Wednesday, November 5, 2014

Randall Flagg from 'The Stand'

‘Hope you guessed my name. Oh. Nothing. Just a little classical reference. Actually, my name is Flagg, Randall Flagg.’




Randall Flagg



Walter O' Dim, Randall Flagg, the Walkin' Dude, The Midnight Rider, The Man in Black, The Grinning Man, the Tall Man, The Adversary, He who walks behind the Rows, The man with no face, the Monster, Marten Broadcloak, and many many more.

F: Ex (20) (As perceived)
A: Gd (10) (As perceived)
S: Rm (30) (As perceived)
E: Rm (30) (As perceived)
R: Ex (20)
I: Am (50)
P: Mn (75)

Health: 90
Karma: 145
Popularity: 0*/-30/40/- 20 (Within the general population, within the Denver Free Society, Within the Las Vegas population, general mystics and/or members within various dimensions)
Resources: Mn (75) (See Below)

Talents:
Mystic Origin*
Knowledge: Mystical Forces
Knowledge: Mystical Places
Knowledge: Human Atrocities
Knowledge: Crime
Knowledge: Human Nature
Knowledge: Demonology
Knowledge: Mystical Entities/Individuals
Knowledge: Dimensions
Knowledge: Dark Magic Rituals
Knowledge: Bindings
Scholar*

Powers:
Dark Wizard and semi-Demon: Randall Flagg is an experienced wizard and part demon, whose skills and abilities make him incredibly formidable. Either due to his knowledge and experience as a wizard or through the later becoming a demon, Flagg has the following abilities:
  • Mystical Prowess: Flagg is capable of manipulating mystical forces wtih Mn (75) ability, including such effects as producing flames, changing objects from one form to another, creating powerful illusions, dream-traveling, dimensional travelling, reading minds, mental assault, post-cognition, pre-cognition, shape-shifting, and mystical bindings among other things. Flagg has used his magic to manipulate situations to his advantage on numerous occasions.

    Demonic Being: Flagg's nature as a demon grants him several additional abilities, including:
    • Immortality: Unless killed through extraordinary means, Flagg cannot be killed in the traditional means. Flagg has survived both the attack from weapons forged from Excalibur to a nuclear warhead explosion, and returned much later. Whenever Flagg suffers white result vs. death, Flagg gains an immediate Psyche FEAT. If successful, Flagg is believed destroyed and simply reappears elsewhere....even another dimension or location where he is not recognized.
    • Inhuman Shape: Flagg's true shape is inhuman and demonic during the course of The Stand with side-slitted eyes, horns, and fangs among other horrifying features. At one point, Flagg's visage is so terrifying it causes several living creatures to fall down dead. Flagg's appearance grants him fear generation at Typ (06), and forces an Endurance FEAT at Typ (06) as if struck by a stun effect when first encountered.
    • Superhuman Attributes: If you look at Flagg's FASE you will see 'as observed' attached. The FASE were the suggestions of different aspects presented in the book and 1994 TV Miniseries, but theoretically are higher and/or lower depending on which incarnation Flagg finds himself in.
    • 'Incarnation Awareness': Flagg comments many times that he has lived multiple lives and remembers many of those incarnations of himself. Although never really different, Flagg is fully aware he has lived before in times of turmoil or as individuals responsible for great acts of violence and evil.


Contacts:
Flagg has no real contacts he can reliably call upon, as eventually either he betrays them or causes situations to happen to lose them (See Limitations). Flagg however can 'make friends' very, very easily with his charisma and ability, and has caused the destruction of more than one world through his ability to manipulate people into giving him what he wants.

Limitations:
Obsessed with Destruction and Chaos: Flagg is nearly obsessed with destruction and creating chaos, usually leading to the destruction of communities, societies, and species. Flagg's goals have always been to usurp powers that be, then seed chaos and destruction.
Power-Mad: Flagg is also dedicated to gaining enough power to essentially replace the powers that be, and will play 'The long-game' as necessary to achieve that.
Short-sighted and Arrogant: Despite Flagg's power-hunger, he incredibly short-sighted to the nature of people and arrogant to believe himself able to handle any issue or problems that might arise. Flagg's arrogance has led him to failure more than once. Flagg suffers a -1cs to Intuition bonuses when confronting opposition's ability to match him, and a -2cs when engaging enemies withing a position of power (such as when Roland faced him with the real gun, the witnesses during the last few moments of Las Vegas during The Stand, or the events in Eyes of the Dragon.

Notes:

This Randall Flagg is primarily from The Stand and as represented as such. While I love the full history of the character, I think I needed to keep Randall Flagg focused on when he was first encountered rather than the later aspects. Although several of his powers and his limitations are found throughout every appearance and incarnation, this write-up was mainly drawing from two sources: The TV Miniseries and the novel.

Perhaps one day I'll tackle the Dark Tower, but I'd have to get through my Bond write-ups and my 1980s write-ups first ;P

The Ghouls from 'The Monster Club'

‘For every one we chased away, twelve more returned...’

Although the 1980 film The Monster’s Club had several campy moments amid the three stories, one of the three…The Ghoul stayed with me for several years, like the Zuni Fetish Doll story from Triology of Terror. Essentially a movie producer goes to a small village in England scouting new locations, when he discovers that the entire village has been overrun with flesh-eating ghouls. The rest is history…and an enjoyable little story with a twist ending.




Typical Ghoul







Typical Ghoul

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

Health: 80
Karma: 40
Popularity: 0
Resources: Pr (04)

Talents:
Hunting
Scavenging
Small unit tactics

Powers:
Inhuman Nature: The Ghouls are inhuman in nature, capable of great feats of dexterity, strength, endurance, and resilience. The nature of the ghoul grants it the following abilities:
  • Increased FASE: The typical ghoul has higher FASE abilities as shown above.
  • Increased durability: Ghouls seem to have greater resistance to damage, granting them pr (4) Body Resistance.
  • Resist: Elements: Ghouls have greater resistance to natural environments, able to survive with little to no clothing and suffer no ill-effects. They are considered to have Gd (10) protection against natural elemental areas, but not powered or other environmental effects.
  • Stench: Mentioned several times, the ghouls have a real stench which acts as a Fe (2) nauseate ability, forcing an Endurance FEAT or suffer -1cs to actions. In addition, the ghouls use the stench to 'mark' an area, which is used to determine where a colony establishes itself. The ghouls are not affected by the stench, and can ignore it for the purposes of their enhanced senses.
  • Enhanced Senses: Although not stated expressly, the ghouls seem to have the ability to see in near-total darkness and have greater senses of smell. It is assumed that they have such senses at Gd(10) ability.
  • Longevity: Ghouls seem to have a greater than normal lifespan, allowing them to live for 100 + years.
  • Digestive Adaptation: The ghoul version of digestion adaptation allows the ghoul to process deceased flesh, marrow, and material as well as raw human flesh. The ghouls seem to derive all of their nourishment from such.
  • Natural Weaponry: Ghouls (and half-ghouls) possess claws and fangs that can do Gd (10) edged damage. The claws halve body armor effects. Half-ghouls can 'hide' their fangs and claws.
  • Interbreed: Ghouls can interbreed with humans, creating half-ghoul offsprings which are usually smarter and more capable of interacting with society. These half-ghouls for the most part serve their ghoul parents and are not immediately discernible from normal humans. These offspring usually have higher reason scores.


Contacts:
Ghouls maintain no real contacts outside of their own communities, allowing their half-ghoul offspring to achieve connections/contacts with human society.

Limitations:
Ghouls have the following limitations:
  • Hideous: Ghouls are hideous to behold, and suffer a permanent -1cs circumstance bonus for any social interaction.
  • Flesh-Eaters: Ghouls are able to only eat humans, either alive or corpses. The digestion of the ghoul was suggested only to be able to draw nourishment from humans.
  • Unearthly: Humans will automatically find themselves uneasy around ghouls and if a human has an Ex (20) intuition or greater, they will be able to spot where ghouls are as well as the 1/2 ghoul offspring.

The 1/2 Ghouls do not suffer from the hideous limitation, but have the following limitation:
  • Dark Secret: 1/2 Ghoul: The 1/2 ghouls are technically cannibals, preferring human flesh to all other forms of food.
  • Servant to the colony: Most 1/2 ghouls are servants to the colony, and place the colony above all else.

Russell Edgington from 'True Blood'


’ Why... would we... seek... equal... rights? You... are not... our equals! We will eat you! After we eat your children! Now time for the weather. Tiffany?‘

 



Russell Edgington


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Korun, Russell Edgington, probably many, many other identities.

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

Health: 170
Karma: 96

Popularity: 40 (Within the Vampire Community prior to the ‘newscast’)/- 20 (After the Newscast among the vampire authority), - 40 worldwide (after the newscast), 0 to the public prior to the Newscast

Resources: In (40) prior to the Newscast, Pr (04) after the Newscast, Ex (20) prior to destruction as a member of the Authority.

Talents:
Russell Edgington has been a vampire for nearly 3000 years, and has multiple skills in multiple areas. Among the skills seen include:

  • Knowledge: Standard True Blood Vampire Knowledge
  • Knowledge: World History
  • Knowledge: Great Figures of History
  • Military*
  • Sharp Weapons
  • Blunt Weapons
  • Occult Lore:
  • Multi-Lingual (Dozens of languages)
  • Knowledge: Multiple Cultures
  • Leadership*
  • Politics: Vampire
  • Politics: Human
  • Streetwise
  • Animal Handling*
  • Horsemanship
  • Business/Finance
  • Knowledge: Antiques
  • Knowledge: History
  • Resist: Domination
  • Charm

Russell has perhaps dozens of other skills and talents that were not revealed during the show.

Powers:
True Blood Vampire: Russell is a vampire (See True Blood Vampire write-up for specifics), albeit one of the oldest vampires in existence. As such, Russell's abilities are far greater than the normal vampire, ranging from being able to overwhelm large groups of 300+ year old vampires without incident. Russell is considered by many in the Vampire Authority as the single strongest vampire encountered, outside of Lilith herself. Russell's abilities differ from TB vampires the following ways:
  • Like many older vampires, Russell can fly at Am (50) airspeed, or by boosting the rank of his airspeed with his hyper-speed.
  • Hyper-speed: Russell can move at Shift X (150) speed for duration, as it is commonly accepted he is one of the fastest vampires, ever.
  • Recovery/Regeneration*: Russell recovers from damage with blood far greater and far faster than other vampires, able to regenerate and recover up to Mn (75) ability. Even when severely depleted, buried alive in silver chains, and left for the better part of a year Russell was able to make a full recovery.
  • Greater Powers: Russell is considered to have greater than normal abilities due to his age, granting him a +2CS to all other TB vampire powers.
  • Well-Connected: Although not necessarily a vampire ability, Russell's shrewd nature and thousands of years of connections have left him well-connected and capable upon drawing on resources across a broad range of spectrum. Russell was influential at many key points of humanity's history, and knew many of the 'movers and shakers' on a first name basis. It is assumed if encountered prior to the Newscast Russell will have these connections in place, and will be treated as if he has access to Am (50) Resources and Contacts.

Contacts:
Outside of the 'Well-Connected' ability, Russell had extensive contacts and connections through all walks of life, specifically within vampire society and within various human political groups. Russell also maintained a strong connection to the Shreveport Werewolf Pack, who have served him for nearly 1000 years in one capacity or another.

Limitations:
True Blood Vampire Limitations: Russell has the traditional limitations of a TB vampire, but also has the following:
  • Sunlight: Russell is extraordinary vulnerable to UV light, suffering a +4CS to damage when exposed to sunlight.
In addition, Russell has the following limitations:
  • Infamous: After the events of the newscast, Russell is considered a world-renown fugitive and loses all connections and resources. Furthermore, Russell is actively being hunted by both the human authorities and the Vampire Authority.
  • Merciless: Russell is extraordinarily merciless and does not lose karma for inhuman actions, but rather gains karma for such.
  • Insane: Especially after death of his long-time companion and lover Talbot, Russell is unhinged, losing his cool demeanor and suffering a -1CS to all circumstances dealing with the events of Talbot's death, the need for revenge over Eric Northman, and other matters.
  • Inhuman: Russell hates humanity, making no bones about how he feels and often working against humanity as a whole. Russell has been connected to several of history's greatest atrocities and violent regimes, and is technically a war-criminal.
  • Hatred: Once Russell as made an enemy, he will go to any lengths to gain revenge on them. The slightest perceived insult is revenged either directly or through his agents.


Notes:
It is possible I'm short-sheeting Russell....I don't think so, it is possible his fighting and his psyche could be +1CS, but I opted to low-ball them as I think with his other skills and powers, it fits better.

One final note -

Video: http://youtu.be/5zYPJHcw4t0

Dad Meiks from 'Frailty'

’ There's nothing to be afraid of. We've been chosen by God. He will protect us. He's given us special jobs to do. We don't fear these demons, we destroy them. We pick them up one by one, and we pitch them out of this world. That's God's purpose for us. The angel called us "God's Hands.’



Dad Meiks



Dad Meiks/Adam Meiks, the 'God's Hand' Killer

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

Health: 36/56
Karma: 46 / 56
Popularity: 0 (as Dad Meiks ), - 15 (as God's Hand Killer - But not widely known to be Dad Meiks - See Below)
Resources: Typ (06)

Talents:
Dad Meiks is considered to have the following skills:
Construction
Edged Weapons
Hunting/Stalking

Adam Meiks also has the following skills:
Edged Weapon
Firearms
Detective
Law-Enforcement*
Area Knowledge: West Texas
Hunting/Stalking

Powers:
God's Hand's Killer: Dad Meiks (Later Adam Meiks) believes that he has been tasked a mission by the angels to hunt down demons and those who are corrupt, killing them. Dad Meiks has been provided weapons and abilities to do so, or in fact simply insane and believes that he does. There is enough evidence to suggest that Dad and Adam Meiks are indeed empowered somehow, and that grants them the following abilities:
  • True Sight: Dad Meiks believes he has been given the ability to see demons in human form and things hidden from normal sight. Dad Meiks can be assumed to have Ex (20) True Sight* through touching the figure in question. Dad Mieks can also determine whether a person is good or bad through a handshake or physical contact.
  • Non-Detection: For some reason, while Dad Meiks is serving as the God's Hand Killer, he cannot be properly photographed or recorded. Dad Meiks stated that so long as the Meiks family is performing God's work, they will not be caught by the authorities, and this seems to have some validation. Dad Meiks is considered to have Rm (30) protection vs. recording or mechanical observation, and those who encounter Dad Meiks during the 'hunt' must make a Psyche FEAT vs. Am (50) intensity in order to recall specifics about the man. Case in point: Adam, who shares the same ability was actually approached by several different people whom knew his involvement and was not recognized despite meeting them earlier.
  • Gloves: The first of three tools 'provided' by the angels, the gloves prevent Dad Meiks from being discovered or influenced by demons, making him 'immune' to their effects. The gloves could provide Rm (30) protection from mind and emotional affecting abilities, as well as mystical protection.
  • The Lead Pipe: Believed by Dad Meiks to be capable of knocking out demons, the pipe could be capable of doing Rm (30) mystical blunt damage and also capable of forcing any infernal creature or possessed individual to make an Endurance FEAT vs. Stun at Rm (30) intensity.
  • Otis: The large double-bladed Axe seems empowered to destroy demons and their human forms. The axe in the hands of the God's Hand Killer does Rm (30) edged damage (significantly more than a regular axe), as well as doing +2cs damage to infernal beings. Otis also prevents infernal beings from spending Karma on a death result.
  • True Faith*: It is possible that the Meiks are empowered by angelic forces, and as per Dad's original discussion, are protected by those forces. The Meiks have true faith and therefore are nebulously protected by unseen forces. It is assumed that the Meiks faith grants them protections and abilities accordingly at Rm (30). (See Notes).


Contacts:
Dad Meiks had no real contacts, except for the angels who charged him with his work (theoretically)
Adam Meiks is a sheriff and is assumed to have many contacts both in the local community and in law-enforcement.

Limitations:
  • Well-Known Killer (Sort of): The God's Hand Killer is well-known to law-enforcement, although it is assumed that the identity of the killer is Fenton Meiks . Law-Enforcement has established a task force of sorts regarding the murderer, but has no concrete or clear evidence to suggest Adam Meiks is the killer.
  • Zealot: Both Adam and Dad are considered to be zealous about their work, as they are true believers. Once a 'demon' has been identified, The Meiks will stop at nothing to bring them to judgment. In the end, Adam killed Fenton out of devotion to that belief.
  • Serial Murderers: Regardless of the supernatural elements, the Meiks family follows the pattern for serial murder, including a dumping area and specified rituals. The Meiks bury their dead in the 'flower garden' on their property.


The Gray Gorillas from 'Congo'

Ugly gorillas. Ugly. Go away.

Although the movie version of Congo was mostly awful, the Michael Crichton novel was outstanding and unique. The gray gorillas, bred for intelligence, ruthlessness, and strength were ideal guardians and enforcers for the ancient city of Zinj. Despite the destruction and loss of the city to the gorillas, the codes and training that were established continued well into the 20th century.

Why the gray gorillas?

First and foremost, I am looking more at the novel, which is probably one of my all-time favorites and definitely my second favorite Crichton novel. I just like the concept and was disappointed with the 1995 film adaptation. I also believe that the gray gorilla concept is a great thing to throw at street level heroes and could adapt well in a variety of situations.



Gray Gorillas



Typical Gray Gorilla

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

Health: 60
Karma: 20
Popularity: 0
Resources: N/A

Talents:
The gray gorillas have rudimentary skills due to their breeding and instruction. It is assumed that they have the following 'skills'
  • Hunting/Gathering
  • Animal Training - Gray Gorillas*
  • Area Knowledge: Zinj
  • Blunt Weapons - Simple

Powers:
Bred Gorilla Species: The gray gorillas of Zinj have been interbred with other apes (and possibly humans) to produce the gray gorillas who act as both protectors and enforcers to the city. As such, the gray gorillas are slightly larger, more humanoid, and more intelligent than a standard large ape. In addition, the gorillas of Zinj have the following natural abilities:
  • Stealth: The gray gorillas have a dusky gray coloration which makes them nearly invisible in darkness and difficult to spot amid the jungle foliage. Combined with their natural predator senses and the harsh training from the ancient taskmasters of Zinj, the gorillas have the effect of Ex (20) stealth within the jungle and around Zinj
  • Natural Aggression: the gorillas of Zinj are naturally more aggressive than other large apes, as such, they gain a +1 to their initiative score, as well as a +1cs to damage after taking more than 50% health.
  • Dark Vision: The gorilla of Zinj are unhindered in the dark, and can see with Gd (10) dark-vision, limited to normal night-time conditions. They cannot see in manufactured darkness or similar abilities/shadows.
  • Psychological Advantage: The gorillas of Zinj have adapted their attacks to probe enemy lines and to attack weakened areas. As part of this, the Zinj gorillas do not leave their dead when possible, which combined with the nocturnal assault makes them downright scary. If first encountering a Zinj Gorilla, an opponent must make a Psyche FEAT at Gd (10) intensity or suffer a -1cs reaction bonus during the course of the combat. This is because of the psychological effect on individuals from the tactics. (See notes for additional details).


Contacts:
None

Limitations:
The gorilla of Zinj have the following limitations due to their nature:
  • Nocturnal: Unlike most apes, the gorillas of zinj are primarily nocturnal, bred and trained for darkness. While the gray gorillas can operate in daytime, they prefer not to, suffering a -1cs to all F, A, and I actions while in bright daylight.
  • Unusual Looks: The gray gorillas of Zinj are an entirely new species which are unusual to say the least. The gorillas suffer a -1cs reaction bonus when fully seen and are considered 'hideous' in appearance.
  • Training*: The gorillas of Zinj were trained to use lethal force in all dealings under cruel punishment. Although the city of Zinj has long since disappeared into legend, the training has been continued and passed from gray gorilla to gray gorilla out of instinct. The training also includes several key phrases which are used within the novel to prevent them from attacking. Still, the training enforces strict behavior control, which a gray gorilla would need to make a -4cs Psyche FEAT to resist. Although incapable of understanding the context of the training, the gorillas of Zinj still remember the specifics.
  • Location Limited: The gray gorillas of Zinj are found only around the lost city, and are not encountered anywhere else. The gorillas are region bound, and do not migrate or function easily in new environments.


Notes: While I attempted to maintain a version of the gray gorillas more towards the novel, there are enough moments where the 1995 movie did get the gorillas right not to include some of the representative behaviors and appearances. The 'sneak attack' ability I feel is important to address, as it is stressed by Crichton in the book at different points, and was clearly designed to unnerve any would-be attackers by making the gorillas seem like ghosts. I think that it's clear that the training was advanced enough to take the impact of the sneak attack into account.

Finally, I wanted to address the higher FASERIP. Comparative to a standard ape, a gorilla of Zinj is simply superior physically and mentally. The specifics were addressed in the novel and the very unnerving concept of human-ape copulation was suggested. Regardless of the reasons, it's clear that the gorillas are more a threat than a standard Ape per the Judges Book.

Abraham Setrakian from 'The Strain'

Abraham Setrakian



Abraham Setrakian

F: Typ (06)
A: Pr (04)
S: Pr (04)
E: Gd (10)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 24
Karma: 70
Resources: Ex (20)
Popularity: 0

Talents:
Occult Lore Specialist*: Strigoi - Abraham Setrakian knows the Strigoi better than any other human on the planet, and as such, gains a +2CS when dealing with any fact or information regarding their abilities, weaknesses, and habits. While Setrakian does not know the specifics of the origins of the Strigoi, he has a great understanding amassed from 70+ years of pursuing them.
Researcher
Occult Lore - Generalist and Folklore.
Streetwise
Firearms
Marksman*
Business/Finance: Small Business
Sharp Weapons
Carpentry/Construction
Metalworking

Powers:
Abraham Setrakian is considered a 'normal' human, but has shown incredible ability to ignore pain and remain focused. As such, Setrakian should be considered to have something akin to Iron Will at Gd (10) rank. The suggestion is that even at 90+ years old with a weak heart, Setrakian is still hunting and incredibly effective at it.

Jack Update: We learned early on that Setrakian was utilizing Strain blood to keep himself alive - as such he is considered to have Gd (10) Longevity when is utilizing it, but requires a source (usually the worms that infest his wife's heart).

Equipment:
Sword: Setrakian utilizes a silver sword with a unique history, which grants him Ex (20) edged damage halving effective body armor. The sword has a history (which is further explained in the books) and has additional properties, but for the purposes of this write-up remains a standard sword. The handle is uniquely made for use by Setrakian's ruined hands, granting him no penalty for single slashes. The sword's blade is considered unbreakable, but the handle is simple worked silver, and can be broken.

Nailgun: Setrakian carries a standard nail-gun (purchased at Home Depot), which is filled with silver nails. The gun has a single area radius and does Pr (4) damage, but each nail is made of solid silver and is considered lethal against the Strigoi

Additional Equipment: Setrakian keeps a well-stocked cache of items for hunting and detecting Strigoi, including silver weapons, a silver mirror (used to detect the presence of Strigoi) and other items. Setrakian will have items on his person when hunting if given time to prepare.

Base of Operations:: Setrakian maintains a base of operation in a secret room below his shop in Manhattan, where he keeps both a private library, his workshop, and the heart of his deceased wife (turned Strigoi). The secret rooms are known only to a few.

Contacts:
Setrakian is mainly a loner, but is allied with several people during the course of The Strain specifically Ephraim Goodwinter, Nora Martinez, and especially Vasiliy Fet. Outside of that, Setrakian is considered to have few connections.

Limitations:
Age: Setrakian, despite being very capable and mentally aware, is pushing 90+. As such, his FASE have begun to reflect his old age. In addition, Setrakian has a weak heart which requires medication. Any Endurance FEAT that is Gd (10) intensity or better requires an additional Endurance FEAT in order for Setrakian to act. Failure in either case incapacitates Setrakian and potentially could begin the dying process.

Obsession: Setrakian is obsessed in detroying the Strigoi, making their destruction his life's work. Setrakian has placed himself in harm's way in the past to destroy them.

Crippled: Setrakian's hands were crippled by the Master Vampire during WWII, and as such, suffers a -1CS for all agility actions requiring use of his hands. Setrakian has compensated, but detail work is difficult if not impossible.

Enemies: Setrakian's activities are known to the Strigoi, and specifically the Master Vampire and specifically his agent, Eichhorst.

Notes:

I debated Setrakian's Fighting score based on the events of the series and his condition, and settled on Typical (for a 90+ year old!), representing the lifetime of experience despite his physical limitations. I also toyed with the Psyche, as Setrakian is shown to have far greater will in the novels, but opted to remain at the Rm (30) rank as I'm trying to remain close to what I see the series representing. I added the streetwise talent as Setrakian seemed to show both his ability to understand the local criminal scene and recruit the hacker who gained the flight manifest and passenger list. I also included the idea of having generalized Occult Lore as well as the very specialized version as it was implied or suggested he had studied and had various books on the subject while learning about the Strigoi.

Leatherface from 'The Texas Chainsaw Massacre'

‘The events of that day were to lead to the discovery of one of the most bizarre crimes in the annals of American history, The Texas Chain Saw Massacre.’

In the pantheon of slasher films, few figures stand as tall as Leatherface. Both from the perspective of being the first real ‘slasher’ to the concept surrounding him, Leatherface has his own mystique, and it is something that truly strikes at the core of some people (myself included, although as stated years ago, I like Jason a bit more than all of them). Tobe Hooper’s 1974 film is still the best of all of the follow-ups, and is one of those films which is visceral – it’s not what you see, but what’s is implied you see.

Why Leatherface?

I had been saving Leatherface for a few years on purpose: It was one of those figures I’m hesitant to write-up (like Pinhead, Jason, and Cthulu) because of both the fear of screwing it up somehow or not capturing what I liked about the character. The Leatherface write-up, more than perhaps any other character for these Halloween write-ups has made it on my list every year, and just never happened. I decided this year that he had to go in.

Again, this is my take based purely on the first movie. Hope you enjoy!

The real reason to include Leatherface is that it’s not proper to do a series of Halloween write-ups and not include Leatherface. Without Leatherface, it is doubtful that the modern slasher film would exist, and more importantly, the use of daylight and implied actions would be largely ignored in such films. Sure, you had modern horror already taking large steps in film-making with Night of the Living Dead , the Dario Argento films, and The Exorcist, but this was the first time that visceral horror was really mainstreamed. I’ll always appreciate my Universal Monsters and horror probably more than anything, but I have to admit, Texas Chainsaw Massacre is important (Although not Phantasm important ;D).

So, Leatherface!


Leatherface



Leatherface, alternatively known as Bubba Sawyer or Jed Sawyer.

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

Health: 90
Karma: 20
Popularity: - 5 (To law-enforcement after the events of 1974's movie, status unknown - See 'Notes').
Resources: Pr (04)

Talents:
Leatherface has the following talents:

- Edged Weapons
- Blunt Weapons
- Area Knowledge: Home-front and surrounding areas
- Butcher
- Hunting*

Powers:
No real powers, but several effects which have power-like abilities:
  • Immune to pain - Leatherface reacts to pain, but pain and even significant damage does not slow him down in the least. Leatherface will take damage, but instead of requiring a roll again stun effects, Leatherface simply needs to make a Gd (10) Intensity Endurance FEAT to shake off effects. In addition, Leatherface will continue pursuing opponents until down to 1/5th of his Health.
  • Horrifying Visage: Leatherface's mask and general demeanor grant him a +1cs to surprise and reaction checks. Those with Psyches of Typ (06) or less must make a Psyche FEAT or freeze in place for one round due to his appearance.
  • Preferred Weapons: Although not specifically a weapon specialist, Leatherface is known for his chainsaw (Although in the 1974 movie he kills a lot more with a sledgehammer). As such, when wielding either weapon, Leatherface gains an additional attack and gains karma for kill results. The amount of karma depends on three factors: If the victim is aware of the incoming attack, if the victim is 'prepared' first, and if the victim is killed instantly. The greater the horror in the situation, the more karma Leatherface gains. Therefore, Leatherface may not instantly kill an opponent, but rather would take them into the preparation area of the family farm and 'prepare' them for rendering. Such actions would actually grant Leatherface greater karma than an instant kill.


Contacts:
Leatherface's only contacts are with the Sawyer family.

Limitations:

Leatherface has the following limitations:
  • Horrifying Visage: Leatherface's mask, appearance, and general behavior place him at a -2cs for any social interactions or encounters. Law Enforcement individuals gain a +2cs to instantly recognize Leatherface as a member of the Sawyer family and the associated crimes committed. Note: This does not conflict with the power-like effect 'Horrifying Visage', rather, is in effect for those attempting to deal with Leatherface or are aware of him.
  • Low Intelligence: Leatherface has lower than normal intelligence, and communicates only through a series of grunts and short answers if at all.
  • Cannibal: Leatherface is a cannibal, like the rest of the Sawyer clan, and dines almost exclusively on human meat.
  • Loyal: Leatherface is loyal to the members of the Sawyer clan, and will not go against the family in most things.


Notes:

First and foremost, this is Leatherface only from the 1974 original film. I did not include any of the other movies nor did I include any of the comics or other background material. I wanted to reflect solely on the version of Leatherface I liked, and that was the most memorable to me. Secondly, I was tempted to include the other members of the family, but I think that they are fairly typical except for Leatherface. I placed Leatherface's FASE as I did primarily because I think he's a massive, physical being but with limited reason and cognitive skills based around the idea that it was openly stated that he wasn't the sharpest tool in the shed. I think that since we know as movie watchers Leatherface survived the 1974 movie, it's safe to assume he's still on the run, hence his popularity and status.

The Martan Ghosts from 'Ghosts of Mars'

’ This is about one thing: dominion. It's not their planet anymore. ‘

I figure I’ll cut down my narrative on the write-ups, mainly due to the fact I can drone on and people really just want the stats :>.

Why the Ghosts from Mars?
First, I love John Carpenter movies, and I rather liked the practical approach to the effects. Second, it was a near concept combining the ghost story/possession/sci-fi survival flick into a fairly slick film. I rather liked the majority of the movie, and I think it’s a neat enough monster-group to be represented

 

Ghosts of Mars



Standard ‘Ghost’

F: Varies on Host
A: Varies on Host
S: Varies on Host
E: Varies on Host, See ‘Powers’
R: Typ (06)
I: Rm (30)
P: Ex (20)

Health: Variable
Karma: Roughly 56
Popularity: ‘0’ prior to the initial outbreak, it is assumed that the popularity reduces to ’-50’ as they become a planetary threat to the Martian colony.
Resources: N/A

Talents:
The individual ghosts seem to have their own talents, which include the basics:

  • Knowledge: Ancient Martian Culture
  • Knowledge: Martian Language
  • Sharp Weapons
  • Blunt Weapons
  • Artist: Scarification/Tattooing
  • Small-Unit Tactics
  • Mystic Origin* (See Notes)

Powers:
Free Spirits*: In the truest sense of the word, the Martian ghosts are free-spirits capable of nearly permanently possessing a body until physical death. The ghosts are perhaps a thousand strong, maybe more, and work with a group mentality to reassert control of the red planet. The ghosts have the following abilities:
  • Free Spirit: The Martians exist purely as free spirits, and cannot be killed through any physical or traditional means. As such, the ghosts cannot normally interact with individuals unless they possess a host and cannot be detected through normal means. The ghost adapt their FASE from their hosts, and completely replace their hosts RIP with their own. The ghosts are nearly impervious to damage in their spirit forms, although their hosts are not so, and suffer damage at the regular rate. Ghost-possessed individuals can still be stunned and knocked unconscious, but this does not free a host from the ghost (hah, I'm a poet and didn't know it).
  • Possession: The ghosts can permanently possess a physical host, and maintain that possession until death. The possession is a Rm (30) intensity attack which depending on the opposed result determines the time between the initial attack and complete possession. As the ghost 'takes over', the individual will begin ritually scarring themselves, decorating their flesh as the ancient martians did. The process is as follows: Once the target has been 'selected', they must make a RM (30) Psyche with a Yellow Intensity or begin the possession process. If the result is a critical failure (01), the possession occurs within the same round. If the result is white, the possession can occur between 1 - 10 rounds, if the result is green the possession will take 1 - 10 Turns. The possession can be resisted with Karma or can be stopped by 'shutting down' or altering the sensory input of an individual (With an Ex (20) or better effect). The ghost cannot attempt to possess someone they have already failed in 'converting', nor can they seem to affect anyone with a Rm (30) Psyche or higher.
  • ESP: The ghosts can 'sense' other beings and are not hindered through normal sensory obstacles (Such as darkness and the like). In addition, those who are being 'possessed' or have contact will pick up the psychic impressions of the ghosts, such as their goals and history.

Contacts:
The ghosts only communicate or have contacts through their own group.

Limitations:
The ghosts have several key limitations despite their near-immortal nature:
  • Dependency on a host: The ghosts cannot interact with the physical world, and must possess a host in order to do so. In addition, the bond between a host and the martian means the martian can be 'killed' for a while at the death of the host
  • Bloodthirsty and Cruel: The ghosts are extremely savage and will delight in causing as much sadism as possible.
  • Inhuman: A possessed host does not maintain anything that is a remnant of who they were. In combination with the ritual scarring and bloodthirsty nature, ghost-possessed individuals are incredibly easy to spot.
  • Goal: The entire host of the Martian ghosts seem to be dedicated in murdering the 'invaders' and taking them over in order to return Mars to the Martians.
  • Lack of communication: The ghost do not communicate verbally in a means that humans would understand.
  • Binding*: It seems to be possible to bind a ghost to a place, as was part of the backstory. If this is the case, then it would be easy to assume the ghosts suffer a -1cs to their Psyche for the purposes of mental entrapment/mystical binding.

Notes:
For the purposes of the write-up, I've included the Mystic Origin* talent. I debated this because it is clear that the ghosts may not be traditional spirits...however....even John Carpenter said they were actually alien beings more akin to lovecraftian horrors, so I kept it. I also debated adding a variation of Iron Will, which could totally be justified as they simply do not feel pain in their host forms, and in some cases ,seek it out. I ended up not including it, as I felt that there were only a few examples of this in the movie.

Detective Max Dire from 'Full Eclipse'

’ I don't need to be part of this Halloween s**…

Although not an outstanding cinematic work, Full Eclipse was a pretty neat concept. A burned-out cop played by Mario Van Peeples is recruited for an elite anti-crime taskforce led by a mysterious figure who utilizes a rare drug, transforming the officers into super-cops. When revealed the mysterious leader (named Adam Garou) is in fact a werewolf whose vigilante activities include the destruction of those who become addicted to their new power. Ultimately Dire ends up in a showdown not just with the head werewolf but also himself, and what he might become.

Why Max Dire?

The ‘werewolf’ cop angle was an interesting concept, and I thought that it was just cool enough that I’d have liked to seen a sequel. I think that Max is a perfect modern horror hero. I had initially thought to do Max Dire and the Full Eclipse werewolves back during year 3, but quickly forgot and ended up bouncing the idea around for a while. I just like the idea of it, as campy as it is.


Max Dire, Werewolf Cop




Detective Max Dire
F: Gd (10)/Rm (30)
A: Gd (10)/ Rm (30)
S: Gd (10) / Rm (30)
E: Gd (10)/ In (40)
R: Typ (06)
I: Gd (10)/ In (40)
P: Gd (10)

Health: 40/130
Karma: 26/56
Popularity: 2 (Hero Cop)
Resources: Gd (10)

Talents:
Law Enforcement*
Marksman*
Unarmed Combat
Firearms
Small-Unit Tactics
Detective
streetwise

Powers:
Werewolf Enhancement: Detective Dire has been given a drug based on blood and tissue from an alpha werewolf. While using the drug or on 'the program', Dire has the following attributes:
  • Enhanced FASERIP: Dire's FASERIP scores are enhanced to reflect the changes brought on by the drug. Dire was already an exceptional cop, but those attributes are increased and are reflected in the secondary set of stats. Dire's Health and initial Karma scores are also changed by the 'bump' in attributes.
  • Invulnerability*: Dire gains increased resistance to most forms of damage to Gd (10) rank, shaking off small arms fire and other damage while on the drug.
  • Regeneration*: Dire is able to regenerate with Am (50) ability, capable of healing from near lethal wounds in seconds from exposure to the drug.
  • Recovery: While on the drug, Dire is able to recover Endurance ranks with Ex (20 )ability. In addition, Dire can recover from stun effects with a Yellow Endurance FEAT within a round.
  • Hyper Leaping: While on the drug, Dire can leap with Ex (20) ability, capable of dropping a hundred feet without an issue.
  • Hyper Running: Dire can move at Ex (20) land speed while on the drug.
  • Natural Weaponry: The longer Dire is on the drug, the more lupine aspects of his appearance emerge. Dire's teeth become sharpened and elongated, granting him Ex (20) bite. Dire also gains claws which grow from the back of his fingers and do Ex (20) slashing damage, halving effective body armor.
  • Heightened Senses: Dire's senses grant him Ex (20) enhanced senses, allowing him to track opponents, see in near total darkness, hear sub-auditory effects, and other aspects.


Contacts:
Dire has connections with the group of rogue officers known as 'The Pack' while working with them, and is assumed to have multiple connections within the police department.

Limitations:
While granting unique powers, the drug has several key side-effects:
  • Bestial: The longer the drug is used, the more bestial the person becomes in appearance and action. The reason that Adam Garou ends up killing members of 'The Pack' and moving on is that those who use the drug cannot handle the beast inside of them, and ultimately become mindless predators. In addition, as the drug changes a person into a beast, they gain a -1cs reaction bonus (except Patsy Kinset, who seems impossibly hotter). In addition, as the drug begins to affect the user, it begins to wear down the user's psyche and reasoning, suffering a -1cs to each for every week after the first full moon while constantly used.
  • Highly Addictive: The drug is highly addictive, creating a situation where the more it is used the more the user wants to use it. While Dire does not suffer withdrawal symptoms, they do clearly exist, depending on the length of use. It is assumed that should someone use the drug longer than a week, they must make a Psyche FEAT to avoid becoming dependent on it. Each week afterwards requires an additional Psyche FEAT at -1cs (to a grand total of -4cs).
  • Dependent: Adam Garou: Garou is the only source of the drug (as it is harvested from his own brain fluids and blood). As such, Garou can (for a time) control the pack. Garou also knows where those in The Pack are at all times, granting the members (such as Dire) the limitation "Watched".
  • Bloodthirsty: Members of the pack (Dire included) become more bloodthirsty as they use the drug. Depending on the situation, Dire and other members of the Pack must make Psyche FEATs or engage in over-the-top blood thirst. In such cases, Dire will spend karma to ensure that the most damage can be inflicted.

Dedicated to Justice: Dire is dedicated to justice, and while trying to stop the wanton destruction of The Pack, ends up dead.



Notes: I appreciated Full Eclipse for what it is. For the purposes of the write-up, I thought I would include the basic approach to the drug derived from Garou:

The Werewolf Drug
Extracted from the brain tissue of Adam Garou, the drug has the following abilities:
  • Grants a + 2cs to Fighting, Agility, Strength, and Endurance (Incredible Max)
  • Grants a +3cs to Intuition (Amazing Maximum)
  • Grants 'The Pack' Power set (Gd (10) Invulnerability, Ex (20) Enhanced Senses, Rm (30) Regeneration*, Rm (30) Recovery, Ex (20) Leaping)
  • Grants 'The Pack' Limitations (Bestial, Watched, Addicted, Bloodthirsty)
  • The drug is usually given prior to an operation, and usually only to the hand-picked members of 'The Pack'. The drug remains only potent for several hours (Approximately eight to ten) between doses. The drug does indeed build up in the system, causing the changes and increased dependency.

The drug cannot be stored for any significant period of time, requiring a living donor.

The Koblenz undead soldiers from 'Shockwaves' (1977)

Shortly before the start of World War II, the German high command began a secret investigation into the powers of the supernatural. Ancient legend told of a race of warriors, who used neither weapons nor shields, and whose superhuman power came from within the earth itself. As Germany prepared for war, the SS secretly enlisted a group of scientists to create an invincible soldier. It is known that the bodies of soldiers killed in battle, were returned to a secret laboratory near Koblenz, where they were used in a variety of scientific experiments. It was rumored, that toward the end of the war, allied forces met German squads that fought without weapons, killing only with their bare hands. No one knows who they were or what became of them, but one thing is certain, of all the SS units, there was only one that the allies never captured a single member of.’

There is something campy and yet terrifying about the underwater Nazis from the movie Shock Waves. Even for most of the movie, you don’t really shake the feeling that despite the campiness, there is something very surreal and very terrifying going on. Perhaps due to the presence of Peter Cushing or the sequences where the undead are resting in pools, there are moments where Shock Waves plays on the viewer, and it’s creepy movement. Films like Outpost, The Devil’s Rock and even the first Dead Snow I think attempt to capture the ‘Evil Nazi Horror’ concept, but I personally don’t think they are as creepy as Shock Waves.

Why The Shockwave ‘Zombies’

I think that the best reason I went with the undead Nazis from Shock Waves was the fact that it creeped me out of a kid, almost as much as the Blind Dead did with their undead horses. I think that the fact that they were zombies, but not Romero or Voodoo zombies and it was something I hadn’t seen before caused it to stay with me. It took years, but like Sugar Hill I finally got a copy of Shock Waves on DVD recently, and it wasn’t as awful as I thought it would be. I certainly think that the undead Nazis are good enemies and potentially good adversaries.



Shockwave ‘zombies’

 




Typical 'zombie'

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

Health: 90
Karma: 22
Popularity: 0/-5 (as part of the Koblenz program)
Resources: N/A

Talents:
Military*
Unarmed Combat
Small-unit tactics

Powers:
'Undead Nature': The Koblenz undead soldiers are essentially zombies of the truest sense: They are not alive nor are they dead - completely immune to the effects of their environments, capable of some independent thought and action, and unable to be hurt in the conventional means. How the Kolbenz Zombies have been reanimated and through what means they are maintained remain a mystery, but it is assumed that it was some combination of forbidden science and technology. As the Koblenz 'Zombies' are reanimated, they have the following abilities:
  • True Undead Nature: The Koblenz Zombies do not need to breath, eat, sleep, or regenerate. The Koblenz zombies simply ignore environmental conditions such as heat, cold, submersion, darkness, or other traditional environmental means. They are considered completely impervious to environmental conditions. In addition, the Koblenz zombies seem to possess typical (06) body armor, effectively ignoring any damage at that level. The Koblenz zombies cannot be stunned nor can they be affected by stagger or similar effects - They can however be slammed and still are affected by area attacks. The Koblenz Zombies are not forced to make Endurance FEATs vs. Death, instead they simply ignore the effect but take the damage at rank. When either separated from their visor or reduced to 0 health, the Koblenz Zombies simply cease action and are destroyed.
  • Heightened Senses: Although not specifically addressed as such, the movie supports evidence that the Koblenz zombies can see heat and in total darkness, as well as being capable of spotting hidden humans either directly or through listening for breathing.
  • Non-Decay: Although the Koblenz Zombies are dessicated in many ways, they do not decay nor do they suffering from being 'water-logged' through deep submersion. The Koblenz Zombies seem to be adapted for their nature and are not restricted by decay or any other similar effect.
  • Surprise Attack: The Koblenz Zombies seem to be able to effect successful surprise attacks, gaining a +1cs to do stealth/sneak checks.

Contacts:
The Koblenz Zombies do not maintain their contacts, even with their still-living superior officers. The Koblenz Zombies are effectively unable to communicate outside of themselves and choose not to.

Limitations:
Horrifying Visage: The Koblenz Zombies are very easy to spot, and cannot hide their nature or are unable to do so. As such, the Koblenz Zombies suffer a -1cs to reaction bonuses or ability to disguise exactly who and what they are.
Limited Numbers: The Koblenz Zombies cannot make more of themselves, and are limited to the numbers they had when originally returns (approximately a platoon is left). As such, they are limited to their larger actions, and when destroyed, and further limited.
Goggles: The Koblenz Zombies are armed with a set of goggles which seem to not only amplify their senses but also keep them going somehow. When the goggles are destroyed or removed, the Koblenz Zombie simply becomes a corpse. How and why this works is still unknown, but it is shown to be the most effective means to destroy them. The goggles require a successful Fighting or Agility FEAT in order to remove, which the Koblenz Zombie may oppose.
War Criminals: The Koblenz Zombies are technically war criminals and would be hunted by appropriate agencies if discovered.

Notes:

Terrible but memorable movie. The reason of the high Endurance rank is that the Koblenz Zombies are build for primarily being able to 'survive'. They are easily capable of acting and reacting at that level, possibly higher, but I chose to limit them at Am (50) for the reason that I think that simply put, it's doubtful the human body could sustain any higher, regardless of the technology.

Gen-Modded Makos from 'Deep Blue Sea' (1999)

See how that works? She screws with the sharks, and now the sharks, the sharks are screwing with us.’

The gigantic, genetically modified mako sharks from 1999’s Deep Blue Sea are fearsome, intelligent, and motivated. The Deep Blue Sea sharks aren’t just aggressive, but as it turns out highly intelligent, using both their own ferocity and understanding of their ‘prison’ to force the hapless survivors to do exactly what they want. From the claustrophobic submerged hallways to the darkness of the open oceans, the sharks were great villains in a rather unexpected movie.

Why The Deep Blue Sea Sharks

Well, I like sharks.

No, that’s not really it, it’s the fact that the movie is unexpected, and the sharks are smart. There are enough moments to make you go ‘What?!?!?!’ and a few more shocks, twists, and turns. I don’t think a lot of shark movies outside of the original Jaws really provide a good nemesis feel, and that the makos in DBS really are kind of frightening. Having a huge gen-modded shark attack you is one thing, but having it be intelligent is something else entirely.

Gen-Modded Sharks from ‘Deep Blue Sea’



Gen-Modded Mako

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: In (40)
R: Typ (06)
I: Rm (30)
P: Typ (06)

Health: 120
Karma: 42
Popularity: 0 (Not widely known to exist)
Resources: N/A

Talents:

The makos do not specifically possess talents, but have shown the ability to make plans, hunt in packs, understand stress and fracture points, and generally higher-intelligent predator behavior. It is conceivable that the makos are capable of making reason checks to understand how things work, but do not have real skill or talents per say.

Powers:
Genetically modified Mako sharks

The makos have been genetically modified to increase both size and brain capacity, and as a side-effect, have greater intelligence, ferocity, and other evolutionary attributes. In specific, the sharks are capable of increased memory, intelligence, retro-dynamic motion underwater (going backwards), and even other modifications to their ability to sustain damage. The makos have the following abilities:
  • Complete environment adaptation: The makos are primed for their environment, and are considered to have Hyper-Swimming at Rm (30), water breathing, and water freedom at Gd (10).
  • Naturally (enhanced) abilities: The makos are far larger and stronger than normal mako sharks (rivaling a certain great white in size). They are capable of biting with In (40) intensity, halving body armor. The makos also are capable of hunting in packs, granting them a +1cs when coordinator efforts and attacks. The makos are also capable of Ex (20) stealth while in the water, appearing and disappearing very quickly. In addition, the makos can accelerate and attack in a single area rather than needing additional areas to do achieve top speed.
  • Tracking: The makos can track blood in the water with Ex (20) ability.
  • Body Armor: The natural hide of the mako grants Typ (06) body armor against physical, blunt, and edged attacks, and Pr (4) against piercing or energy attacks.


Contacts:
The makos have no contacts.

Limitations:
Due to their nature, the makos have the following limitations:
  • Animal Instinct: Despite their increased intelligence, the makos are still drawn to their animal nature, which proves to be their undoing. The makos are unable to resist blood in the water, and must make a -2cs Psyche FEAT to not attack a wounded opponent. In addition, the makos suffer the same problems as other sea-life might.
  • Water Dependency: The makos cannot function outside of the ocean, and can rarely exist above water.
  • Size: The DBS makos are gigantic, starting at 25 feet and going as long as 40 feet. As such they are at a +1cs to hit once spotted.



The Wolfen Pack from the novel version of 'The Wolfen'

A sub-race of wolves which evolved separately from man, the pack in Whitley Strieber’s The Wolfen represent both a hidden threat to humanity as both predator and intelligent adversary. The novel (far superior than the 1981 movie) gives a real feeling to the ‘monster’ – That is possible that such creatures could exist, and were the basis for the original werewolf legends. There are several tense scenes in the book, from the inadvertent discovery of the pack’s lair to the finale in the high-rise building that really are spine-chilling.

Why The Wolfen?

Simply put, the novel was an awesome and fresh take on the werewolf legend in such a way to represent ‘evolutionary horror’. I enjoyed the book quite a bit as the narrative is both from the human perspective and the pack’s perspective, granting a rare view into the minds of main antagonist(s). Strieber offers a really good horror book without a lot of unnecessary and overt ‘dumbing down’ of the concept – There are questions that are never answered, but it’s a logical reason why those questions are never answered. In other words, the book doesn’t try to neatly explain everything , and that’s kind of cool.
I will say that the movie version with Albert Finney really doesn’t do the book justice at all (rewriting huge sections and changing the nature of the pack completely). In the end, the superior novel is left as a bookmark to the inferior movie.



The Wolfen Pack


Typical Pack Member

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

Health: 60
Karma: 46
Popularity: 0*
Resources: Fe (2)

Talents:
The Wolfen are essentially evolved wolves, having no real talents or training.

Powers:
Evolved Wolves:
The Wolfen Pack are evolved wolves, slightly large in size with an opposable thumb-like digit, higher cognitive function and evolved sensory abilities. These evolved wolves have existed on the fringes of human society, preying upon the weak, sick, and overlooked. Usually a pack of seven, the Wolfen pack who serve as the main antagonists in the novel have the following abilities:
  • Tracking: The wolfen pack can track with Rm (30) ability, being able to find a specific scent in the city of New York without an issue. The Wolfen can follow the scent and/or trail as per the novel across water, through various difficult areas, and including attempts to hide or evasion by their prey. Once the Wolfen have selected a particular prey, they gain an additional +1cs to track that individual.
  • Heightened Senses: The Wolfen Pack in the novel have greater than normal sensory abilities, able to see in almost pure darkness, pick up specific sounds that are outside the normal reigstry (even for wolves), and distinguish different scents and smells with greater ability (implied throughout the novel as being superior to wolves). It is assumed they have these senses at Ex (20) ability.
  • Hyper-Movement: The Wolfen Pack are faster than normal wolves and/or dogs, able to move four areas a round and keep pace with a police vehicle moving at moderate speed. In addition, the Wolfen Pack and jump and bound longer distances with Pr (04) ability.
  • Stealth: The Wolfen Pack move with inhuman stealth, granting them Gd (10) ability. The pack has evaded detection from advanced (1970s advanced) detection systems such as radio-mics, infra-red scanners, and other means.
  • Mimicry: Wolfen have the ability to mimic human sounds with Rm (30) ability, often being able to lure unsuspecting prey into areas by posing as hurt children, familiar individuals, ect.
  • Bite: Wolfen do Ex (20) edged damage to an opponent, capable of halving effective body armor and severing body parts (such as during the climax of the novel). Once a Wolfen has locked their jaws down, it requires an Ex (20) strength or opposed grapple to get them to let go.
  • Pack Mentality: The Wolfen are incapable of speech, but communicate with each through other sensory abilities and low sounds. The Pack seems to share this mentality and are able to understand and communicate silently via line of sight. It is not telepathy, but rather a combination of sounds, scents, and body language.
  • Cognitive Awareness: Wolfen seem to have a preternatural ability to determine if someone understands they exist, and can quickly make assumptions about a target accordingly. As seen during the pursuit of the police in the novel, the Wolfen quickly understand which officers know or have guessed about them, and proceed to hunt each down.

Contacts:
The Wolfen have no contacts, although it is suggested, implied, and revealed that during the ancient past, mankind had developed a means to communicate with the Wolfen using hand signals. This has since been forgotten by the Wolfen Pack.

Limitations:
The Wolfen Pack have several key limitations:
  • Secrecy: Although not completely reasoning, the Wolfen understand that their existence must be kept secret, and will go to extraordinary lengths to hunt those down who have encountered them and lived. In addition, the Wolfen Pack tends to understand how to avoid detection and will never willingly or openly set up attacks regardless of the benefit and/or cost to do so, including rescuing their own from certain death. The Wolfen Pack will eat their own to destroy evidence of their existence.
  • Animal-like intelligence: As stated before, the Wolfen Packs are evolutionary forward of wolves, but are not capable of resisting their instincts or developing past rudimentary concepts. The capacity for reason is there, the cunning is there, but for the most part, they are not revealed to be as cognitive as humans.
  • Rare: Wolfen are rare, and it is implied by the author of the novel that they may even been near extinction. The Pack realizes this, having not seen other packs or encountered any others.
  • Predator Need: The Wolfen need to feed regularly, taking one or two people who will not be immediately missed at a time.
  • Lair: The Wolfen maintain a lair somewhere near their preferred hunting grounds. The lair is usually guarded, and not easily moved.
  • Unusual Looks: Close examination of the Wolfen reveals their unusual size, the opposable thumb, and the larger head/brain. As such, those who know what to look for gain a +1cs to spotting the difference between large wolves and Wolfen.


Notes:

I always liked the book. One more 'animal' monster group during this round of Halloween write-ups.

The bats from 'Nightwing' (novel)

The winged animals are Yelaw's messengers

The massive colony of displaced vampire bats that are possibly the agents of ancient bat gods, the Nightwing bats don't just represent the danger of a natural onslaught, but also the possibility of a swarm of creatures representing a supernatural being.

Why the Nightwing Bats?

I have a love/hate relationship with Martin Cruz Smith's Nightwing. On the one hand, it was clearly one of the first 'stand out' horror books I read, mainly based on a recommendation from Stephen King's Danse Macabre and also that I got it at a library paperback sale when I was a young teenager (along with Salem's Lot). I remember reading the book and thinking that bats could be frightening, especially in large numbers and carrying both rabies and bubonic plague. I also liked the ideology of Nightwing being more than just a simple 'nature against man' sort of tale, and that the possibility that the bats could be supernaturally motivated appealed to me.





Nightwing Bats




Nightwing Bats
Individual Bat/Group of Ten (10)
F: Fe (2)/Gd (10)
A: Pr (4)/Gd (10)
S: Fe (2)/Pr(04)
E: Fe(2)/Gd (10)
R: Pr(04)
I: Typ (06)/Gd (10)
P: Pr (04)/Gd(10)

Health: 10/34 (per group of 10)
Karma: 14/24
Popularity: 0/-5 (in supernatural circles as the arm of Yelaw/Zotzilaha/Camazotz)
Resources: N/A

Talents:
None

Powers:
The bats have no powers per say overtly, outside of the standard abilities that all bats have, with three notable differences:
  1. The Nightwing bats are more akin to South American vampire bats than the traditional southwestern variety. As such (and specifically in the novel), the bats are larger and more aggressive than their smaller native cousins.
  2. Each of the bats is carrying a variety of diseases, specifically mentioned in the movie as Bubonic Plague and in the novels to include Rabies (See Cujo's write-up for more on Rabies effects). As such, the bite from a Nightwing bat requires an Ex (20) intensity Endurance FEAt to avoid contracting any version of the diseases mentioned, as they were stated as being a more virulent strain than normal.
  3. Bats normally inflicts Fe (2) to Pr (4) edged damage, while groups of ten (10) inflict up to Gd (10) edged damage. Normally the damage is not lethal or can cause a kill result, but not Nightwing bats. Nightwing bats force kill checks per every Red Edged attack they inflict (within reason to resistance). For every group of twenty (20) bats, the damage and fighting of the swarm goes up by +1cs to a maximum of Incredible (40) representing the sheer numbers of bats. In the novel, it was estimated there were hundreds of bats within the colony easily.

In addition, the Nightwing bats have standard bat radarsense (per the Advanced Judges Book) of Rm (30) intensity, and can move 3 areas per turn.

Supernatural Origins: While openly suggested that the bats were summoned, it is never clearly defined in the novel (although the movie is more overt about it) that the bats are nothing more than a larger species. If the supernatural elements are indeed present, and are suggested by events in the novel, then the bats are in effect the vengeance of older gods upon humanity. As such, it would easy to suggest that the bats cannot be easily controlled or swayed through traditional (and non-traditional means). In other words, the Nightwing bats would probably have the equivalent to Ex (20) protection against Animal Control, and have the ability to use their collective Psyche for the purposes of Psyche FEATS. In addition, it's also safe to assume (based on actions) that the Nightwing bats are willing to sacrifice numbers to bring down opponents or engage in effects that would not be normal (as seen in the movie and during attacks described in the book).

Contacts:
None

Limitations:
The Nightwing Bats have the following limitations, both due to their nature as bats and in some cases, perhaps due to their supernatural origins.
  • Sense Dependent: The Nightwing bats are dependent on their radarsense for navigation and echo location. In addition, they suffer +2cs for all sonic-based attacks.
  • Blood Dependency: The Nightwing bats require blood to survive, as they are cousins of the South American variety of vampire bat. The Nightwing bats will attack larger groups over individuals, and will swarm in an almost frenzy when feeding (Shown pretty well during the movie).
  • Ammonia Scent: Without getting too into the description, as the bats feed they excrete, giving off a strong ammonia smell. The bats can easily be trailed due to this scent and those with Tracking or Heightened Senses gain a +1cs for the purposes of finding their lair.
  • Nocturnal: The Nightwing bats are nocturnal and will not venture out during the day.



Cujo from 'Cujo'


It would perhaps not be amiss to point out that he had always tried to be a good dog. He had tried to do all the things his MAN and his WOMAN, and most of all his BOY, had asked or expected of him. He would have died for them, if that had been required. He had never wanted to kill anybody. He had been struck by something, possibly destiny, or fate, or only a degenerative nerve disease called rabies. Free will was not a factor


The massive St. Bernard who ends up a rabid killing machine attacking its own masters, Cujo was a different sort of horror novel for Stephen King, relying on the more mundane elements of possibility rather than the supernatural to drive the suspense. Of course, having a large and rabid dog pin you in a car for some time while in the high heat of summer is pretty scary. It's still one of those scenes I can't watch comfortably for a lot of reasons from the movie version.




Cujo



Cujo the Dog

F: Gd (10)/Ex (20)*
A: Gd (10)
S: Gd (10)*
E: Gd (10)/Ex (20)*
R: Pr (04)/Fe (02)*
I: Gd (10)/Pr (04)*
P: Pr (04)/Fe (02*)

Health: 40/60
Karma: 18/ 8
Popularity: 0/-2 (That large rabid dog up in Castle Rock)
Resources: N/A

Talents:
None

Powers:
None, although Cujo's frenzied state grants him certain power-like effects:
Rabid Dog: Cujo is a rabid St. Bernard, and as such, his mental facilities are failing as the disease begins to take a toll. Ultimate, the rabies will kill Cujo, but as with anything horror-related it will cause him to have certain effects prior to his death:
  • 'Iron' Will: Cujo will simply ignore damage, ranging from a simple attack to gunshot wounds with Ex (20) ability. In the novel, Cujo was still attacking after being shot several times, stabbed through the eye, beat with a baseball bat, and other similar effects up to Ex (20) intensity and still keep coming. As such, Cujo takes the damage but takes no stun effects. Cujo can still be slammed for regular intensity. Ironically, if a person has powers such as Animal Communication/Control , Cujo remains silent and may resist their control with a successful Gd (10) intensity FEAT due to his state.
  • Diseased: This write-up represents Cujo at his full-blown 'rabid' state, and as such, Cujo is a carrier for rabies. Any individuals who are successfully attacked and bitten by Cujo must make an Endurance FEAT vs. Gd (10) intensity or contract rabies. Rabies treatment is available through most medical centers and hospitals, but it's not a pleasant experience. Individuals who have Gd (10) ranked Resist: Disease or are not able to contract normal disease will not contract rabies.
  • Bite: As a dog, Cujo has Ex (20) bite, which inflicts against the Edged Attack Damage as per the rules for normal dogs. Unlike normal dogs, should Cujo successfully get a bite on a target, he begins to grapple them using his Endurance rather than Strength for the purposes of overbearing or taking an opponent down, similar to wrestling. In addition to grappling, Cujo's bite is considered to halve effective body armor up to Ex (20) intensity, and requires opposed strength checks in order to get free.
  • Enhanced FASE/Decreased RIP: As you may have noticed, Cujo has two seperate categories of stats, representing the non-rabid/rabid states. Cujo's FASE will increase when at the height of rabies while his RIP decreases. By the time Cujo begins to attack, it is assumed he is beginning the last stages of the disease. As such, Cujo's stats will represent the secondary set of FASERIP (When applicable). In addition, the Judge must make an Endurance FEAT for every day Cujo is active, as the average rabid animal's lifespan is between three days to a week after the 'height' of the disease begins. Cujo's Agility will begin to suffer a -1cs rank every two days after the 'peak', until reaching Fe (2) at which point he will simply stop moving until death.


Contacts:
As an animal, Cujo has no real contacts.

Limitations:
Cujo's animal and rabid state has several key drawbacks:
  • Obvious: Cujo is obviously diseased and with the amount of damage done, he's clearly a mess. As such, Cujo is a -2cs reaction bonuses and a +1cs to Intuition to spot something wrong.
  • Terminal: Cujo is dying, and as such, has only a short time before rabies kills him.
  • vicious: Cujo will seek to attack any creature he encounters, regardless of past connections or affiliations.
  • Animal Intelligence: Cujo is very clever for a dog, but still just a dog. As such, Cujo is incapable of certain actions or planning.

Notes:
I used the original write-up for Dogs in the Advanced Judges book as a basis to begin planning Cujo, but with most things Stephen King you need to take things up a little notch. Cujo remains one of the more tragic and frightening antagonists created by King in my opinion.