Tarkis
Various members of the city-state of Helium

Limitations:
  • Unusual Looks: Dejah is very exotic looking, with reddish copper colored skin and nearly perfect features. Coupled with the Martian distain of clothing, she can cause quite a commotion. In addition, Dejah Thoris has no belly-button (Although artists tend to forget this fact)
  • Proud: Dejah's pride is something that is both a strong trait and a drawback
  • Loyal: Dejah's loyalty to her husband, children, grandchildren, people, and allies is well known and could be used against her.

Enemy Ace - Hans Von Hammer

The legendary "hammer from hell", Hans Von Hammer represented a different sort of comic character: A somber, regretful character whose ability to kill was marked by his acknowledgement of the futility of war. Raised an Austrian noble, Von Hammer's stories in the 1960s were in stark contrast to the war comics which were popular in decades previous. Von Hammer was a laconic and forlorn figure who sought not the glory of war but rather reluctantly accepted the role that he was to play in battle. Von Hammer's trademark red fokker, distinguished dueling scar, and forlorn nature made him unique, and prompted a resurgence in popularity due to the graphic novels War Idyll and War in Heaven, both of which chronicle Von Hammer at the end of his life and during WWII. Few characters have had the complexity of Von Hammer, and fewer still hold the attention of current writers and artists. Created by Robert Kanigher, Enemy Ace remains a character that has stood the test of time.


Enemy Ace





Baron Hans Von Hammer

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

Health: 66
Karma: 50
Popularity: 15
Resources: Rm (30)

Talents:
Military
Leadership*
Aerial Combat Specialist: +2cs when piloting
Pilot
Knowledge: Aerial Tactics
Nobility*
Sharp Weapons
Knowledge: Multi-Lingual


Powers:
None

Contacts:
Von Hammer had few contacts, outside of cousins, former flightmates. Von Hammer had a large Black Wolf that would appear to him when he was in solitude, which Von Hammer felt had a spectral quality to it.

Limitations:
Honorable: Von Hammer's sense of honor was unbreakable
Distaste for Authority: Von Hammer did not keep his distaste for war quiet, and during WWII, was outright disrespectful to the Reich. Von Hammer refused the Swatstika to be painted on his fighter, and held the German high command in such contempt that he often worked against them.
Loyalty: Von Hammer's true loyalties were those under his command, the soldiers in the field.