Thursday, October 15, 2015

Charlene 'Charley' McGee from 'Firestarter'

You're a firestarter honey...just one big Zippo lighter


Charlene 'Charley' McGee



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

Health: 28
Karma: 40
Resources: Pr (04)
Popularity: 0/-5 (In shadowy government agency circles)

Talents:
None, although one could argue Student*

powers:

Pyrokinetic
Charley is a true pyrokinetic, capable of creating fire out of nothingness, manipulating fire and heat, and seemingly unaffected by either. While still a child, charley has shown remarkable abilities, including:
  • Fire Generation: Rm (30) ability to generate flames
  • Fire Control: Although not expressly stated as such, Charley seems to be able to control fire at some unconscious level with Rm (30) ability
  • Fire and Heat Immunity: Charley seems immune to fire and heat, capable of walking through fire around her with little problems. Whether this is unconscious manipulation of fire or true immunity is unclear, and King leaves it ambigous.
  • Potential*:Through Charley's perspective, her powers are only at the beginning. Charley suggests and is later confirmed that her abilities to manipulate fire may exceed a plantetary scale, capable of affecting the Sun and other distant bodies.

Contacts:
Charley's only reliable contact is her father.


Limitations:
Child: Charley is a child of about nine years of age.
Hunted:Charley is being hunted by The Shop, a secret scientific think-tank within the government, responsible for the Lot-9 drug experiments that her parents went through. The Shop will stop at nothing to recover Charley.
Publicly Known: After the events of the novel, Charley published the account of what happened to her in a Rolling Stone article (which later became a book). As such, Charley is considered to have a Public ID in her later years.


Notes:

A short write-up, mainly to focus on the younger version of Charley. I didn't opt to include a picture this go-round.

I believe her RIP scores are where they are due to the experiences and her resilience during the novel, as I feel that King truly intended for Charley to be superhuman as an older character. I also think it's safe to assume her Endurance is far greater than a child of her age...perhaps upper limits of humanity through the description in the book. I'd be tempted (and thought initially) her Endurance could be Gd (10). I feel Charley is clearly smarter than a child her age, and her willpower is fairly exceptional - she resisted The Shop's ability at manipulation, resorting to using Rainbird to coax her to use her powers after nearly a year of captivity. Finally, this is a short write-up....I'm not sure I'd like to speculate what she'd be like when she was older. I know the 2002 Firestarter: Rekindled sort of addressed it, but I didn't think it was accurate.

The She-Creature from 'The She-Creature' (2001)

I have a fondness for old 1950 and 1960 B-horror films, and occasionally I either really like or really groan over ham-fisted remakes. That being said, there was something about the early 2000 series of remakes done as a partnership between Stan Winston and HBO during the last days of Stan Winston's movie production company. The results were a handful of films bearing the names and/or updated concepts of several B-grade horror films.

The best was The Mermaid Chronicles Part 1: The She Creature. Unlike the others in the 'creature feature' series, the attempt to capture something different was really there. Set in the late 19th century, the premise is simple: Two carnival folk from Ireland acquire a real mermaid, and take off with their prize to America along with one of the gentleman's wives. The trip is on the ill-fated Mary Celeste, which results in the famous disappearance of the crew and a very different take on mermaids. She-Creature references a number of old and classic movies, as well as presenting an alternate look to the legend of the mermaid.





The She-Creature



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

Health: 50/130
Karma: 110
Popularity: 0*
Resources: See Below*


Talents:
Nobility*
Leadership*
Knowledge: The Seas
Mystic Origin* (Possibly)
Underwater Combat*
Knowledge: Sea-Life
Seduction*
Knowledge: 'Mer-Folk' culture

Powers:

Sirin



The 'Mermaid' in question is actually more akin to a monstrous sirin than a traditional mermaid. As such, her ability to appear as a mermaid is merely a ruse used to draw wary sailors to home-waters, in order to devour them. The 'mermaid' has two distinct forms, adapted for both a life at sea and to seduce the unwary, and has many abilities accordingly:
  • Telepath: Although apparently unable to speak, the Mermaid can read thoughts, broadcast images and hallucinations, and even at some point control the actions of those around her with Rm (30) ability. The mermaid's use of her powers are geared towards three primary goals: 1. Return to her own waters with a crew to devour, 2. impregnate an appropriate mate, 3. cause turmoil and paranoia to achieve the first two goals. The mermaid also prefers to use her powers while her victims are dreaming, utilizing the unconscious mind of the victims as much as possible. Finally, the mermaid will 'bond' with appropriate victim (usually female as seen in both the movie and the DVD extra) who will be chosen to be the queen's *mate*. This bond will be strong (+1CS to her telepathy for the purposes of communication and control), and is usually the only one left alive (as seen in the two cases).
  • Telelocation: Home Waters; The Mermaid always knows the direction to her home waters, regardless of where she is or where she ends up.
Mermaid Form
The Mermaid has several advantages in mermaid form, including:
  • Water Freedom
  • Water Breating
  • Hyper-Swimming: Ex (20)
  • Recovery: Rm (30) intensity recovery
  • Physically Pleasing: The Mermaid is physically pleasing to look at, which initially will cause those who see her to make a Psyche FEAT. A white result means the victim has become enthralled, which grants the mermaid a +1CS to her telepathic manipulations.

Sirin Form


Upon nearing home waters (or whenever, it isn't clearly stated), the mermaid changes to her natural form, that of a monstrous eel-like creature who is capable of greater physical abilities and is dangerous. The Sirin gains the following:
  • Adjusted FASE: See the adjusted FASE. Once the sirin has transformed, her physical prowess and her health become greater.
  • Armored Skin: The Sirin has Gd (10) armored skin, and is shown to occasionally ignore small-arms fire from the period.
  • Claws: The Sirin's claws are capable of shredding things with Ex (20) ability, halving effective body armor or material strength to rank.
  • Bite: The Sirin's bite is capable of severing bone, with Rm (30) intensity strength.
  • Poison: Although not expressly stated in the movie (but included in the DVD extra and the action figure), the She-Creature has poison glands similar to sea urchin poison and can inflict it with a bite. The poison does Ex (20) damage.
  • Low-light vision: The Sirin can see in near total natural darkness with Ex (20) ability.
  • Additional abilities: The Sirin possesses its faculties and other attributes/powers while in the larger Sirin form.

The Queen Sirin
The Sirin seen in the movies is considered the 'Queen' version, which explains both the higher Intuition and Psyche scores. a typical Sirin would probably have R: Gd (10) I: Ex (20) P: Ex (20), but have probably similar FASE abilities (Maybe -1CS to both Strength and Endurance). The Queen Sirin is also capable of impregnating a female victim, as seen in both the movie and dvd extras. The child will be normal for some time, but eventually will find themselves drawn to the sea and will join the pack as it were after a transformation at around the end of adolescence.

Limitations:
Monstrous Aura: Despite how the creature looks, a feeling of unease settles around people. This feeling gives an inital -1CS to the Creature's abilities which fades with contact.
Predator: The creature is a predator, and is geared primarily for survival, hunting, and breeding. To act against its nature would require a Psyche FEAT at -2CS.
Monstrous Visage: The creature in its sirin form is absolutely horrifying. As such, it suffers a -2CS situation/reaction/interaction effect.

Quint from 'Jaws' (1975)

You know the thing about a shark, he's got... lifeless eyes, black eyes, like a doll's eye. When he comes at ya, doesn't seem to be livin'. Until he bites ya and those black eyes roll over white. And then, ah then you hear that terrible high pitch screamin' and the ocean turns red and spite of all the poundin' and the hollerin' they all come in and rip you to pieces.

The obssessed shark hunter. The veteran with a personal grudge against sharks. The only one who recognizes the danger for what it is in Amity ahead of anyone else. A few years ago (about six) I wrote up the Great White from Jaws and intended to include Quint at some point in a Halloween write-up.


Quint



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

Health: 32
Karma: 36
Resources: Typ (06)
Popularity: (around Amity) -2 (General public)0

Talents:
Sailor
Military
-Firearms
Knowledge: Fishing*
Knowledge: Amity Area
Pilot: watercraft
Bare-knuckle boxing
Arm-wrestling


Powers:
None - Quint is considered to be a normal man with no real powers, but possesses an extraordinary skill:

Extraordinary Skill: Sharking: Quint's abiltiy to hunt sharks is uncanny, and his knowledge of sharks, habitats, and other things makes him very formidable. Quint's knowledge and experience allows him to make rolls with Ex (20) ability when fishing for sharks, and allows him to predict their behavior under normal circumstances. Unusual circumstances, such as the Great White during Jaws reduce his ability to Gd (10).

Contacts:
While he was alive, Quint had few real contacts, save those who worked The Orca and the few denizens of Amity Island he had dealings with.


Limitations:
Quint had a few limitations due to his experience and his over-all personality:
  • Obsession: Quint's obsession in revenge against sharks is evident, and will force Psyche checks when engaged in a particular case. Failure will make Quint irrational, drawing him further into obsession.
  • Fatalistic: By his own words, Quint will never wear a life-preserver nor will he seek help when things are against him.
  • Distrust of Authority: Quint has no love for authority, especially those he perceives as the upper class or the leadership of Amity Island. Quint suffers a -1cs reaction bonus in such dealings.
  • Traumatized: Quint is more than likely suffering a form of PTSD from the events of the Indianapolis. Quint's recollections of the events seem to suggest he suffers still from the events.
  • Reputation: Quint's reputation is well-known in Amity (hence the -2 popularity), and is viewed with distrust or generally looked down upon, although none doubt his abilities or skills.


Notes:

I felt that Quint's psyche was high as it was to show his resolve. I think that Quint has a very strong will, and is often the victim of that will as it works against him (with his obsession). I tried to utilize what Quint said about his past and his skills throughout the movie (as the novel version is much different), and I felt that his ability to go 'sharkin' was beyond just a normal set of skills and thought it should be included a pseudo-power. I know there is some debate there, but I felt it needed to be its own thing.

I didn't include Quint's self-professed physical limitations nor did I include really contacts made during the movie. I felt that Quint was generally too abrasive for real contacts. I also went with the negative popularity in Amity for several reasons: It's clear no one in the community is comfortable with him (specifically as seen in the deleted scenes and in the famous city meeting scene).

Matthias, The Family, and the Omega Man Virus from 'The Omega Man' (1972)

We waited for you, Neville, so you could see this: The end. The end of all you done. You see, none of it was real. It was illusion. Your art, your science, it was all a nightmare. And now it's done. Finished. My brethren, our task is nearly complete. He was the last of those who brought the punishment to us. We have cleansed and purged his world. Now we must build.

The second attempt to film Richard Matheson's I am Legend remains unique in post-apocalyptic films - For one part, it's very much a view of the 1970s if an apocalypse happened. Primarily however it's the portrayal of the main villain Johnathan Matthias played by Anthony Zerbe, who makes you not only creeped out but also fully aware the apocalypse isn't going to be pretty, sane, or unintelligent. Matthias isn't just a zealot mutant victim - He's satan in the remnants of the world, leading the family towards 'salvation' with the destruction of Dr. Robert Neville....the last figure of the old world.

Matthias



Johnathan Matthias

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

Health: 42
Karma: 60
Popularity: 20 (Prior to the war)/40 (To the family, afflicted, and survivors)
Resources: Ex (20) (Prior to the war)/* (See below)


Talents:
Profession: Journalist*
Leadership*
Area Knowledge: Los Angeles
Knowledge: Law of the Family
Knowledge: Pre-War History
Knowledge: Pre-War Current Events
Knowledge: Subterfuge

Powers:
Mutant: Matthias is an albino mutant, afflicted with the deadly bio-warfare germ which wiped out 99% of mankind. While not granting him any serious abilities, the mutants born from the virus have several key natural abilities (See The Family for more details)
Unnatural Leader:Matthias is beyond charismatic to the family, he is nearly considered a god. Matthias is the sole voice of the family, and even those who show dissent quickly and quietly cease when Matthias decides. Members of The Family will die at Matthias's command without question, and Matthias is able to convert any member of the afflicted to a member of the family with a simple Psyche FEAT. Although not a power, the ability to convert the afflicted is uncanny and based on Matthias's resolve.
Drive:: Matthias's drive to 'end the old world' grants him great resolve and ability to function even when not normally able. It's up to the Judge if this is an ability or simply due to the psychotic madness of the disease, and could be a variation of Iron Will at Gd (10) (sans the health aspect).

Resources: Existing in the post-war remnants of Los Angeles, Matthias has nearly limitless resources, albeit he will not use them in certain circumstances (See Limitations). Matthias can draw upon reserves of natural resources, simply technologies, and manpower for different purposes.

Contacts:
Pre-War, Johnathan Matthias was a well-known anchorman and journalist with numerous contacts in both the media and political arenas.

Post-War, Matthias's only contacts are members of the family.


Limitations:
Afflicted: Matthias suffers the same affliction from the war that all members of the family suffer from. (See The Family for more details)
Obsessed: Born from the same drive that keeps him going, Matthias is completely obsessed with destroying the remnants of the old world, and specifically Robert Neville. Matthias is not reckless, but combined with his psychosis makes him suffer a -4cs to any social situation in dealing with negotiations with survivors or specifically Robert Neville.
Arch-Enemy: Robert Neville: Matthias is the arch-enemy of the last uninfected man in the Los Angeles area, Colonel Robert Neville. As such, most of Matthias's plans are related to capturing and trying Neville, ultimately to convict and murder him. Matthias will stop at nothing to get Neville.



The Family


Typical Family Member:

F: Typ (06)
A: Typ (06)
S: Typ (06)
E: Gd (10)
R: Typ (06)
I: Typ (06)
P: Typ (06)

Health: 28
Karma: 18
Popularity: - 20 (Los Angeles post-war)
Resources: See below

Talents:
Family members have typical talents they had before becoming infected. In addition, Family members gain:
Knowledge: The Family

Powers:
The afflicted have no real powers, but their condition allows them several key advantages. All members of The Family share these abilities:
  • Increased Night-Vision: Each member of The Family is noctural by nature, and has increased ability to see in the dark. For the purposes of mechanics, it's considered to be Pr (04) night vision.
  • Increased Endurance: The virus which is killing them also grants typical Family members higher Endurance, allowing them to do things they may not be able to do as well as resist the more damaging effects.
  • Pseudo-telepathic bond: Although not expressly stated, as Lisa changed in the movie, she began to either hallucinate or hear Matthias's call mentally. For the purposes of this write-up, I'm consider it to be a Pr (04) level empathic effect. Each member of the Family seems connected and knows where the others are, as seen with Lisa's brother finding his way through L.A. to the Family's HQ, etc.

Contacts:
Post-War, members of The Family only have members of The Family as contacts.

Limitations:
Afflicted: Each member of The Family is a survivor of the plague that wiped out mankind and as such, are still slowly being killed because of it. The Family members suffer the following limitations due to the affliction:
  • Unusual Looks: All family members are drained of color, forcing a complete albinoism. In addition, sores appear very quickly, making members of The Family very obvious. Due to the extreme physical change, Family members suffer a -2cs to reaction bonuses from survivors.
  • Vulnerability to Light: Family members are photo-phobic, suffering a -1cs reaction bonus from unshielded exposure, and a +1cs to damage above Ex (20) intensity. In addition, any light source above Gd (10) requires Family members to make Endurance FEATs or be blinded for up to 1d10 rounds after exposure ceases. At Ex (20) intensity or greater, unshielded Family members are automatically blinded.
  • Sterile: Although not stated in the theatrical version, the uncut version of the movie shows that no Family member has been able to successfully have children.
  • Dying: Despite surviving the virus, Family members are still dying from it. Family members close to death will separate from the others, and die usually alone. Once final affliction sets in, a Family member must make Endurance FEATS every six hours. Failure results in death within a day.
  • Psychotic: Members of The Family are considered to be psychotic and absolutely devoted to Matthias upon pain of death.

The Virus

Although unnamed, the Virus which destroyed mankind was a product of germ warfare between China and Russia. So far, only Robert Neville was immune due to his use of an experimental serum. The Virus is considered 99% lethal to man, requiring an initial Endurance FEAT of red intensity to survive. An additional Endurance FEAT is required afterwards to determine the period of time before initial affliction sets in.

Initial Affliction makes the patient light-sensitive. Pre-adolescents seem somewhat resistant, but once a victim has entered adulthood, Secondary Affliction can occur at any time. Adults must make an Endurance FEAT every day, failure begins the Secondary Affliction.

Secondary Affliction begins with high fever and the gradual draining of all color from the victim, leaving them in an albino state and extremely vulnerable to light (See The Family's Powers and Limitations). The process can take anywhere from one turn to several days, depending on the Endurance FEAT's result. Once Secondary Affliction sets in, the victim seems drawn to other Afflicted and are easily recruited into The Family.

Final Affliction can occur anywhere from a day to several years. Once Final Affliction has set in, the victim has only a limited time before death occurs.

Finally, a serum derived of Dr. Robert Neville's blood seems to provide a cure and can actually reverse the virus's pathology and symptoms. As seen with Richie, a previous victim who was mostly turned, the serum can not only cure the damage but make the victim immune. The serum seems to work no matter what level of affliction a victim suffers from.



Notes:
I always liked this movie. For years I labored under the delusion that Charleton Heston wore a Roman helmet in the final battle. I re-watched it recently and was only slightly disappointed.

The Mist and associated creatures from 'The Mist'

They must've ripped a hole through by accident. That's how their world keeps on spilling through into ours.

Not that I'm on a Stephen King kick, but The Mist rises to many levels as both atmospherics terrifying and a character study in fear. From the creatures that dwell within the mist to the humans trapped by it, The Mist maintains the idea of science gone wrong, alternate cthonian dimensions, and the madness spring from fear.

Why the Mist?
There are probably a lot of reasons I wanted to include The Mist as part of Halloween's write-ups. First, I like environmental horror a lot more than I do simple monsters or what have you. I think that both the story and the movie capture a good idea of what would be a very interesting scenario. The second reason is the designs of The Mist's denizens - very Lovecraftian in concept and creepy as all get out. The third reason is that as much as one could argue that The Mist is survival horror, the main 'villain' is the paranoia and fear of the people faced with The Mist. I like the idea that the real terror isn't from what happens outside, but what happens in the group.

So...The Mist.



The Arrowhead Project

Developed as a cooperative between the US Army and a private think-tank, the Arrowhead Project was tasked with developing a means to see into other dimensions. During a freak thunderstorm, the Arrowhead Project' viewer opened a doorway into another dimension, which quickly flooded the area and began to allow other inhabitants of the alien dimension to follow.

Facilities at the Arrowhead Project are not truly mentioned, but it would assume that they have the means for a dimensional portal with Shift X (150) ability and range. The portal is self-sustaining: It can only be shut down at the source and will continue to expand until the entire planet is engulfed (as seen in the short story).

The Mist




The mist covers entire areas within rounds, surrounding ever outdoor location in a think gray fog which restricts visibility to 1 area. The mist seems to deaden communications (as it is actually the incursion of the other dimension into the region). The heavy mist restricts any type of perception outside of the 1 area restriction with Un (100) ability, including but not limiting to extraordinary or extra-natural senses. The Mist has no other tangible effect than to obstruct, being non-toxic to humans and not affecting physics in normal ways. Anyone with a psychological limitation must begin making Psyche FEATS within 6 turns of being engulfed, with the possibility of episodes due to the consuming, claustrophobic, and possibly otherworldly aspects of the mist.

The greatest danger that the mist presents however is not the reduction of senses and/or possible mental effects...it is the fact it conceals several creatures who attack anything and anyone they can get access to.

Mist Tentacle



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

Health: 70
Karma: 26
Resources: Nil
Popularity: 0

Talents:
None

Powers:
Alien Mass of Tentacles represented a mass of writing tentacles which latch on similar to a squid, the mass of tentacles are actually connected to a main body with a series of mouths, capable of rending and devouring a target within seconds. The tentacles have the following powers:
  • Multiple Attack: The mass of tentacles gains six attacks a round, with Ex (20) grappling.
  • Grappling: Should the tentacles succeed in grappling, they gain a +1cs to holding an opponent, reducing their ability to dodge, evade, or block subsequent attacks.
  • Each Tentacle does Gd (10) slashing damage, with an additional Ex (20) damage if a 'bite' occurs.
  • A Bite occurs when the opponent is successfully grappled for more than two rounds. The bite does Ex (20), ignoring body armor of Gd (10) and below.
  • Body armor: The tentacles have gd (10) body resistance to most physical attacks.
  • Regeneration*: Although not expressly stated, most of the creatures from the Mist have Gd (10) regeneration*
  • Protected Senses: Mist: While most others are unable to see in the mist, the tentacles are capable of functioning normally.
  • Environmental Awareness*: Not the normal power as represented, the tentacles along with most of the creatures encountered have some sort of ability to sense their surroundings and track prey. The sensory abilities seem only to really function within the pocket dimension's incursion, but is accurate and capable of finding prey anywhere within the mist normally. It is something shared by all of the mist's predators with Rm (30) intensity.

contacts:
None


Limitations:
The creatures have the following limitations:
  • Monstrous Appearance: The tentacles have a -1cs reaction bonus when first encountered.
  • Micro-Environment dependant: Although not expressly stated, the creatures seem to only fully funciton within the micro-environment of the mist.


Mist Spider




F: Gd (10)
A: Rm (30)
S: Gd (10)
E: Rm (20)
R: Fe (02)
I: Ex (20)
P: Pr (04)

Health: 70
Karma: 28
Resources: Nil
Popularity: 0

Talents:
None

Powers:
Spider-like Physiology:
the mist spiders are large predators similar in many ways to a normal spider, though much larger. The spider's have the following abilities:
  • Web-Spinning: The mist spiders are fast web-spinners, capable of wrapping a target or area within two rounds. In addition, the mist spiders can launch their webs outwards as a ranged attack, ensaring objects or individuals with Ex (20) ability.
  • Poison: The mist spiders seem to have some sort of toxin which can kill or paralyze with Rm (30) intensity if injected. Once a target is injected they are quickly implanted with 10 - 100 eggs, and are kept in a seizure-like trance until the egss hatch.
  • Egg-laying: The mist spiders can lay eggs quickly in a poisoned individual, capable fo hatching upwards of 10 - 100 eggs within several hours. These spiders are considered a semi-intelligent swarm, but will not immediately attack invididuals - rather they will retreat until they can mature. Victims who suffer implantation will die during the process of the hatching as the spiders will consume them.
  • Regeneration*: Although not expressly stated, most of the creatures from the Mist have Gd (10) regeneration*
  • Protected Senses: Mist: While most others are unable to see in the mist, the tentacles are capable of functioning normally.
  • Environmental Awareness*: Not the normal power as represented, the creatures encountered have some sort of ability to sense their surroundings and track prey. The sensory abilities seem only to really function within the pocket dimension's incursion, but is accurate and capable of finding prey anywhere within the mist normally. It is something shared by all of the mist's predators with Rm (30) intensity.

Contacts:
None

Limitations:
The creatures have the following limitations:
  • Monstrous Appearance: The spiders have a -1cs reaction bonus when first encountered.
  • Micro-Environment dependant: Although not expressly stated, the creatures seem to only fully funciton within the micro-environment of the mist.

Mist Behemoth




F: Ex (20)
A: Gd (10)
S: Am (50)
E: Am (50)
R: Fe (02)
I: Pr (04)
P: Fe (02)

Health: 130
karma: 08
Resources: Nil
Popularity: 0

Talents:
None

powers:
Behemoth Physiology:
Although not encountered direclty, the behemoth's massive form stands easily 140' (and larger). The behemoth represents the largest encountered creature, and seemingly is unconcerned with the others, although noting that it shares many of the creatures that were encountered. The behemoth has the following attributes:
  • Body Armor: The Behemoth's massive size and carapace-like armor provide it with Am (50) protection.
  • Tentacle Mass: the underside, sides, and head of the creature seem to wreathed in tentacle creatures (which I personally think are perhaps the earlier stage of the behemoths). It is considered to have 10 - 20 of the tentacles on it. (see above write-up)
  • Bite: The massive jaws seem to be able to do strength damage to targets, halving body armor.
  • Regeneration*: Although not expressly stated, most of the creatures from the Mist have Gd (10) regeneration*
  • Protected Senses: Mist: While most others are unable to see in the mist, the tentacles are capable of functioning normally.
  • Environmental Awareness*: Not the normal power as represented, the creatures encountered have some sort of ability to sense their surroundings and track prey. The sensory abilities seem only to really function within the pocket dimension's incursion, but is accurate and capable of finding prey anywhere within the mist normally. It is something shared by all of the mist's predators with Rm (30) intensity.

Contacts
None

Limitations:
Massive Size: The behemoth grants a +4cs to hit due to its larger size.
  • Monstrous Appearance: The behemoth has a -4cs encounter reaction bonus when first encountered.
  • Micro-Environment dependant: Although not expressly stated, the creatures seem to only fully funciton within the micro-environment of the mist.

Jerry Dandridge from 'Fright Night' (1985)

Welcome to Fright Night….for real

Jerry Dandridge is the epitome of the self-assured, charismatic, and completely diabolic vampire. Utilizing the fact no one believes in vampires, Dandridge is able to manipulate most everyone around him that he’s just a guy-next-door, and that his charismatic presence is nothing to fear. Only a few figure out the truth…and even then, it took real convincing.


Why Jerry Dandridge?

There are several reasons I wanted to include Dandridge this year. First, I wanted to feature a vampire who I felt was fairly sinister and cool (and I’m doing three as it turns out). Dandridge is not just a vampire – he’s a charismatic monster who understands the nature of myth and the play on the idea that most people believe vampires are just legends. I also think that Chris Sarandon was outstanding as Dandridge and had a charming if not sinister way about him.





Jerry Dandridge


Jerry Dandridge

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Rm (30)
Health: 140
Karma: 70
Resources: Ex (20)
Popularity: 0

Talents:
Dandridge has been in existence for some time. As such, his talents are various and could include additional skills. Dandridge’s displayed talents include:
  • Acting
  • Forensics
  • Charm
  • Seduction
  • Aerial Combat
  • Occult Lore*
  • Knowledge: Pop Culture
  • Knowledge: Human Nature
  • Knowledge: Necromancy (Implied through the novelization as the means he created his protector and aide)
  • Intimidation
Powers:
Vampire: Dandridge is an older vampire, whose abilities and skills range the traditional vampire gauntlet. Dandridge has displayed the following abilities associated with vampirism:
  • Vampiric Nature: Dandridge is considered a master vampire, possessing the ability to regain health through feeding on blood, granting him Rm (30) Bio-Vampirism*. Dandridge’s nature prevents him from aging, makes him immune to most forms of traditional damage (See Limitations), and does not lose Endurance ranks from kill results of a normal variety. Dandridge can convert or turn someone into a vampire within hours (unlike the two to three days within normal mythology). Dandridge prefers the victims to willingly choose to become vampires in acts of submission rather than forcing them (as seen with Ed and Amy in the first film).
  • Hypnotic Stare: Dandridge has mastered his hypnotic powers, can enthrall individuals with Rm (30) ability. Dandridge prefers to utilize his own charms and talents rather than simply utilize his powers.
  • Shapeshifting: Dandridge is able to change his shape into traditional vampire forms (wolf, bat, mist) with Rm (30) intensity. When Dandridge is hunting, angry, or hurt his vampiric nature shows itself, requiring a Psyche FEAT to remain human.
  • Heightened Senses: Dandridge’s senses are superhuman, granting him Ex (20) enhanced senses.
  • Natural Weaponry: Bite: Dandridge can do Ex (20) edged damage with his bite, halving effectiveness of body armor and other protections.
  • Natural Weaponry: Claws: Dandridge has some mean-looking claws with do Gd (10) slashing damage, halving effective body armor.
Servant : Dandridge has a zombie-like servant, Billy Cole, who is believed to be some sort of lesser undead. Cole’s purpose is to protect Dandridge, and is considered to have the following abilities:
F: Gd (10) A: Gd (10) S: Ex (20) E: Ex (20) R: Typ (06) I: Ex (20) P: Pr (04)
Health: 60 Karma: 30 Resources: Tied to Dandridge’s Popularity: 0
talents:
Carpentry
Occult Lore*

Powers:
Undead Nature: For the most part, Billy is a zombie (without the craving for brains or decomposition). As such, he is resistant to many forms of permanent damage (although he does take it), and can recover from kill results in one round (As seen during the film). Billy’s primary weakness is damage to the brain, which causes him to immediate suffer a kill result. Billy will rapidly decompose and crumble in one round.

Contacts:
Dandridge has one contact, with his handyman/zombie/protector Billy. Although with Dandridge’s charm, it is reasonable to assume he has many others around the world.

Limitations:
Dandridge has many limitations based on his vampiric nature, including silver, holy water, and other traditional weaknesses. In addition, Dandridge has specific limitations with specific effects:
  • Vulnerability to holy objects: Dandridge can be repulsed with a holy object if wielded by someone with faith. Dandridge must retreat and can be afflicted if touched by such an object with Gd (10) ability.
  • No Reflection: Dandridge cannot cast a reflection in mirror surface, and can be easily detected by such.
  • Traditional Fatal Vulnerability to Sunlight: Dandridge begins the dying process (losing Endurance ranks) if exposed directly to sunlight. Dandridge will die if exposed to sunlight within rounds.
  • Predatory Need: Dandridge must feed regularly in order to maintain his strength, usually choosing prostitutes and other women in the immediate area.
  • Arrogant: Dandridge is extraordinarily arrogant, suffering a -1cs reaction bonus in situations that play to such. In addition, Dandridge believes he is superior to those who encounter him, toying with them and believing them unable to do anything to stop him.
  • Anger: Dandridge can easily be enraged, and will directly attack those who manage to do so. Dandridge suffers a -1cs reaction bonus when enraged.

Notes:
For some reason, I believed I had already covered Jerry….but no matter. Fright Night remains one of the better vampire films out there, and I enjoyed Dandridge as a villain quite a bit (although to be fair, I liked Peter Vincent a bit more). I based this write-up on two sources: The novelization of the movie and the movie itself. I didn’t include any of the remakes, the comic, or the sequel…I just think that anything else sort of waters down what I liked.

I didn’t feel that the inclusion of contacts or limitations for Billy was necessary (I didn’t think he warranted his own write-up, as I am certain that if Jerry survived he would have ultimately replaced Billy). I also didn’t feel I needed to include other limitations or abilities, I think those are covered under the vampire write-up elsewhere.

As for stats, I felt that despite Jerry’s age, it was reason to assume his skills and stats were probably more akin to the vampires of cinema. I debated going higher with some of the FASE, but I thought ultimately this captured the movie version best.

Peter Vincent from 'Fright Night' (1985)

’I am Peter Vincent….vampire killer

Well, if I was going to do Jerry Dandridge from Fright Night, I figured I’d better feature one of his nemesis. The horror actor turned vampire killer, Peter Vincent has a lot in common with another famous horror hero- Ashley J. Williams. Both men are forced by circumstances to rise above their own pettiness and take on the role of hero, albeit in Peter Vincent’s case, he was a horror actor who ended up becoming the figure he had often portrayed. As both a former actor and horror host, the last think Vincent really wanted was to discover vampires were real…but when push came to shove, Vincent became the hero he had often played.

Why Peter Vincent
Well, I like Roddy McDowell. I think that had a lot of pull to include him, but that wasn’t the only reason. In many ways Peter Vincent is a quintessential horror character, and when facing a vampire like Jerry Dandridge in Fright Night I liked the idea that Vincent is a former horror actor, who is terrified of what he discovers as real. I like the fact that it is as much Vincent’s trial as it is Charlie Brewster’s….and the Vincent ultimately comes through.

That being said, Peter Vincent.



Peter Vincent


Peter Vincent (Real Name Herbert McHoolihee)

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Typ (06)
R: Gd (10)
I: Ex (20)
P: Ex (20)*
Health: 28
Karma: 50
Resources: Typ (06)
Popularity: 15

Talents:
Peter Vincent is an actor, with several of his skills coming from his decades of portraying a vampire hunter. As it turns out, many of his skills and items are very useful as vampires turn out to be just like their Hollywood portrayal.

Vincent’s skills are as follows:
Acting
Knowledge: Horror Films
Knowledge: ‘Vampires’
Firearms
Knowledge: Hollywood
Improvised Weapons

Powers:
Vincent has no real powers, but has several key pseudo-powers, which include:
  • Resolve: Vincent is strangely resolved once his mind is made up. As such, Vincent may make any FEAT roll on Rm (30) when encountering a serious threat. The Judge may also make this roll for Vincent should situations warrant.
  • Luck: Vincent’s luck always seems to be just in the nick of time, either by coming up with an improvised weapon, having a crucifix on hand when being attacked, or allowing him to survive a one-on-one battle with a vampire. As such, Vincent may use his current Karma score in place of his Health when attacked or taking damage. In addition, Vincent can also utilize his karma AFTER a roll, especially if it is lif and death.
  • Tools of the trade: Vincent has a near limitless supply of objects that are incredibly effective against vampires, including crucifixes, hammers, stakes, holy water, and even a revolver with silver bullets….all initially functional props from his years as a vampire hunter in movies. Vincent usually has these items nearby and seemingly has the tool for the trade. Vincent can spend a round retrieving the appropriate basic object from his box (which ironically was used by two other famous horror heroes in films….both to be featured this year).
  • Faith: Vincent has the faith of a true believe in the cause, gained through his first encounter with a real vampire. Vincent can effectively use his faith and a holy object to repel vampires. In such cases, Vincent has Rm (30) ability to enforce the will of his faith against a vampire’s Psyche.
Contacts:Vincent has contacts through various horror films within Hollywood (he is believed washed up) as well as media due to his time as an actor and horror host.
Vincent also has a life-long contact with Charlie Brewster based around the Dandridge incident.

Limitations:
Vincent has several limitations, all stemming from his persona:
  • Cowardly: Vincent can be initially cowardly, refusing initially to do anything which will jeopardize his life.
  • Reputation: Vincent is considered a washed-up horror actor, which works against him in many situations.
  • Older: Vincent is in his early 60s, and such is beginning to feel it.

Leland Gaunt from 'Needful Things' (1993)

Oh, You know, there are days I really hate this job. This is not my best work, not by a long shot. Oh, sure, a few murders and a couple of rather lovely explosions. I would hardly call it a rousing success, but what the hell? I'll be back.

Although it would seem I’m on a Stephen King kick right now, the decision to include Leland Gaunt was based more out of the wonderful performance of Max Von Sydow than the concept of Needful Things. Although I thought the book was wonderful, the movie really excelled at driving the devilishly charming Gaunt as the sort of adversary that operates indirectly.

Why Leland Gaunt?

Outside of the great one-liners and the performance, I think that Leland Gaunt is a different sort of nemesis and adversary that faces the heroes – Gaunt doesn’t really force anyone to do anything, and at no point does he overplay his hand towards his goals. I think a lot of time the more sinister horror figures work best when they do very little – a presence which is the motivation for the chaos around them. Gaunt in many ways is the older, more refined Randall Flagg – a bit more polished and certainly a bit more of a threat in a small scale.

So, Leland Gaunt.


Leland Gaunt

The Devil, in Leland Gaunt persona



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

Health: 56
Karma: 180
Resources: Rm (30)*
Popularity: 10 (Initially in Castle Rock), - 50 (After the events of the film in Castle Rock)


Talents:
Leland Gaunt has many, many talents. For the purposes of this write-up, Gaunt’s displayed talents included:
Business/Finance
Psychology
Mystic Origin*
Knowledge: Demonology
Firearms
Knowledge: Religion
Knowledge: Human Nature
Knowledge: History
Multi-Lingual

Powers:
Demonic Powers: Although not expressly stated in the film, it is clearly indicated that Leland Gaunt is Satan. As such, Gaunt is immune to most forms of damage (and for the purposes of this write-up, his additional FASERIP, abilities, and talents would match the MSH Mephisto write-up). Gaunt however does not seek to use his powers directly however, preferring to work behind the scenes to incite as much chaos and destruction as possible. As such, Gaunt’s displayed powers are as follows:

  • Needful Things: Gaunt’s store literally has everything a person would want within reason, the little things that a person might desire or would benefit them in the direct moment. Gaunt’s store seems to feature items which are not normally needed, but may be coveted or wanted. Once a person has entered the store, they must make an opposed Psyche FEAT vs. Gaunt’s psyche. Gaunt will immediately know their desire and an object will appear, initially overlooked by the victim. The item may provide small power-like effects – limited luck manipulation, limited iron will, etc. at Gd (10). The victim must then make a Psyche FEAT vs. their own score in order to resist the item. It will never be forced nor will it be compelled. Gaunt will offer the item for something small – usually a seemingly innocent prank against friends or neighbors with far reaching consequences. Once the task has been performed, Gaunt will willingly give the item and its benefit, no strings attached….
  • Psi-Screen: Gaunt’s thoughts and mind cannot be read, period.
  • True Sight: Gaunt can perceive something (and someone’s) true nature with a simple Intuition FEAT.
  • Empathy: Gaunt seems to understand human nature better than most, granting him a type of empathy at Un (100). Gaunt can understand and truly sense a person’s wants, fears, and desires, and subtly plays on them to gain both trust and information. Gaunt never outwardly reads a mind, but rather, uses their understanding to achieve his goals. Normal individuals must make an Intuition role vs. Ex (20) intensity not to believe Gaunt’s sincerity. Once doubt has set in, Gaunt’s abilities cannot work on an individual, hence the use of others.
  • Influence: The longer Gaunt is in an area, the greater his influence. As Gaunt’s influence spreads, Gaunt is able to lower the Intuition and Psyche scores of those around him. In essence, for every five to ten individuals who do business with Gaunt, the general population’s Psyche and Intuition scores alternately lower by -1cs to a minimum of Typ (06). Gaunt utilizes this influence to increase chaotic or extreme behaviors, setting up for murder, property damage, and general chaos. Whereas Needful Things sells many things, it only sells weapons like knives and guns after Gaunt’s influence is at its greatest.
  • Otherworldly: Gaunt is heavily suggested to be Satan, and as such, cannot be harmed or destroyed in the traditional sense. In addition, Gaunt seems to have some level of precognition towards his future victims, such as when he described his future encounters. Gaunt has no cosmic awareness or certainty of information (See Limitations).
  • The Car: Although only seen in two scenes, it is heavily implied that Gaunt’s Car is the The Car from the 1970’s horror film.
Contacts:
Gaunt theoretically has whatever contacts he amasses wherever he sets up shop.

Limitations:
Despite his formidable abilities, Gaunt seems bound by the following limitations:
  • The rules of the game: Gaunt seemingly cannot do anything directly, requiring others to perform his actions. Gaunt openly prefers using others, tempting them and using their knowledge, positions, and powers for the purposes of spreading chaos. Despite his obvious powers, Gaunt cannot interfere with free will.
  • Refusal: Gaunt’s gifts and offers can be refused and rebuked. As such, once a person has sided against Gaunt, it seems that they cannot be tempted again.
  • Limitations to form: While Gaunt seems to be an older man, and although he is stronger than most men half his age, he is bound by the physical limitations of his form while acting.

Notes:
Well…

It’s hard to do write-ups on characters who really are just concepted beings of power…that being the case, if you’ve not seen Needful Things it’s worth watching solely for Max Von Sydow playing the Devil.

Tuesday, June 23, 2015

Vortex from 'The Elementals'






Jeff Murphy


F: Ex (20)
A: Ex (20)
S: Typ (06)
E: In (40)
R: Typ (06)
I: Gd (10)
P: Gd (10)

Health: 86
Karma: 26
Popularity: 30 (It will drop the longer he is in contact with individuals).
Resources: Ty (06)/Rm (30)

Talents:
Mystic Origin*
Military
Knowledge: Coast Guard Operations
Knowledge: Elementals Enemies and Friends
Firearms
Marksman*
Aerial Combat
Pilot: Rotorwing
Pilot: Fixed-Wing
First Aid
Rescue Operations

Powers:
Imbued with the elemental force of Air:

Jeff was imbued with great powers which allowed him to control and shape air and air currents. As such, Jeff could perform the following feats and abilities:
  • Air Control: Vortex could control and shape air to perform a variety of tricks and feats with Mn (75) ability. Jeff could fly, grant flight to others, do rank damage against opponents, smother three areas, affect and control elements in their gaseous states (By manipulating the surrounding air currents), or dissapate aerosol effects.
  • Air Shaping: Jeff could also manipulate air currents to create cyclones and tornados, soften impact areas or increase air friction against an opponent.

Undead Nature: Although unspecifically stated early on, the Elementals are undead - Not the rotting variety, but the non-living detached from humanity sort of undead. Regardless of the success or failure of their actions, the Elementals cannot gain or lose karma in the traditional sense, although especially early on, the Elementals do not realize this fact and will go about trying to do so. The Elementals do not evolve quite like anyone else, as they are affectly stuck in their positions and with each other. for the mechanical purposes of the the Elementals, they regenerate to the their original RIP totals, evolving only when mystical prompted or due the effects of radical changes. They cannot improve their abilities nor their state.

Along with their inability to 'live' normal lives, The Undead Nature of the Elementals prevents them from interacting with normal humanity for long periods of time. The longer that a member of the Elementals interact, the Judge must secretly roll a reaction/Intuition bonus. Humanity will mostly fill 'ill-at-ease' with the Elementals, but that feeling grows. The result of the reaction bonus is as follows:

White: Open Hostility
Green: Distrust/Anger/Disgust
Yellow: Unnerved but mostly normal. Will feel something is off
Red: No effect immediately.


This effect begins almost immediately after encountering the Elementals, but checks only begin after a certain period (usually a week to two). For each week after initial encounter, subtract a -1 CS from the target intuition to reflect the growing sense of something....wrong....

Finally, the Undead Nature of the Elementals makes them almost completely immune to damage in a traditional sense, although they can take damage and are not apparently immune. Each Elemental is immune to the element which initially killed them, and they are restored (mostly) to how they looked before they died. Once restored, they do not age, are immune from toxins, disease, and other similar normal effects. An Elemental regenerates damage with Am (50) ability, recovering Endurance ranks as quickly. While taking damage, the Elemental still must make checks vs. Death, Stun, and Slam, but even on a Death result may begin regenerating. Too many early issues had an elemental waking up in coroner's office or still operating with massively obvious damage. While apparently unkillable, the Elementals are from it.

An Elemental can choose to die or be killed through acts of extreme violence. Mystical forces and powers can also kill an Elemental, as can the forces of the others - An Elemental can kill another Elemental (but not early on). It is possible that an Elemental will live for tens of thousands of years (As seen in the first series after the encounter with the assassin Sanction - A dream sequence from Monolith shows him a possible (likely) future). If an Elemental receives a kill result with 50% of their health and Endurance missing,it is possible to kill them...the elemental must make a Psyche FEAT at -2cs, followed by an Endurance FEAT. If the Elemental fails one or the other, they begin the normal dying process and cannot regenerate. If they fail both, they lose the remainder of their health and Endurance ranks immediately. Once an Elemental is died, another person who has been killed in the same manner will rise to take their place (Drowning for water, burning for fire, landslide/mudslide/etc for Earth, and suffocation for air).


Contacts:
Vortex had some contacts from his days in the Coast Guard, and was on good terms with members of F.I.S.H including Agent Porter Scott.


Limitations:
Jeff had the following limitations:
  • Elemental Drawback: Jeff suffered the same effects as all of the Elementals, as stated above.
  • Impetuous: Jeff was a 'shoot first/ask questions later' sort of the figure early on, and seemed to have a lot of rage in him. As such, Jeff is considered to be at a -1cs reaction penalty during initial rounds.
  • Unlucky: Once per game, Jeff's luck will turn, as he always takes a significant amount of damage or beating. The best way to illustrate this is once per adventure, Jeff will automatically fail a dodge/evasion/endurance FEAT which will lead to stun/slam/etc (but not death, see above). Jeff simply gets hit the hardest it seems in the comic.

Bennu from the 1980's TV Series 'The Phoenix'






Bennu of the Golden Light


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

Health: 76
Karma: 80
Resources: Pr (04) to Typ (06) depending
Popularity: 0/-2 (To Government Agencies)

Talents:

Bennu's talents included:
Knowledge: Ancient History
Knowledge: Eldebran Culture
Knowledge: Astrogation
Knowledge: Ancient Languages
Knowledge: Aliens
Resist: Domination*


Powers:
Omnipathic: Bennu is a true Omnipath, possessing several psionic abilities at once and able to further magnify his abilities through the use of his phoenix medallion. Bennu's normal omnipathic powers are at Rm (30), and include:
  • Telepathy
  • Total Memory - Of events personally experienced or implanted
  • linguistics: Bennu can speak any language he hears after one round, including reading/writing.
  • Astral Projection
  • Telekinesis
  • levitation
  • Clairvoyance
  • Precognition*
  • Post-cognition
  • ESP
  • Communicate w/ Animals
  • Mind Probe
  • Psionic Illusion-casting

The Phoenix Medallion
the circular medallion Bennu wears around his neck at all times acts as both an amplifier and tool. To anyone else, the medallion feels warm but is rather unremarkable (except being made of gold). To Bennu, the medallion amplifies his attributes and powers, drawing on sunlight as a power source. While wearing the medallion in sunlight, Bennu's Intuition gains a +1cs increase, his Psyche gains a +2cs increase, and his omnipathic powers gain a +1cs to rank and range. In addition, if Bennu is wounded, the amulet heals him 5 points per round until full, granting recovery. Bennu can simply rest in sunlight for ten minutes and be at full Endurance and Health. Bennu also has the ability to always know where the medallion is at a global range.



Contacts:
Bennu has no contacts, save his companion Mira and occasionally, the scientists who found him.


Limitations:
Bennu has the following Limitations:
  • Hunted: Bennu is hunted by a relentless government agent named Justin Preminger.
  • Pacifist: Bennu prefers to avoid conflict, seeking more peaceful resolutions if presented with a problem.
  • Environmental Dependence: Bennu requires sunlight to utilize his powers, heal, and sustain himself. For every ten rounds enclosed in darkness, Bennu's power ranks drop -1cs (nighttime does not count).
  • Enemies: Although not encountered during the actual series, Bennu has many enemies from his home world who are dedicated to destroying him, his mission, and humanity.
  • Sole purpose: Bennu's main goal is to find his missing companion Mira, and then to uncover his purpose on Earth.
  • Power Source: Bennu's medallion serves as his power source, and it can be taken away from him. If Bennu is separated from his medallion for more than 1 day, he begins to suffer accordingly. Bennu knows where his medallion is, and will make recovering it a priority.


Notes: None really, I saw the series again 'bout a decade ago and was asked if I'd feature Bennu when/if I ever got around to the 1980s.

Wednesday, May 27, 2015

Rapunzel from 'Marvel: The Lost Generation'

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

Health: 62
Karma: 36
Popularity: 15 in own era
Resources: Typ (6)

Talents:
Wrestling (With Hair)
Acrobatics

Powers:
Prehensile Hair: Rapunzel had the ability, similarly to Medusa, to manipulate her hair. Rapunzel could manipulate and control objects with Rm (30) strength and Agility, as well as reach 1 solid area away, and/or perform up to three attacks.

Contacts:
Mr. Mime (partner)
The First Line

Limitations:
Secret Identity

Professor William Carmody from 'Marvel: The Lost Generation'

William Carmody





F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: In (40)
I: Rm (30)
P: Am (50)

Health: 8
Karma: 120
Popularity: 5 as Professor Carmody
Resources: Rm (30)

Talents:
Medicine
Biology
Robotics
Electronics
Cloning
Bio-engineering

Powers:
Telepathy: Am (50)
Mind Bolt: In (40)
Mind Probe: In (40)
Sensory Link: Rm (30)
Life Detection: Ex (20)

Contacts:
The First Line
The Carmody Institute
Various government contacts

Limitations:
Unusual Looks: Professor Carmody spent years simply as a brain in a jar, then as a fetus sized homoculus.
Enemy: Nocturne


This is Professor Carmody prior to his creation of the android/battlesuit Walkabout.

Effigy from 'Marvel: The Lost Generation'

Effigy


 Velmax, Alias Mr. Scott

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

H: 70
K: 70
Pop: 20 (in era)
Resources: Gd (10)

Talents:
Astrogation, Knowledge: Skrulls, Detective/Espionage, Acting, Martial arts A, C, Firearms, Astronomy, Military

Powers:
ShapeShifting: Rm (30). Effigy could shape-shift into larger, more powerful forms, and may have been altered to increase the range of the natural skrull limits to shapeshifting.

Contacts:
Various government agencies, the First Line

Limitation:
Dark Secret: No one knows Effigy is a Skrull. It was generally believed he gained his shape-shifting powers through an accident.

Background:
Effigy was an advanced scout and infiltration specialist for the Skull Empire in the 1950s. Upon arriving on Earth, Effigy became part of the early government plans on creating the First Line, and came to love humanity and America especially. Effigy served as a member of the First Line for years, until the attempted invasion by the skrulls. Effigy sacrified his life to destroy the Skrull command carrier, thus proving his loyalty once and for all.

Firefall from 'Marvel: The Lost Generation'

Firefall




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

Health: 76
Karma: 90
Popularity: 15 in own era
Resources: Typ (6)

Talents:
Knowledge: Hero/Villain
Aerial Combat

Powers:
Fire Generation: Am (50) intensity flame generation
- Energy Sheath: Firefall could generate a Rm (30) energy sheath of flame as well.
- Flight: Firefall could fly at In (40) airspeed.

Contacts:
The First Line

Limitations:
Secret Identity

Firefall was one of the recruits of the First Line, gathered together to stop a skrull invasion prior to the appearance of the Fantastic Four. Firefall like most of her team-mates were killed in the assault on the Skrull command ship.

Walkabout from "Marvel: The Lost Generation"

Walkabout


 F: Ex (20)
A: Ex (20)
S: Am (50)
E: In (40)
R: Gd (10)
I: Typ (6)
P: Gd (10)

Health: 130
Karma: 26
Resources: Pr (4)/Gd (10)
Popularity: 15/20

Talents:

Walkabout has the following skills outside of the shared skills of Professor Carmody:
- Aerial Combat
- Electronics
- Repair/Tinker (Self Systems)

Powers:
Robotic Construction: Walkabout was one of the first sentient robots to be created, and served as the symbiote partner of Professor Carmody. Walkabout's construction gave him:
- Body Armor: In (40) protection against physical and corrosive attacks, Ex (20) vs. Energy attacks.
- Immunity to Sleep, Toxins, and Disease
- Flight: Walkabout could fly with In (40) airspeed
- Communicate with Cybernetics: Walkabout could plug directly into a computer with Gd (10) ability.
- Telescopic Limbs: Much like the later Machine Man, Walkabout could project his Limbs with Pr (20) elongation.
- Computerized Senses: Walkabout had Gd (10) infra-red, ultraviolet, starlight, low light, and thermal vision, as well as hyper hearing and the ability to pick up and communicate on most radio bands.

Cybernetic Symbiote Gestalt:
Walkabout became the main means of locomotion for Professor William Carmody and as such, served as his life-support unit. Walkabout provided Ex (20) life-support for Professor Carmody.

Contacts:
The First Line
Professor William Carmody
The Carmody Institute

Limitations:
Vulnerability to blaster fire: Walkabout's construction, while hardy, was vulnerable to the Skrull blaster fire, causing a -1cs to its body armor.
Unusual looks: Walkabout is a massive robot at 7'
Enemy: Nocture: Walkabout and Carmody were enemies of the villain Nocture.

Nightingale from 'Marvel: The Lost Generation"

Nightingale


F: Typ (6)
A: Gd (10)
S: Pr (4)
E: Am (50)
R: Gd (10)
I: Ex (20)
P: Rm (30)

Health: 70
Karma: 60
Popularity: 15 (In own era)
Resources: Gd (10)

Talents:
Mystic Origin*
- Occult Lore
Medicine

Powers:
Empathy: In (40)

Nightingale's Healing:
Nightingale had a unique form of empathic healing, which she often used in service of the First Line. In essence, Nightingale's healing was considered to be Am (50) Damage Transferral, with a catch: Nightingale could transfer as much damage as she had endurance and health to 0, effectively 'killing her'. Nightingale then would restore to full health and endurance after 1 - 20 Rounds using one of her 'lives'. Nightingale possessed many 'lives' she could use to heal someone, but there was a limit. In essence, Nightingale possessed:
- Iron Will - Rm (30) to ignore pain, add to healing, and mitigate her healing
- Damage Transferral: Am (50) to take damage from a wounded teammate onto herself.
- Serial Immortality*: Nightingale would return from the dead 1 - 20 rounds, sacrificing one of her 'lives'.

Contacts:
The First Line

Limitations:
Finite Powers: Nightingale was aware that each time she used up a 'life' she was hastening her own death.
Unusual Looks: Nightingale wore a full body (Head to toe) costume at all times.

Yankee Clipper from 'Marvel: The Lost Generation'

Yankee Clipper


Patrick Carney

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

Health:80/110
Karma: 50
Popularity: 10/25 (In own time)
Resources: Gd (10)

Talents:
Knowledge: Hero/Villain: Marvel Golden Age
Acrobatics
Athletics
Martial Arts: A
Engineering

Powers:
Belt: All of Yankee Clipper's powers derive from a belt designed to allow someone to time travel. In Casey's hands, it grants him superhuman strength (+2cs), as well as the following powers:
- Force Field: In (40) resistance, with a 1 area range
- Time Travel: This power is not active usually, but can move the wearer forward and backwards through time with Rm (30) ability. Patrick doesn't know how to use this power, and wasn't aware of it until encountering the exact duplicate of the belt.

Contacts:
Mr. Justice (Deceased)
the First Line - Group (Deceased)
Pixie of the Eternals


Limitations:
Unpredictable Powers: The Yankee Clipper's time travel powers are unpredictable when first encountered, and as such, the Clipper jumped several times before deciding to retire.

Man out of time: Much like Captain America, the Clipper's hero, Yankee Clipper is a man from the 1950s, with occasional issues adjusting to the new eras he's found himself in.

Pixie from 'Marvel: The Lost Generation'

Pixie

Real Name unknown

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

Talents:
Ancient History
Aerial Combat
Multi-Lingual

Powers:
(I'm borrowing from this site the standard Eternal Powers. Props and credit to classicmarvelforever.com).
Pixie is an Eternal, and as such possesses the following powers:

Invulnerabilities: Pixie is invulnerable to Heat, Cold, Energy, Electricity, Radiation, Toxins, and Disease. Pixie does not age and can still be affected by Stun, Slam, and Kill results. Pixie is only affected by a Kill result that would scatter her atoms over a wide area of space.

Cosmic Energy Manipulation: Pixie can manipulate Cosmic Energy at Incredible rank and is able to perform the following power stunts:
- Teleportation: Pixie can teleport at Excellent rank
- Illusions: Pixie can generate illusions of Remarkable rank to disguise her own appearance.
- True Flight: Pixie is able to fly by mentally manipulating graviton particles around her attaining a maximum of Unearthly speeds.
- Pixie 'Dust": By manipularing Cosmic energy, Pixie can cast 'dust' which transforms people to stone with Am (50) ability.

Uni-Mind: Pixie, like all Eternals, can form the Uni-Mind.

Contacts:
The First Line
Ikaris
The other Earthborn Eternals
The Yankee Clipper
OxBow

Limitations:
Pixie's status as an Eternal was not widely known

Oxbow from 'Marvel: The Lost Generation'

Oxbow




























Sam Motonabbe
F: Ex (20)
A: Rm (30)
S: In (40)
E: In (40)
R: Typ (6)
I: Rm (30)
P: Ex (20)

Health: 130
Karma: 56
Popularity: 20 in own era
Resources: Typical

Talents:
Weapons: Bows
Marksman*
Repair/Tinker
Fletcher
Hunting/Tracking
Knowledge: Hero/Villain (Of the 1960s - 1980s)

Powers:
Body Resistance: Rm (30) protection vs. Physical, Ex (20) protection vs. Energy
Resist: Disease: Ex (20)

Equipment:
Bow: Ex (20) Material Strength, allows Oxbow to fire arrows up to 10 areas away due to his strength. The Bow is adjusted to his strength.
Quiver: Oxbow has a quiver with a few specialized arrows:
- Broadhead arrows: Oxbow can fire them doing Rm (30) shooting damage on impact.
- Concussion arrows: Oxbow fires concussion arrows which do Rm (30) concussive damage to a 1 area radius.
- Cable arrows: Oxbow can fire an arrow with 100' of cable attached to it, capable of supporting In (40) weights
- Net arrows: Oxbow can fire an arrow which provides Ex (20) entangling with a one area range.

Oxbow had other arrows available to him, and it is assumed he could probably create new trick arrows as necessary.

Contacts:
The First Line
Pixie
Possibly connected to Eugene Judd (Puck) and perhaps Logan (Wolverine).

Limitations:
Secret ID: Oxbow's identity was secret, and as such, unknown to anyone outside of select members of his team and Pixie.
Mutant: It was not commonly known that Oxbow was a mutant. As such, it would make Oxbow one of the first modern mutants to appear after Namor.

Doctor Cassandra Locke from "Marvel: The Lost Generation"

Dr. Cassandra Locke

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

Health: 48
Karma: 70
Popularity: 10 in own time
Resources: Ex (20) in own time, with access to Rm (30)

Talents:
Knowledge: Earth History
Exobiology
Exohistory
Psychology
Physics

Powers:
None

Equipment:
Belt: Dr. Locke used a a belt designed to allow someone to time travel. In addition to the ability to time travel, it granted her the following abilities:
- Force Field: In (40) resistance, with a 1 area range
- Time Travel: Am (50) ability to travel time. Dr. Locke was versed in using the device.

Contacts:
Various contacts in her future
Possibly the Yankee Clipper

Limitations:
None

LIke mythical Cassandra, Dr. Locke attempted to discover the truth about an attempted Skrull invasion in her own time. Using a time travel belt, she attempted to gather proof that the Skrulls had attempted to invade Earth in the past, a fact that the Skrulls had removed from historical evidence. Dr. Locke's time travel actually set up the creation of the Yankee Clipper and the Front Line, and ultimately allowed her to save her own time at the cost of her own life.

Mr. Justice from 'Marvel: The Lost Generation'

Mr. Justice























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

Health: 100
Karma: 50
Popularity: 20 (in own era)
Resources: Gd (10)

Talents:
Law Enforcement*
Leadership*
Martial Arts A
Martial Arts B
Martial Arts C
Guns
Marksman*
Knowledge: Hero/villain
Detective/Espionage

Powers:
Costume: Ex (20) protection vs. Physical, Gd (10) vs. energy
Pistol: Capable of doing 20 Shooting damage
Mr. Justice's Transport:
Speed: Rm (30) Control Ex (20) Body In (40)


Contacts:
The First Line
Yankee Clipper
The Black Fox

Limitations:
Secret ID

Wednesday, May 20, 2015

The Black Fox from "Marvels: The Lost Generation"

The Black Fox


 

 

Doctor Robert Paine

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

Health: 100
Karma: 70
Popularity: 20 in pre-1970's 616 continuity.
Resources: Rm (30)

Talents:
Detective/Espionage
Pilot
Martial Arts: A, B, D, E
Crime*
Repair/Tinkering
Multi-Lingual
Acting


Powers:
None

Equipment:
The Flying Fox:
Speed: In (40), Control: Ex (20) Body Ex (20)
Radar Invisibilty: The Flying Fox was invisible to Radar or standard detections with Ex (20) ability.

Contacts:
The First Line
US Intelligence Agencies until Late 1960s

Limitations:
Secret ID: Most individuals were not aware the Black Fox was Dr. Robert Paine
Enemy: Nocturne the Vampire.

Baron Karza from Micronauts

Of all the write-ups I've done over the years, I cannot begin to believe I left this one off the blog. Without a doubt, Baron Karza is probably my favorite villain. Bill Mantlo's excellent characterization defined what a super-villain should be motivated, act, and end like.

BARON KARZA


Karza, former head scientist and Microverse Tyrant

F: Rm (30)
A: Rm (30)
S: In (40)
E: Mn (75)
R: In (40)
I: In (40)
P: Am (50)
Health: 175
Karma: 130
Popularity: -60 (In Microverse, for those few he didn’t kill)
Resources: MN (75)

Talents:

Baron Karza was considered at one time the greatest scientist in the Microverse. His Talents included:
Doctor, Computers, Physics, Cybernetics, genetics, Trivia:Time-Travellers, Trivia: Uni-force, Astrophysics, Resist: Domination*, Leadership*, Tactics, Martial Arts: C, Martial Arts: E

Contacts:
Karza had very very few contacts, mostly lackeys and occasional servants:
Prince Shaitan of the Acroyears (Low)

Powers and Equipment:
Powered Armor: A great deal of Karza’s abilities came from the armor he wore. it was both the symbol of his enduring power, and the symbol of dread and terror that Karza inflicted upon the Microverse. The armor conveyed the following powers:
- Body Armor: MN (75) protection vs. physical attacks, AM (50) against energy
- Force Blasts: AM (50) energy blasts
- Communication w/ Cybernetics: Karza could control and manipulate both creatures and technology at RM (30)
- Self-Sustenance: Since Karza no longer had an organic body per say, the armor sustained him/.
- Force Shields: Karza could enact force shields with AM (50) intensity
- Body Transformation: After merging with the Force Commander Argon, Karza could change himself into a Centaur-like form, which would provide him with RM (30) hyper-running. In addition, Karza could and did attack with his hooves, which would inflict Rm (30) damage.
Karza’s Mental Powers:
-Mind Possession: Perhaps the power most famous for, Karza could transfer his consciousness into another form, and did so with Kitty Pryde of the X-men, as well as Argon the Force Commander, and quite possibly Commander Rann. Karza could do this at Am (50) ability.
-Telepathy: Karza possessed RM (30) telepathic powers
-Astral Projection: It is theorized Karza could exist on the Astral plane, and if so, could do this at RM (30) ability
-Mind Bolt: Karza could fire AM (50) mental bolts of pure force, substantial enough to counter Professor X.

This is quintessential Karza, the combination of Doctor Doom and Darth Vader all rolled up into one. If you get a chance to read the excellent Bill Mantlo Micronauts, it's worth it.