Thursday, November 8, 2018

November 2018 Update

Hello!

We're a week into November, and I'm a week late in posting this. Just a heads up for November 2018. I'm working to post the Halloween 2018 write-ups here I did for Classic Marvel Forever, I've one write-up left to post there, but scheduling and real life events derailed me from getting it posted.

I'm also reviewing old write-ups to ensure everything works and will begin posting some write-ups I've done prior to 2000 and have not posted online. In addition, I'm hoping to put together a 'horror write-up' book in PDF format with my write-ups out sometime in February 2019 - Free of course.

Thanks for visiting!

Thursday, October 4, 2018

Rose Red from 'Rose Red'

 Houses... are alive.





F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)
I: Am (50)
P: Am (50)

Health: N/A
Karma: 110
Popularity: - 15
Resources: See Below*

Talents:

N/A

Powers:

Psychic Node: Rose Red sits upon and has become a psychic node which draws on the misery, misfortune, and psychic powers of those inside to 'power itself'. As the land that Rose Red was built on had a history of blood, so does the house, ranging from suicides to disappearances to murders. Rose Red possesses the following attributes and abilities derived from itself, including:

  • Micro-Environment: As it was said in both the mini-series and the later 'Diary of Ellen Rimbauer', Rose Red is its own micro-environment, capable of altering itself or animating objects on its grounds with Rm (30) ability, depending on the amount of psychic energy present. For every level of psychic energy (Psyche) above Good (10) that enters Rose Red, Rose Red gains a +1cs rank to its ability. Rose Red begins at Gd (10), and increases to a maximum effect of Am (50)
  • Psychic Vampirism*: While not specifically stated, Rose Red represents a psychic vampire in the truest sense of the word, requiring psychic energy and/or lifeforce to continue existing. Rose Red not only feed on those present, it will occasionally abduct individuals and incorporate them as 'part of the house', becoming in turn manifestations of the house and existing in a similar state. Rose Red does this with the same power as the micro-environment
  • Regeneration*: Rose Red 'regenerates' damage depending on the amound of psychic energy inside of it, and can restore itself to perfect condition depending on the level of energy it possesses.
  • Telepathy: Rose Red is considered to have Pr (4) telepathy, and can interpret or 'read' individuals to understand their motives, desires, and fears. Rose Red will often use its micro-environment to ensnare individuals inside itself.
  • Thralls: For lack of a better word, Those ensnared or who die in Rose Red become thralls to it, either suffering an undead state or existing as puppet-controlled spirits. Rose Red has many such thralls, including most of the psychic investigators, Ellen Rimbauer, April Rimbauer, Sukeena, and a host of others. These Thralls can be harmed, as the still 'living' ones are withered and corpse-like. The Thralls will exist so long as the house is standing. Thralls have the following attributes:
    F: Pr (4) A: Pr (4) S: Pr (4) E: Pr (4)* (Depending on Rose Red's current power levels), R: Variable I: Variable P: Variable, though never higher than -2cs of Rose Red's current Psyche.
  • Growth: Rose Red continues to grow depending on the psychic power it possesses, capable of continuing its 'construction' with Fe (2) ability. When fully powered (at the Am (50) level) Sounds of active construction can be heard. Rose Red is limited to the plot of land it currently possess, but can reshape itself internally any way it sees fit.
  • Structural abilities: While the house has no FASE, it is considered to be made of Gd (10) and Ex (20) materials, and is approximately four to six areas in diameter.
Contacts:

None

Limitations:
  • Limited to location: Rose Red is bound to its location, and cannot move further nor expand past its borders. In addition, if Rose Red remains comatose, Rose Red can simply be torn down, although the powers which drive Rose Red are tied to the land. It is possible an exorcism could affect it (Although in the novel 'The Diary of Ellen Rimbauer', this was not successful.
  • Drive to expand: Rose Red is in constant need of expanding and growing, requiring psychic energy to do so. As such, Rose Red is constantly need of psychic energy, and will tempt, terrorize, or kill those it needs to.
  • Reputation: Rose Red has a high negative popularity due to the fact of its reputation.

The Overlook Hotel from 'The Shining'

“Sometimes human places, create inhuman monsters.” 





 


The Overlook Hotel is not a traditional monster per say, instead operating on a different sort of characteristics. The material strength of the hotel's main body is Ex (20), being comprised primarily of stone and timber. The hotel is heated through an immense boiler system located in the basement, and can be run in the winter by a single caretaker. The land on the hotel has a dark history, and acts as a spiritual vampire, requiring additional energy to sustain itself. The effects of the Overlook are as follows:

  • Negative Energy Sponge: The Overlook seems to draw dark energy to it, granting it the ability to act through agents and/or spirits that have become victims. For every negative karma event that happens on the grounds, the Overlook gains x2 positiveKarma, which will then be used to 'build up' it's RIP scores. If the events are performed by mystics, those with psychic abilities, or those who are sensitive to such things, the Overlook gains x4Karma. The Overlook stores this energy to maintain its other effects, as well as grant itself greater control over the events that occur within its walls.
  • Spirit Animation: The Overlook maintains the darkest of the spirits who have died on the grounds, granting them a semblence of their former lives. The Overlook effectively is using the spirits to promote its own actions, although several of the spirits seem to have greater power and personality. As such, the Overlook is considered to have anywhere between Gd (10) and Am (50) spirit animation, depending on how much energy it has drawn out.
  • Hallucinations*: The Overlook can generate hallucinations, such as forcing individuals to see walls of blood, animating topiary animals (In the beginning...) to stalk prey, make individuals see ghostly visages or horrifying murders, and other events. The Hallucinations begin at Pr (4) and can go as high as Am (50) intensity, depending on the relative negative energy within the Overlook.
  • Emotion Control*: The Overlook can manipulate the emotional states of the individuals who stay within the walls, granting it the ability to do two things: 1. Lower the effective Intuition of a specific target up to -4cs through a prolonged process. 2. Cause individuals great emotional distress and therefore make them more capable of causing individual negative karma actions, thus feeding the Overlook, causing an Intuition check against a Gd (10) intensity. The Overlook will select individuals to manipulate based on several criteria: Those who have limitations such as Dark Secret or are prone to negative actions, those individuals with bad history or are prone to violence, and those that have blood on their hands and are prone to negative activity.
  • Animate Object: Once the Overlook has over 200 points of energy, it gains the ability to actually animate the topiary garden as well as other objects and/or spirits within its walls, granting them form and substance. Such damage caused by those objects will be real damage, unlike the hallucinatory damage that might have been done previously.
  • Bonus effects against psionics: The Overlook can do real damage against psionically powered characters, allowing the Overlook's Hallucinatory effects to be real, rank of damage depending on the amount of negative energy that has been absorbed (As seen with Danny Torrance in room 217).


Limitation:
Negative Energy Dependency: The Overlook requires negative energy in order to maintain its powers and abilities. Without it, the Overlook is effectively inert (Allthough psychics will see and feel the residual negative energy of the place). For the Overlook to become active, it either needs a negative event (such as intentional harm or murder) or will require a psychic of Ex (20) psyche or better to enter the premises unguarded (IE Fail a psyche FEAT).

Caretaker: Despite it all, the Overlook cannot physically maintain itself nor can the spirits inside of it physically manifest themselves to dump the boiler or make repairs. Due to the ancient nature of the boiler downstairs, it must be physically dumped every day or risk explosive results due to pressure. The Overlook will attempt to see to its own continuity first.

Overzealous: The Overlook and the spirits within it tend to be overzealous in the attempt to gain more energy, and suffer a -2cs to reason FEATS when closing in on 'food', forgetting specific facts such as the need for the boiler to be dumped, etc.

Enemy: Danny Torrence: Little Danny Torrence is considered an 'enemy' of the Overlook (as well as a much desired target). My Write-Up of Danny Torrance as his adult version from two years ago (But not including the Dr. Sleep era)

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

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

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

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

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

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

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

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

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

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

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

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

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

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


Favorite Form #2: Pennywise the Dancing Clown

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

Health: 150

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


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

Limitations:

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

Tuesday, October 2, 2018

Manphibian from Marvel Comics










Manphibian (Real name unknown)

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

Health: 100
Karma: 70
Resources: Pr (04) currently
Popularity: - 5

Talents:
The Manphibian was a trained scientist on his homeworld, and has probably several scientific skills related to his field. The Manphibian has displayed the following:

  • Underwater Combat
  • Biology
  • Astrogation
  • Knowledge: Homeworld and species
  • Knowledge: SHIELD Howling Commandos
  • Knowledge: Monster Metropolis
  • Knowledge: Philosophy
  • Knowledge: Occult creatures


Powers:

Alien Physiology:
Manphibian’s alien physiology grants him several key advantages and abilities that allow him to be perfectly adapted to an aquatic environment. Manphibian’s adaptions include
  • Water Freedom and Breathing: Manphibian’s physiology allows him to breath water and grants him the ability to move throughout water as if unhampered. There does not seem to be a limit as to how long Manphibian can remain underwater, although as stated by his late brood, Manphibian may need fresh water at regular intervals. Manphibian can see underwater with little difficult, as well as adjust to the differences in depth and light.
  • Hyper-Swimming: Manphibian can swim much faster than a human, moving Ex (20) speed while in water.
  • Armored Skin: Manphibian’s armored scales provide him with In (40) protection vs. Physical attacks, as well as Rm (30) vs. energy. Manphibian’s scaled skin is resistant to slashing, and effects which normally halve effective body armor do not do so against his flesh. Manphibian has taken direct hits from rocket launchers with little impact, although it seems multiple impacts would damage him.
  • Natural Weaponry: Manphibian has powerful claws which can rend objects with Ex (20) ability, halving effective body armor. In addition, Manphibian has powerful jaws which he can use to bite with Rm (30) damaged, possessing serrated teeth.
  • Longevity: Manphibian’s species has extraordinarily long lifespans, as Manphibian has been alive for several thousand years. Manphibian’s offspring were still at early stage development in the 21st century, after being spawned prior to Manphibian’s departure from his home world.
  • Suspended Animation: Although not expressly stated, it would seem that Manphibian enters a state of suspended animation at times, such as the period when he first arrived on Earth until he was awoken by mining operations. Manphibian seems to enter suspended animation at times when situation warrants it.
  • Recovery and Regeneration*: Manphibian has some limited natural regeneration and recovery ability, granting him Gd (10) Regeneration. Manphibian has shown in his multiple appearances to be able to recover from damage very quickly.

Contacts:
Manphibian surprisingly has numerous odd contacts throughout the world. Manphibian is considered to be on good terms with the Legion of Monsters, Werewolf by Night, SHIELD special divisions, Hellstrom, Dr. Strange, General Thaddeus ‘Thunderbolt’ Ross, Elsa Bloodstone, and even the Punisher. It is assumed that Manphibian has contacts within his race as well.

Limitations:

  • Monstrous Appearance: Manphibian’s appearance can terrify those who do not know him, and he suffers a -2cs initial reaction bonus. As Manphibian’s race familiars each other, they are often mistaken for one another (except for females), leading to confusion of identity.
  • Devoted: Manphibian is a devoted father, mate, and friend to any he calls such, and will risk himself to help those in need. Manphibian will endanger himself if it means that those who he cares about require it.
  • Enemy: Manphibian has an unnamed enemy from his own world who murdered his mate and who Manphibian has pursued to Earth. Manphibian will stop at nothing to see his enemy brought to justice.
  • Dependents: Until their death, Manphibian was devoted to his brood and would do whatever he could to help them.
  • Code vs. Killing: Despite his apparent physical nature, Manphibian does not seek vengeance nor does he attempt to murder his opponents. Manphibian seeks justice, and will do what he can within the constraints of his people’s moral code to bring those people to justice. While he is capable of great physical power and damage, Manphibian recognizes the basic ignorance of those who judge him, and he does not seek to immediate maul or murder anyone, even if attacked.
  • Water Dependency: While not expressly stated for the adult, the brood of Manphibian required regular fresh water in order to exist. The requirement was similar to Atlantean requirements, but the brood of Manphibian never journeyed far from the source, and could not exist in the Monster Metropolis in the old Morlock tunnels due to lack of a freshwater source.

October Update

Hello!

Conversion of the old write-ups continues - You'll notice that the labels are growing and I'm working to ensure the images are both correct and that each write-up has them. I'm also about 60% through the write-ups I've done over at CMF and will have hopefully the rest up by the end of the month.

I've started the last write-ups for my Halloween series over at CMF - I'll bring them over after October. Until then, why not check out CMF now at Classic Marvel Forever.

Again, if you'd like to use these write-ups in your source books, just give me credit and a link if you don't mind! I'm always glad to help out and will post a link if you like to your MSH RPG items!

Ellen Ripley and Jones the Cat from 'Alien'

“I say we take off and nuke the entire site from orbit…it’s the only way to be sure”





Ellen Louise Ripley

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

Health: 46
Karma:70
Resources: Typ (06) to Pr (04) – See Limitations.
Popularity: 2/10/-10 (Within normal situations, among those who know of her situation, within Weyland/Yutani corporate circles)

Talents:
Ripley has many skills and is quite intelligent (See Powers). Ripley has the following skill-sets:

Starship Piloting
Astrogation
Engineering
Improvised Weaponry
Knowledge: Navigation lanes
Knowledge: Ship Protocols
Knowledge: Weyland-Yutani Protocols (Low)
Power-lift piloting
Leadership*
Notice*
Firearms


Powers:

Ripley has no real powers, but possesses several key-like abilities which make her quite formidable and capable. Ripley’s survival throughout the first two Alien films set her apart from most her companions. Ripley’s abilities include:


  • Quick Learner: Ripley seems adept at picking up skills fairly quickly, such as firearms under a short period of time, operational combat driving, and the ability to quickly assess a situation within moments. As such, Ripley can make a reason FEAT to gain the basic understanding of a nominal talent (Judge’s discretion) or assess a situation.
  • Iron Resolve: Ripley can force herself to act in situations which seem dire and hopeless and against her own fear with a firm determination. Ripley can use her Psyche in situations where a fear effect is present or a situation seems difficult if not impossible. Ripley can motivate herself to continue forward even if she is afraid and ignore the penalties of the situation or condition. Note: This does not grant Ripley Iron Will – Ripley still takes damage and suffers the physical effects, but instead Ripley does not face the Psychic and/or emotional aspects to rank.
  • Lucky Breaks: Despite what would be considered a great of tragedy, Ripley does have luck on her side, ranging from being able to spot the xenomorph in the shuttle to arriving and being rescued by Bishop aboard the Sulaco’s second drop ship. When Ripley is in a situation where it seems most dire, Ripley can spend 50 karma to enact a lucky break (surviving an assault aboard the ship, managing to get thrown into the room with the power-lifter, or even being able to survive being almost sucked into space.
Contacts:
Ellen Ripley has few contacts, mainly with her former crew and perhaps Cpl. Dwayne Hicks and Newt, the other survivor of LV-426.

Limitations:
  • Traumatized Until the events after Aliens, Ripley suffers from terrifying dreams which temporarily reduce her Psyche and actions for 1d4 hours. The limitation seems to fade after the events of Aliens.
  • Corporate Enemies It would be safe to say that Ripley is not friendly with her former company Weyland-Yutani, especially after the events of the first two movies. Ripley has very little respect for the corporation as their actions have directly affected her in various ways. As a side-effect, when situations occur, Weyland-Yutani will quietly sweep anything regarding Ellen Ripley under the rug and will discredit her when possible.
  • Reputation Ellen Ripley’s reputation was fairly destroyed after the events of the first Alien movie, and as such she’s considered deranged. Ripley’s reputation leads to the revocation of her flight status, making her unable to get gainful employment outside of power-lifter operator.
  • Vengeful Ripley is vengeful towards the xenomorphs and will never entertain anything less than their complete destruction. As such, Ripley cannot be dissuaded or convinced that the xenomorphs offer anything valuable.
  • Loyal Ripley is extraordinary loyal as a friend and parent figure, willing to sacrifice herself to protect people and will often place herself in danger to do so. Ripley will stop at nothing to help those around her, including venturing into the xenomorph hive to rescue Newt, return with a power-loader to do one-on-one battle with the xenomorph queen, and ensure that Jones the cat is rescued and in the status chamber.
  • Distrustful of Synthetics With the only exception being Bishop, Ripley is distrustful of most other synthetics, suffering an immediate Psyche FEAT at -1cs or having an angry reaction when encountering them. Ripley does not trust synthetics after her encounters with Ash, although she has a grudging respect for Bishop at the end of Aliens
 Jones the Cat




F: Fb (2)
A: Gd (10)
S: Fb (2)
E: Gd (10)
R: Fb (6)
I: Gd (10)
P: Pr (04)
Health: 24
Karma: 20
Popularity: 0
Resources: N/A

Jones is a bit above average feline, possessing all normal feline characteristics. Jones is a little more aware, avoiding a xenomorph and warning the others of its presence.

Count Carl Von Bruno and the Black Castle from 'The Black Castle'

“Doctor, you're an expert on medical science. Isn't it true that the Ancient Romans were pain worshippers”







Carl Von Bruno 
 
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Gd (10)
I: Ex (20)
P: Gd (10)

Health: 50
Karma: 40
Resources: Rm (30)
Popularity: 15/-5 (Among the courts of Europe/Amid his own subjects and enemies)

Talents:
Count Von Bruno has displayed the following skills:
Swordsmanship
Marksman
Knowledge: Ancient History
Knowledge: Nobility and Society
Knowledge: Africa (1700s)
Knowledge: European Politics
Knowledge: Philosophy
Knowledge: Engineering
Knowledge: Torture
Firearms
Military

Powers:

None, Count Von Bruno is considered to be an above average man whose real abilities are his capabilities for cruelty. Von Bruno is capable of being extraordinarily cruel, his anger and cruelty being his most defining features. Von Bruno holds those who scarred him to be held accountable to him, and delights in his revenge and murderous plans. Von Bruno has several effects such as:
  • Henchmen: Von Bruno employs a variety of henchmen, criminals, thugs, torturers, and servants who carry out his plans and goals. At any one time, Von Bruno has 1-3 such individuals nearby, most which are unsavory sorts. Von Bruno will pay, hire, or extort assistance for carrying out his plans.
  • Devious Mind: Von Bruno can arrange situations in which his targets return to his castle or fall into his grasp, ranging from providing evidence of other wrong-doings or simply threatening to harm an innocent. Von Bruno is gifted, and may make an appropriate Reason FEAT when attempting to discover, coerce, or convince someone to play into his hands.
  • Maniacal Endurance: Von Bruno has the endurance of a madman, recovering from damage seemingly at a faster rate. Von Bruno can recover Endurance ranks as if he has the power Recovery when dealing with a hated opponent or target.
Contacts:
Von Bruno has contacts with other nobility in Europe, although few tend to deal with him due to his cruel nature.

Limitations:

  • Cruel Count Von Bruno is known for his cruelty, and it is an obvious if not openly commented trait. Von Bruno is at a -1cs to Psyche FEATs when presented with the opportunity to be merciless and cruel to avoid doing so.
  • Scarred Count Von Bruno is scarred and has lost the use of his eye due to the actions of the British during the war. Von Bruno is -1cs to social engagements when first encountered.
  • Reputation Von Bruno’s reputation precedes him, with many whispering about his activities and actions. Von Bruno cannot make a positive popularity check despite being well-known as his reputation has spread across Europe.
  • Vengeful Von Bruno is extraordinarily vengeful, willing to use anyone or anything to gain his vengeance, and turning against even his most loyal aides when it suits gaining revenge against an enemy. Von Bruno’s need for vengeance blinds him to everything, including danger, reducing his Intuition by -1cs when facing the object of his vengeance and -2cs when Von Bruno feels he’s about to have the moment of vengeance.  



The Black Castle is a fortress which has been further modified with secret passages leading to torture chambers, dropaway rooms into pits with either spikes or crocodiles, and narrow corridors which can disorient and misdirect individuals. Those trapped inside the Black Castle must make an Intuition FEAT -1cs while attempting to navigate its underground interiors. If the character fails, they encounter a deathtrap appropriate for the age. The castle’s mazes and dungeons are known to several servants and Count Bruno himself. 

The Gunslinger from 'Westworld' (1974)

“Draw”




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

Health: 80
Karma: 32
Resources: N/A
Popularity: N/A

Talents:
As a robot, the gunslinger has the talents appropriate to whatever role it is given. When all of the Delos Corporation theme parks went berserk, the Gunslinger was loaded with the following talents:

Firearms
Quick Draw (+1 to Initiative)
Horsemanship
Brawling
Knowledge: West World area.
Knowledge: Culture of the West
Intimidation


Powers:
Robotic Construct

The gunslinger is a robot, constructed by Delos Corporation and made to behave and act as human as possible in a specific role. The Gunslinger’s role is that of the ‘black hat’, or bad guy, a role that the Gunslinger has been locked in since the malfunction within the Delos Corporation’s theme parks. As a robot, the Gunslinger is immune to disease or toxins, but can be burned by acids and the like. The Robot’s construction allows it to take damage and remain operating. Normally, the Gunslinger’s stats are reduced when encountering guests, in order to allow them to be able to ‘best’ it. The Gunslinger’s stats under the reduction are as follows:

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

Health: 24
Karma: 26

While in safe mode, the Gunslinger will lose fights and apparently be killed, recycled for the next day to repeat its process all over again. Once the errors begin in the theme park, the Gunslinger is no longer considered in safe mode, and has its full range of abilities appropriate for both its role and its construction.

The Gunslinger is constructed of a Gd (10) material and is considered to have some resistance to true damage at around Typ (06). The Gunslinger usually uses traditional optics, but has a full range of infra-red sensors which provide it with thermal imaging at Gd (10).

The Gunslinger will follow its program and pursue its ‘target’ with unexpected zeal, selecting the ‘dude’ which last bested it. As part of the system-wide error within Delos Corporation, the Gunslinger will ignore Delos Corporation protocols and will continue its pursuit until either destroyed or successful in killing its prey.


The Gunslinger is equipped with standard .45 pistols, six shots which do normal shooting damage. In the hands of the Gunslinger, the pistols add an additional +1 to initiative when the Gunslinger is facing down other robots in West World or when the Delos protocols are removed.

Contacts:
The Gunslinger has no contacts.

Limitations:

  • Robotic Construct The Gunslinger is a robot and as such, is limited by its programmed role. The Gunslinger has no originality and will follow the role in which it has been given to the letter. In addition, the Gunslinger cannot be reasoned with, its purpose is to provide the bad guy to the park’s visitors.
  • Limited Power Source Like all Delos constructs, the Gunslinger has a limited immediate power source, but has a backup system which operates in critical conditions. There is no stated time how long one of the Delos robots can operate, but it is assumed at least a day before requiring recharging.
  • The Delos Protocols Each Delos robot is programmed to serve human hosts and cannot harm them, ranging from the actual human-like robots to the animal constructs. All constructs in the Delos parks must follow the protocols, normally.
  • Delos infection At some point, a series of errors begin to happen within Roman World, spreading across the grids until all of the constructs and systems are in chaos. When this occurs, the robots are freed from the initial constraints and react differently, as all Delos protocols are effectively rendered void. In some cases, like the Gunslinger, the robots are locked into their roles and will pursue any activity associated with their roles.
  • Technology Limitation The Gunslinger is limited in its thermal vision to heat sources. As such, a greater heat source will ‘blind’ the Gunslinger and prevent it from detecting human body heat. The Gunslinger is considered to be at -2cs when attempting to discern human heat signatures if in the same area as a larger heat source. It should be noted however that if the Gunslinger can see normally, it will not use its thermal vision as a primary detection ability.
  • Unusual Looks During the events of the Delos crisis the gunslinger has its face burned away by acid. As such, the robotic nature of the Gunslinger is much more evident and it suffers a -1cs for concealment. The Gunslinger will not react to its appearance, as it is limited by programming.

Sharknado Mechanics from 'Sharknado'

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






Sharknado Effect:

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

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

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

Talents:
None

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

Contacts:
None.

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

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






Buttonhead from 'Night Breed'

Lie still... it's quicker this way 






 Dr. Philip H. Decker

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

Health: 46
Karma: 50
Popularity: 2 / - 5
Resources: Gd (10)

Talents:

Sharp Weapons
Resist: Domination*
Law Enforcement*
Psychology
Sociology
Medicine
Forensics
Detective
Stealth

Powers:

Prior to his 'death' at Midian, Buttonhead had no powers.

Contacts:

Doctor Decker was a well-respected psychologist, law enforcement asset, and community leader, with various contacts in those areas and fields. As Buttonhead, Doctor Decker had none of those, and was actually a wanted serial murderer.


Limitations:

  • Secret ID: The general public, law enforcement, or anyone dealing with Doctor Decker had no idea he was a prolific serial killer.
  • Dark Secret: Doctor Decker is far from the kind physician, and is a sociopath monster who is insane.

Shuna Sassi from 'Nightbreed'

Shuna Sassi


Everything has its purpose.




Shuna Sassi

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

Health: 110
Karma: 70
Popularity: 0/20 (General/Midian)
Resources: Pr (4)

Talents:
Thrown Weapons
Sharp Weapons
Dance
Seduction
Knowledge: Midian Lore
Crime*

Powers
Member of Midian: Shuna Sassi is a 'monster' and a member of Midian's society. Shuna's uniqueness is based around her feral characteristics, as well as her empathic powers. Shuna possesses the following abilities:

  • Natural Weaponry: Quills: Shuna is covered head to toe in barbed quills, which she can 'throw' up to 1 area away. By using her dancing ability and agility, Shuna can actually perform an area attack with her quills, which do ex (20) sharp damage, halving effective body armor.
  • Poison: Shuna's quills are coated in a natural poison, which does Rm (30) damage and forces those who Shuna makes a successful hit on to make an End FEAT or be poisoned. If Shuna makes a '00' roll, the individual must make an End FEAT or begin the dying process immediately.
  • Empathy: Shuna is a low-level empath, capable of reading humans as well as Midian citizens with Gd (10) ability
  • Pheromones: Shuna emits pheromones at Rm (30) level, and when used in combination with her empathy and talents makes her very desirable.
  • Regeneration*: Shuna possesses Ex (20) regeneration. As a side effect, Shuna's aging is severly slowed.
  • Recovery: Shuna possesses Ex (20) recovery
  • Tracking: Shuna, like her lover Peloquin, can track with Ex (20) ability

Contacts:
Shuna has contacts within the Midian culture, as well as a close contact with her love Peloquin. Shuna has alluded to various criminal contacts in human culture, as well as being well-connected to various figures through higher echelons of society (She was the lover and ultimately murderer of a US Senator).

Limitations:
  • Unusual Looks: Shuna is non-human in appearance, which adds to her strange appeal. Shuna does not usually wear clothing, and has no modesty about her appearance.
  • Casual Killer: While not psychotic, Shuna is none the less casual about taking a life, viewing it philosophically.
  • Devoted to Midian: Shuna is devoted to her home and her people, and will do whatever needs to be done to protect both.

Ginger Fitzgerald from 'Ginger Snaps'







Ginger Fitzgerald

F: Pr (4) / Typ (6) / Gd (10) / Ex (20)
A: Pr (4) / Typ (6) / Gd (10) / Ex (20)
S: Pr (4) / Typ (6) / Gd (10) / Ex (20)
E: Gd (10) / Ex (20) / Rm (30) / In (40)
R: Typ (6) / Typ (6) / Typ (6) / Pr (4)
I: Typ (6) / Gd (10) / Ex (20)/ In (40)
P: Typ (6) / Pr (4)

Health: 22 / 38 / 60 / 100
Karma: 18 / 20 / 48
Popularity: 0
Resources: Typ (6)

Talents:
Student*

Powers:

Werewolf: Ginger is infected with Lycanthropy, slowly transforming into a werewolf over the course of several days and stages. Ginger slowly will change fully into a large wolf, and along the way will inflict damage and violence in her wake. Ginger, much like the previous write-up of imhotep, gains powers during the slowly stages she transforms:

  • Stage One: Initial Stage, no change
  • Stage Two: (Reflected in the second set of FASERIP), Gains Heightened Senses Pr (4), Regeneration Pr (4), and slowly physically begins to transform. She also gains Natural Weaponry: Claws Gd (10), and infect individuals with lycanthropy.
  • Stage Three: (Reflected in the change in FASE) Gains Heightened Senses Gd (10), Regeneration Gd (10), Recovery Gd (10), Natural Weaponry Claws Ex (20),
  • Stage Four: (Reflected in the change in FASE), All powers go to Ex (20), gains Natural Weaponry: Bite RM (30).

Contacts:

Brigitte Fitzgerald

Limitations:

  • Monk's Hood: Ginger is capable of being cured by the herb Monk's Hood
  • Unusual Looks: As the changes progress, Ginger becomes less and less human. The changes are occasionally painful and are very noticeable.

Mordecai Chalk from 'Astro City'

"His cybernetics were made of iron and silver. His onboard computer referenced thousands of volumes of ancient lore….”








 Mordecai Chalk

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

Health: 120
Karma: 80
Resources: Rm (30)
Popularity: 20)

Talents:
Mordecai Chalk is considered one of the greatest monster and occult hunters in the world, and has amassed many talents (speculated). These talents probably include:

Hunting/Tracking
Occult Lore
Knowledge: Rare Occult Beastiary
Knowledge: Occult Figures
Knowledge: Cults and Cult Operations
First Aid
Forensics
Law-Enforcement*
Firearms
Marksman
Martial Arts A, C, E
Sharp Weapons
Blunt Weapons
Performer: Radio Host



Powers:

World’s Leading Monster Hunter
Prior to the events of the Shadow Hill Slasher, Mordecai Chalk was considered the best monster hunter in the world having a reputation that spanned over 25+ years. Chalk’s experience was not without sacrifice, as he was mauled on more than one occasion and had to have a majority of his limbs, internal organs, and sensory organs replaced by cutting-edged magi-tech.

Mordecai’s abilities would allow him the following powers:


  • Cybernetic Construction: Mordecai’s limbs, skeletal structure, and associated tissue were rebuilt to include subdermal armor and arms which were both constructed with cold iron and blessed silver. Chalk’s limbs and parts were constructed with In (40) re-enforced material, suffusing the normal materials with enhanced versions. Mordecai is considered to have Rm (30) protection vs. Physical, Energy, and magic due to the counter-magical alloys and runes which were used at the time. In addition, Mordecai is stronger than an exceptional normal human with greater reaction times (Hence the increased FASE).
  • Sensory upgrades: Mordecai’s sense of sight has been upgrade through magitech electronics, allowing him to scan an area, see in total darkness, perceive those things on the Astral Plane, see mystical lines of force, and perceive the undead who normally cannot be tracked by electronic means. Mordecai can do this with Rm (30) ability.
  • Onboard mystical library: Mordecai Chalk has a coded, protected cybernetic link which is connected to a vast occult library in which he can access ‘Rare Tomes of Arcane Knowledge’ and occult information in seconds. The link is assumed to be well-protected due to the nature of what Chalk deals with and such, providing a Rm (30) Resist: Cybernetic Override. The library is limited to books which are not mystical empowered (spellbooks), sentient (books like the Necronomicon or Darkhold), or one of a kind tomes which are considered ‘lost’. The reference library is quick and be referenced in a single round of action.
  • Specialized Weaponry: Chalk utilizes several specialized weaponry, depending on the nature of the creature he’s fighting. Most notable of the weapons is a specialized heavy bore shotgun/elephant gun which can fire multiple forms of ammunition and converted to fire wolfsbane, wooden stakes, silver shrapnel, holy water infused shells, or whatever Chalk may need. The gun has a range of two areas and does Rm (30) damage normally, with damage being increased depending on the type of ammunition and the type of monster he is fighting (IE Silver rounds will do an additional 10 points, halving damage and beginning the dying process for Werewolves if Chalk hits with a yellow, etc).

Contacts:
Mordecai Chalk had many contacts throughout the world, throughout media, and in the different levels of heroes in the Astro City universe. Chalk was well-regarded as an expert on the occult, having many contacts throughout the occult circles. In addition, Chalk maintained his contacts in the media as well.

Limitations:
  • Unlucky: While Chalk remained a successful monster hunter, the toll taken on his body, soul, and mind told a very different story. Chalk often finds his luck running out , which means a Judge will during the course of an adventure have Chalk make a Psyche FEAT. Should Chalk fail the FEAT, the very next FEAT will result in Chalk’s numbers being reversed, IE a result of 82 will now be a 28. In addition, should Chalk roll an ‘01’, he will find himself in a position where he will lose a limb or worse. From what was revealed about Chalk’s history, it was riddled with moments like that.
  • Public Identity:Chalk’s identity is well-known and is never concealed. Partially due to his reputation and partially due to his cybernetic rebuild, Chalk cannot or does not both to hide who he is.
  • Enemy: It is probably that Chalk had many enemies amid the supernatural community up until his defeat at the hands of the Shadow Hill Killer.

Saturday, September 29, 2018

Agents Fox Mulder and Dana Scully from 'The X-Files'


’Trust No One‘








Fox Mulder






Fox William Mulder

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

Health: 42
Karma: 80
Popularity: 0/-2/5/-5/0 (Initially to the public, inside the FBI, Generally after the exposure for high-profile cases, as a wanted fugitive, after the 2nd movie)
Resources: Gd (10)

Talents:
Fox Mulder is incredibly intelligent, displaying the following skills:

  • Law Enforcement*
  • Firearms
  • Detective/Espionage
  • Knowledge: Government Conspiracies
  • Knowledge: Paranormal
  • Knowledge: Weird Facts
  • Knowledge: Historical Figures
  • Anthropology
  • Knowledge: Alien Abductions
  • Knowledge: Cryptozoology
  • Psychology
  • Forensics
  • Parapsychology
  • Knowledge: Baseball
  • Knowledge: Classic Movies and TV shows
  • Scholar

Powers:
Mulder is a normal human (as close as one can get in the series), but has displayed the following power-like effects:
  • Photographic Recall: Mulder possesses a near-perfect memory with perfect recall, cited often as per the series. Mulder can recall specific details regarding the X-files or anything he has seen or read with a simple Reason FEAT.
  • I want To Believe: Mulder is a true believer, allowing the desire to know the truth carry him through difficult encounters and near-death experiences. In situations where Mulder is faced with a result vs. death or life-threatening situations during a case , Mulder can substitute his Psyche for his Fighting, Agility, or Endurance. This can only be done once per event.
  • Partners: Mulder can spend his own Karma on Scully's behalf in most situations as necessary.

Contacts:
Mulder has several contacts during the course of the series run: The mysterious Deep Throat and later the mysterious X, the conspiracy group The Lone Gunmen, various law enforcement agents, conspiracy groups, Frank Black, Director Walter Skinner, and of course, Dana Scully.

Limitations:
Fox has the following limitations:
  • Devoted to the Truth: Mulder will pursue the truth even if it kills him, which it almost has on numerous occasions.
  • Powerful Enemies: Mulder has powerful enemies within the Alien Conspiracy.
  • Finding out the truth about Samantha: Fox is obsessed in finding out what happened to his sister Samantha, to the point he suffers a -1CS to Psyche when confronted with the possibility of knowing.
  • Devoted to Scully: Mulder would do practically anything for his partner Scully, especially later on.
  • Escaped Criminal: For a time, Fox Mulder was considered a wanted criminal who had escaped from prison's death row.
  • Spooky: Mulder is known to the law-enforcement community as a spooky guys - a nick-name that was given to him at Oxford and during his first days of the FBI.
  • Enemy: Cigarette-Smoking Man: His main nemesis and adversary.

Dana Scully







Dana Katherine Scully

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

Health: 46
Karma: 70
Popularity: 0/-2 (Normally/within the FBI after being assigned to the X-Files)

Talents:
Dana Scully is a very intelligent agent with the following skills:


  • Law Enforcement*
  • Firearms
  • Physics
  • Medicine*
  • Molecular Biology
  • Knowledge: Literature
  • Instructor*
  • Psychology
  • Forensics
  • markswoman*
  • Detective/Espionage
  • Scholar

Powers:
Scully is fairly normal, although several theories exist regarding her eventual life-span due to the chip implanted in her neck (During 2nd/3rd season):
  • Longevity/Immortal: Due to the actions of both by the Cigarette-Smoking Man and Alfred Fellig, Scully may have inadvertently gained a type of immortality or prolonged life. Although this was not confirmed, it is worth bringing up as others in the series have (including Clyde Bruckman who was able to see how a person dies and later members of the conspiracy). It's a theory, but it does have a great deal of suggestive evidence.
  • A skeptical Voice: Early on, Scully was the skeptic to Mulder's believer, often trying to find logical solutions to the cases in which they worked. When presented with a case that has some evidence in the scientific, Scully gains a +1cs to reason and intuition checks in order to provide logical solutions to issues. Later, Scully adopts more of a believer's mentality, but remains able to draw upon her skeptical voice during later events.
  • Partners: Scully can spend his own Karma on Mulder's behalf in most situations as necessary from about the end of season 1 onward.

Contacts:
Scully has a wealth of contacts in her professional careers as a doctor and physicist, including former associates and co-workers. Scully is close to Walter Skinner, her former boss at the FBI and later John Doggett, her partner while Mulder had disappeared.

Limitations:
Dana has the following limitations:
  • A skeptic's voice: It takes Dana some time to believe things that she has experienced and seen. Although Dana is no fool, she will try to rationalize some elements or find logical solutions.
  • Powerful Enemies: Scully has powerful enemies within the Alien Conspiracy.
  • Protecting Fox and William, her son: Dana seeks to protect Fox and their son William at any cost (Including leaving her son somewhere she or the conspiracy will ever find him. Dana is at a -1CS when attempting to act in situations where Fox or William are directly at risk.
  • Devoted to Mulder: Mulder would do practically anything for his partner Mulder especially later on..

The Cigarette Smoking Man (CSM) from 'The X-Files'

'Extraordinary men are always most tempted by the most ordinary things.'




The Cigarette Smoking Man, The Smoking Man,

F: Ex (20)
A:Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Am (50)

Health: 56
Karma: 90
Popularity: 0* (See Below)
Resources: Gd (10) (Personal), Mn (75) (accessible)

Talents:
The CSM has many, many skills in years of service to the government and the shadowy conspiracy
  • Military
  • Covert Operations
  • Bureaucracy
  • Firearms
  • Detective/Espionage
  • Crime*
  • Knowledge: Conspiracies
  • Knowledge: Literature
  • Knowledge: Philosophy
  • Knowledge: Pilot
  • Knowledge: Edged Weapons (knives)
  • Advanced Intelligence Gathering Methods
  • First Aid
  • Knowledge: Human Nature
  • Law Enforcement*

Powers:
  • Indomitable Will: The CSM has a will which simply astounds: He cannot be intimidated, he cannot be swayed, and he can ignore certain things simply out of principal and his position within the conspiracies. For the purposes of the game, the CSM can substitute his Psyche score for any Psyche or Intuition effect FEAT he has to make. This does not mean the CSM can avoid damage or significant physical effects, it means simply that he cannot be affected, made afraid, or other game effects dealing with willpower or emotional control without having the ability to roll on the higher column. This ability explains how the CSM is able to effectively deal with various effects he's under. It is clearly stated by Chris Carter that the CSM is immune to fear of death in any way shape or form (cited from various sources). Even when facing his own death, the CSM seemed 'eh' about it.
  • Ghost in the Machine: Outside of a select few, there are no records of the CSM anywhere (which explains his popularity score). The Lone Gunmen were only able to produce a record they *thought* was accurate on the CSM, which was contradicted by evidence later on. The CSM has the authority to operate, but no one really knows who he is or what his purpose is.

Contacts:
At different points throughout his, the CSM has had unparalleled access and support from the Federal government and the conspiracies (specifically the Syndicate) within. The CSM has access at different points in the series to Mn (75) resources (The whole Federal level), and will always ensure the Buffalo Bills will never go to the Super Bowl and win.

Limitations:
  • Overconfident: The CSM is extraordinarily overconfident, which has been his failing at different points.
  • Enemies: The CSM has a multitude of enemies, ranging from Mulder and Scully to other high-connected members within the Syndicate.
  • Obsession: The CSM is seemingly obsessed with keeping all details of his life private, except when writing.
  • Obsession: Fox Mulder: The CSM is obsessed with Fox Mulder at different points due to a private connection.
  • Trademark: The CSM is usually seen smoking, specifically Morley cigarettes (Hence his name).

The Strigoi from 'The Strain' and the infection rules.





Infection:

Initial Stage: The Strigoi begin as an infection from a helminth (capillary worm) from either direct infection or by wounding from a Strigoi's stinger. Upon a successful Yellow Fighting FEAT, the Strigoi can infect a victim, requiring a Red Endurance FEAT vs. Rm (30) intensity to resist. Once the infection has taken place, a mutagenic change begins within the victim, transforming them into a Strigoi themselves.

Secondary Stage: Over the course of the next 48 hours (depending on the speed of the infection and other situations, usually an opposed Psyche FEAT vs Am (50) intensity), the individual begins to change. A 3' long barbed proboscis develops, ended with a powerful stinger which is used in the feeding process. The skin of the victim begins to lose all pigmentation, body hair, and secondary sexual organs. In addition, the victim's ears become shorter and more pointed, and the victim's nose either falls off or recedes. The newly created Strigoi will flock to the master Strigoi, having very little coordination or agility, seemingly almost clumsy in their ability to attack or move. During the secondary stage, the newly created Strigoi will hunt in packs and will have very little in common with the person they were, save for seeking out their family members and close associates in order to infect.

Third Stage: Between the first 48 hours and three months, the Strigoi gain better control over themselves and become more efficient hunters. The Strigoi's Agility, Strength, and Endurance is greatly increased, able to scale buildings and move with faster than human speed. The Strigoi are considered 'matured' at this stage, and are often encountered in packs of between six to ten at any given encounter.

Stage One Stage Two Stage Three
F: No Change - 1cs +1cs
A: No Change - 2cs +1cs
S: No Change +1cs +1cs
E: - 2cs +1cs + 2cs
R: No Change - 2cs No Change
I: - 1cs - 1cs +1cs
P: - 1cs - 2cs - 2cs

Minimum Ability can reach: Fe (2)
Maximum Ability can reach: In (40)

Health: Depends on Stage
Karma: Stage 1: Standard, Stage 2: 0 Stage 3: 0
Popularity: 0/ -10/-20
Resources: N/A for the most part, although those placed within high points of society have access to their resources.

Talents:
Depending on their creation, the Strigoi will have their normal talents albeit some of them will be unable to be utilized (See Limitations).

Powers:
Strigori Vampire: All strigoi gain superhuman abilities upon their conversion beginning at stage 1, and have the following abilities:

  • Immortality: In essence, the strigoi are immortal, capable of existing for thousands of years under the right conditions.The only proven way to kill strigoi are: Decapitation or severing the spinal cord, silver weaponry, sunlight, or extreme violence.
  • Proboscis: Each strigoi has a 3' proboscis with stinger, used in both feeding and infection. The strigoi can attack opponents within the same area, infecting individuals with a successful FEAT (See above). The stinger does Ex (20) edged damage, halving effective body armor.
  • Bio-Vampirism*: The strigoi are vampires, requiring fresh blood to survive, and are able to heal and recover endurance while feeding. The strigoi must use their stinger to feed.
  • Talons: Beginning in stage 2, the Strigoi develop large talons on their hands and feet which aid them in attacking and locomotion. Strigoi can shred opponents with their talons, doing up to Rm (30) edged damage. In addition, the Strigoi can use their talons to climb sheer surfaces (Ex (20) spider-climb).
  • Hyper Leaping: Beginning in stage 3, the strigoi can leap greater distances with Ex (20) ability
  • Hyper Movement: Strigoi are slightly faster than humans, able to move three areas a round.
  • Enhanced Senses: Strigoi have incredible senses, able to see a potential victim's heat signature, hear heartbeats from a fair distance, and discern carbon dioxide from breathing. These superior senses begin during stage 1 at gd (10) and can grow to Rm (30) by stage 3.
  • Telepathy: Beginning stage 1, strigoi can begin to read thoughts of victims with gd (10) intensity, growing to Rm (30) by stage 3. The telepathy allows the strigoi to apparently 'speak' to individuals (See Limitations) by mimicking speech.
  • Hive-Mind: All strigoi are connected to the ancients, with various factions being connected to one of the seven ancients. These ancient masters have complete control over their strigoi, and are aware of their every action, able to directly control each member. The strigoi share this hive mind at Mn (75) ability, unable or unwilling to act against their master/creator.
  • Telelocation: Loved Ones: Each strigoi seems able to find their loved ones - family, closest friends, and/or associates with Rm (30) ability. The strigoi seek to infect their loved ones first - thus spreading the infection and master's control.


Contacts:
The strigoi no longer have the human contacts they had in life, although they could fake it before being revealed. All strigoi are connected to their master.

Limitations:
All strigoi have the following limitations:
  • Hideous Appearance: Strigoi suffer a -2cs reaction bonus when first encountered, and a -1cs reaction bonus each time after that.
  • Lethal Vulnerability: UV Light: Strigoi are extremely vulnerable to sunlight and concentrated UV light, suffering a +2cs damage to rank (Un (100) max) as well as a -2cs to Endurance ranks each round exposed.
  • Fatal Vulnerability: Silver: Silver does an additional +2cs damage, followed by a -2cs to Endurance each round damage is inflicted.
  • Revelation: Silver: Silver reveals a strigoi's presence by vibrating in the presence of them. In addition, if a strigoi is seen in a silver mirror, they seem 'distorted' or vibrating at high speed.
  • Silent: Strigoi cannot normally speak, as their stinger prevents it.
  • Interconnected to their Master: The strigoi are connected to their master, and must obey him/her/it without question. Should the Master perish, the strigoi perish (no Endurance FEAT, each strigoi begin the dying process).
  • Unable to cross running water: For some reason, strigoi cannot willing cross running water. Whether this is a weakness or a psychological limitation, it is never fully explained.

Martian Invaders from 'War of the Worlds' (1953 Movie Version)

Typical Martian





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

Health: 26
Karma: 36
Popularity: - 50 (Worldwide)
Resources: Un (100) as a group - N/A as individuals.

Talents:
Martians possess many advancements and skills - Most of which for the purposes of this write-up are inferred:

  • Pilot: starship
  • Pilot: tripod
  • Astrogation
  • Knowledge: Martian Culture
  • Military
  • Energy Weapons
  • Science: Advanced

Powers:
Martian Physiology: The standard Martian's physiology is incredibly efficient, granting them the following abilities:
  • Telepathy/Hive Mind: The Martians communicate with each other via a telepathic means, utilizing higher brain conditioning. The Martian telepathy is fairly standard, and operates at Gd (10) in normal circumstances, Ex (20) within a collective of martians.
  • Advanced Resistances: The Martians are resistant to toxins and poisons (but not disease, see below), and are considered to have Ex(20) protection.
  • Ultra-vision: the Martian visual cortex allows them a type of ultra-vision at Gd (10).

Contacts:

Martians have contacts with their own people.

Limitations:
Martians have the following limitations:
  • Non-Human Appearance: The Martians have a non-human appearance, and are -2CS for the purposes of reaction and effects during first encounter.
  • Immune System Failure: Martians are highly susceptible to terrestrial bacteria, which is considered lethal. Upon first exposure, a Martian must make an Endurance FEAT vs. Death. A White Result means death will occur in 4-6 Hours, a Green Result means 1-2 days, a Yellow Result 2-4 days, and a Red result means 4-12 days.
  • Gravitational Issues: The Martians have some problems in Earth's heavy gravity, causing them to suffer -1CS Agility.


Martian Tripod (1953 version)







Speed: Rm (30) Control: Rm (30) Body: Am (50) Protection: Am (50) (See Below)*

Martian Tripods look as if they are floating manta-shaped creatures, but are actually supported by three invisible 'legs', which allow them to move over all terrain types. The Martian Tripod utilizes a magnetic field that surrounds it, granting it additional protection of Mn (75), as well as complete protection against Energy attacks at Shift-Z (500). The field survived a direct hit from a nuclear device without slowing the machine down in any way, shape, or form. The Martian Tripod is self-contained, allowing an unknown number of Martians to pilot.

The main weapon of the Martian Tripod is the Heat Beam, which utilizes a Shift-X (150) direct heat attack. This weapon can fired once per round, and can target objects ranging as human-sized to ship/battleship scale. The Tripods work in unison as a continuous firing line. A secondary weapon, the Skeleton-Ray is shown which is a short-range pulse disintegration weapon which does Mn (75) damage and can be used once per round, including the same round as the heat beam.

Tripods are the ground forces for the Martian invasion, and are not built to withstand space-travel. They can apparently submerge and navigate like a ship. Martian Tripods have a distinctive sound due to their travel, which can be heard up to miles away.

Gambit, the mutant thief (A Pre-2000 Write-up)








F RM (30)
A IN (40)
S GD (10)
E IN (40)
R GD (10)
I EX (20)
P RM (30)
Health: 120
Karma: 70
Resources: Typ (6)
Popularity: 0





TALENTS
Thief*, Crime, Acrobatics, Tumbling, MA: A,
MA: C, Blunt Weapons, Trivia: X-Men
Protocols, Trivia: Marauder Protocols, Trivia:
Thieves Guild Protocols


 POWERS
Kinetic Charge: Gambit is capable of embuing non-organic materials with kinetic energy, causing them to explode with great force. Gambit can imbue items up to Mn (75) ability, limited by the size of the object and the limits of Gambit’s endurance. Gambit can control the charge in an object, and has developed the following Power Stunt:
  • Card Toss: Gambit can toss a charged card with IN (40) Kinetic charge up to one area.
Regeneration*: Gambit apparently is capable of healing from grievous wounds with Gd (10) ability Latent Psionic: Gambit has latent psionic abilities, which include:
  • Psi- Screen: Am (50)
  • Emotion Control: Gd (10)
EQUIPMENT
Collapsible Staff: Am (50) Mat Str, Rm (30) Blunt Damage. Gambit can focus his Kinetic Charge through his staff without Damaging for impact effect.

CONTACTS
X-Men (High), Rogue (High), Courier (Mid)

Zombies from 'Dawn of the Dead' (Zach Snyder Version)

'When there is no more room in hell, the dead will walk the earth.'
 
Typical Snyder Zombies










F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Fe (02)
I: Gd (10)
P: Fe (02)

Health: 36
Karma: 14
Popularity: 0*, although to the living, the group as a whole have a - 50 popularity.
Resources: N/A

Talents:
None, whatever skills or talents possessed in life are lost during the conversion.

Powers
Zombie State: The Snyder Zombies are undead creatures who exist purely to devour the flesh of the living. Unlike other zombies, the Snyder Zombies tend to maintain their speed and stamina longer, capable of moving at their top speed even during advanced stages of decomposition. The Snyder Zombies have the following abilities due to their state:

  • Undead: The Snyder Zombies are typical undead zombies - They cannot be stunned or killed through conventional means, except a shot the head, decapitation, or any other effect which destroys the brain. Snyder Zombies are immune to toxins, disease, poisons, and other similar effects. The Snyder Zombies do not have any additional damage protection, but are simply not affected by such, capable of ignoring limbs being missing, grievious bodily harm, etc.
  • Movement: Snyder Zombies are capable of full movevment and agility actions regardless of the state of their being. Snyder Zombies can move up to two areas per round and make 'push' their endurance for a full-on run for limited periods of time. As they do not tire, they can run for several blocks before losing interest or being unable to maintain speed.
  • Horde Mentality: The Snyder Zombies are much more like a group of pack hunters - easily spotting prey, moving in as a group, and attacking full-bore. The Snyder Zombies will opt for easier prey when presented with it, so if two people are running and one falls, the entire horde will stop to finish off the downed victim. Unlike other zombies, the Snyder Zombies seem to take their queues from an almost animal presence within them, attacking the easiest prey and throwing themselves fully at an object or defenses to breach them.
  • Zombification: Unlike Romero Zombies or Walking Dead zombies, the only way to become a Snyder Zombie is through a bite. The dead who are not bitten do not rise as zombies, nor can they rise even if feasted upon. If a Snyder Zombie gets a Red Fighting FEAT against an opponent, they have achieved a bite. The victim will have two minutes to two days before they turn, requiring an additional Endurance FEAT for every hour they are affected. For every two hours, the victim's Endurance drops by -1cs until reaching Shift 0. Once either the victim has failed an Endurance FEAT or reaches Shift 0 Endurance, they will Immediately turn, as seen with ana's husband Luis and countless others. The cause of the zombie 'virus' is unknown, and treatments do not seem to be working. It is assumed a cause can be discovered with a character who has In (40) reason and skills related to biology/medicine, but that's just a guess and left up to the Judge's discretion.

Contacts:
No Snyder Zombies have contacts. They will not recognize contacts nor will they be able to be socialized like Bub or Big Daddy.

Limitations:
Snyder Zombies have the following limitations:
  • Hideous Appearance: Snyder Zombies often look like they have been through serious trauma, and cannot hide what they are. They suffer -1cs reaction bonuses.
  • Animal Intelligence: The Snyder Zombies are little more than animals, and cannot 'learn' or adapt accordingly. The strength is in the mass/horde.
  • Sole Purpose: The Snyder Zombie's sole purpose is infecting others and feasting on flesh. There are no other purposes and cannot be resisted.

Notes:
Again, the Snyder Zombie has since been repeated in different literature, movies, and entertainment. I think that it's difficult to fully address the differences in those respects, but I think it was important to include them and I think that Snyder Zombies can be quite terrifying.

And no, no zombie baby stats....

Well...


ZOMBIE BABY:







F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: Fe (2)
I: Fe (2)
P: Fe (2)

Health: 8
Karma: 6
Pop: 0
Re: N/A

Talents: None
Powers: See Snyder Zombie - only smaller and baby-like
Contacts: Uh....
Limitations: See Snyder Zombies and also...a baby.

Gabriel from 'The Prophecy'




'I'm an angel. I kill firstborns while their mamas watch. I turn cities into salt. I even, when I feel like it, rip the souls from little girls, and from now till kingdom come, the only thing you can count on in your existence is never understanding why.'







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

Health: 140
Karma: 145
Popularity: *
Resources: *

Talents: Conceivably, Gabriel could have nearly all of the fighting talents and weapons talents as a being literally older than recorded history, as well as a diverse amount of talents. As such, this write-up is only focusing on the talents displayed within The Prophecy and not the follow-up movies or folklore/religion.
Sharp Weapons
Mystic Origin*
- Occult Lore: Angelic
- Occult Lore: Demonic
- Occult Lore: Places of Power
Religion
Acrobatics
Resist: Domination*
Ancient History
Ancient Languages
Musician

Powers:
Angelic Nature: Gabriel is an angel, and cannot be killed in conventional means. Gabriel does not need rest, does not suffer from disease, toxins, radiation, or any of the traditional vulnerabilities of the flesh. In The Prophecy, the only certain way to kill an angel is to remove their heart, which renders them inert/dead. As the angel of death and the central villain of the movie, Gabriel displayed the following abilities:
  • Invulnerability: To aging, toxins, radiation, fire, disease, pain, and death
  • Mystical detection: Gabriel can sense mystical effects through sight and most importantly, smell.
  • Animate Dead*: Gabriel can prolong death among those who have attempted suicide and have yet to cross over. Gabriel can force the unfortunate spirits to resume residence in their bodies if they are brain dead, and force them to do his will. Gabriel does this with a Psyche FEAT versus the target's psyche. Should the victim die through conventional means or be mortally wounded, the victim cannot be 'raised' again, forcing Gabriel to find a new thrall. Gabriel cannot have more than one thrall at a time.
  • Teleportation*: Gabriel can teleport in a burst of ravens to different locations that are either line of sight or known to him.
  • Telepathy: Gabriel can read the minds of all mortal beings with Rm (30) ability, allowing him to also probe an individual's memories and/or control/influence animals.
  • Angelic sense: Gabriel can sense the presence of other angels and individuals touched by angels (no pun intended) with Am (50) intensity, limited to line of sight or a 2-area range.
  • Healing: While Gabriel's corporeal body cannot be killed, Gabriel can sustain wounds and damage that are apparent, requiring him to spend 1 - 10 rounds to heal such damage. Gabriel can heal such wounds quickly through ingestion of sugar for some reason (As shown with all angels in later movies).
  • True Sight: Gabriel sees things as they truly are with Ex (20) ability
  • Mystical Attacks: All of Gabriel's attacks are considered mystical, and as such, do strength damage, halving body armor and suffering no resistance. Gabriel can easy shred through standard non-mystical materials and can pull a heart from a human chest.
  • Exorcism: It is assumed at Gabriel and most of the other angels possess the ability to draw spirits and such beings from other bodies with an opposed Psyche FEAT.
Gabriel's horn: featured in the movie as more of a prop, Gabriel's horn does Am (50) sonic generation and treats as a mystical attack, capable of shattering glass or affecting specific targets within an area. Gabriel can allow others to use the horn if he holds it, as seen in the movie.

Contacts:
The Host: Gabriel had many contacts within the Heavenly Host prior to the schism, and as such has contacts within his own faction.


Limitations:
  • No working knowledge of Technology: Gabriel does not have knowledge of technology, and must have individuals drive him or use certain technology. While not significant, Gabriel's inability to use technology may be more significant that just ignorance.
  • Enemies: Among Gabriel's enemies are Lucifer and other members of the opposing factions of angels.
  • Arrogance: Gabriel is extremely arrogant and vindictive towards humanity.