Monday, August 31, 2020

Dave Cockrum's Heroes - The Futurians

 



.




First published in May 1984, the Futurians marked a departure from the traditional 'super-hero' group, incorporating science-fiction elements that represented a war that was happening in the far future and desperate attempt to stop the enemy who has escaped to the past. 

Created by the mysterious Vandervecken and the mega-corporation Future Dynamics, the Futurians represented mankind's best attempt to stop the enemy's attempt to change the future.


The Futurians include:

Avatar - Andrew Pendragon - an immortal who is further empowered
Sunswift - Neith - A young woman who was embraced by the sun with great powers.
Terrayne -Harry Robbins - a earth elemental who is connected to the Earth and superhumanly strong.
Blackmane - Walter Bonner - a wise-cracking combatant whose feral nature drives him.
Mosquito - Dana Morgan - A sonic using scientist who also wields a mean dart gun
Silver Shadow - Jonathan Darknyte - a shadowy figure and former intelligence agent
Werehawk - Matthew Blackfeather - a transforming aerial warrior
Silkie - Tracy Winters - an oceanic being who possesses hydrokinesis, and shape-shifting














The Living Mummy from Marvel Comics

The Living Mummy

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 F Rm 30
A Pr 04
S Rm 30
E Mn 75
R Typ 06
I Typ 06
P Rm 30
Health: 139
Karma: 42
Resources: Sh 0 (0)
Popularity: -5/0

Talents:
Mystic Origin*
Multi-Lingual*
Ancient History
Ancient Culture
Leadership*
Weapon Set: Egyptian
Weapon Set: African
Religion: Egyptian

Powers:
Undead: N’Kantu is undead, being converted into a mummy from life still possessing his own mind and Ba. As such, his state grants him specific attributes:

  • Immortality: Unless N’Kantu’s missing Kanopic jars are found and broken, N’Kantu is virtually Immortal.
  • Body Resistance: N’Kantu is granted a greater degree of physical resistance at Rm (30) vs. Physical/Energy
  • Invulnerability: N’Kantu is invulnerable to Toxins, Disease, and normal temperatures
  • Self Sustenance: N’Kantu no longer needs to eat, breathe, or sleep.
  • Fear Generation: N’Kantu’s visage is horrifying to behold, and requires a green Psyche FEAT at Gd (10) upon first seeing him.
  • Immunity: Stun: The Living Mummy cannot be stunned.


Contacts:
The Living Mummy has no real contacts.

Limitation:
Due to the special chemicals that have preserved N’Kantu, Fire and Heat do an additional +1cs damage to him. If dropped below 0 Health, N’Kantu becomes Inert until such time as the chemicals restore themselves.

Legion of Monsters - Marvel Horror

 

 
 
Bessie the Hell-Cow - The bovine vampire
Dracula - Marvel's take on the Lord of Vampires
Frankenstein's Monster - Marvel's take on the man-made monster
The Living Mummy - N'kantu the accursed.
Manphibian - The aquatic survivor of a lost aquatic race
Man-Thing - Ted Sallis, swamp monster
Morbius - The Living Vampire
The Scarecrow - Marvel's Straw Man and Fear Lord who protects humanity

Werewolf by Night - Jack Russell, bearer of the Russoff curse
The Zombie - Simon Garth, the heroic zombie

Renfield from 'Dracula' (1931)

 Oh no, master. I wasn't going to say anything, I told them nothing. I am loyal to you master.






M.R. Renfield





 

 

 

 

 

 

 

 

M.R. Renfield

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

Health: 46
Karma: 26
Resources: Formerly Gd (10)
Popularity: - 4 (As a madman and last survivor of the Vespa/Demeter)


Talents

Knowledge: Law
Knowledge: International Law
Knowledge: London Area
Psi-Screen*


Powers
Madman and Vampire Thrall
Renfield is one of Count Dracula's first real 'London' victims. Rather than kill him or turn him, Dracula utilizes Renfield to ensure the safe delivery of his earthen boxes and the securing of properties around London (although, it was Jonathan Harker who actually made the trip to Castle Dracula). Renfield has gone mad due to the Count's influence, and has several key abilities and pseudo-powers accordingly:

  • Increased FASE: Renfield is shown to be far more agile and strong than the typical man, either due to his madness of Dracula's powers. Renfield can easily shrug off a man larger than himself or escape from a straight jacket.
  • Thrall of Dracula: Renfield is the thrall of Dracula - As such, Dracula can see through Renfield's eyes, and utilizes Renfield to perform tasks that Dracula cannot or chooses not to. Renfield is in telepathic communication with Dracula, although, Renfield has the tendency to speak out loud. The bond is considered mostly unbreakable, although Renfield can resist Dracula's control at times with a successful Yellow PSYCHE Feat. When in the thrall of Dracula, Dracula may spend his own karma to affect Renfield's results and behavior, and can actually spend karma *against* Renfield's results to enforce compliance.
  • Telelocation: Dracula: It is clear that Renfield knows where Dracula is at most times, and can find his way to his master at different points. The range of the telelocation is Rm (30). Dracula also knows where Renfield is at most points.

Contacts
Renfield's contacts before Dracula have nothing to do with him. After the travel to the Count's castle, Renfield has Dracula as a contact - but it is not an equal contact. Renfield theoretically has Dr. John Seward as a contact.

Limitations
Renfield has the following limitations:
  • Notoriety: Renfield is known as the sole survivor of the Demeter/Vespa, and was obviously mad from the experience
  • Dracula's Slave: Renfield is the (un)willing slave to Dracula, which means he must do Dracula's bidding at all times.
  • Madman - Renfield is obviously a madman, and is known as such.

Universal Monsters


The classic Universal Monster movies represented the first real blockbuster films of the sound era, even if some of the films considered as part of the UM catalogue were silent. The Universal Monster films introduced horror cinema into the mainstream as well as making such names as Dracula and Frankenstein household words.

In many ways the Universal Monsters were the first real introduction into movies for me and when I started building stats for MSH, they were among the first characters I captured.

The Phantom of the Opera (1925)

Count Dracula from 'Dracula' (1931)

Renfield from 'Dracula' (1931)

Frankenstein's Monster from 'Frankenstein' (1931)

Dr. Henry Frankenstein from 'Frankenstein' (1931)

Jack Griffen - the Invisible Man from 'The Invisible Man (1933)

Imhotep from 'The Mummy' (1933)

The Bride from 'The Bride of Frankenstein' (1935)

Ygor from 'Son of Frankenstein' (1939)

Larry Talbot - The Wolf Man from 'The Wolf Man' (1941)

The Gill-Man from 'Creature from the Black Lagoon' (1954)





Frankenstein's Monster from 'Frankenstein'

 Did you know I knew how to play this? From which part of me did this knowledge reside? From this mind? From these hands? From this heart? And reading and speaking. Not so much things learned as things remembered.

This version of Frankenstein combines the novel version and the 1931 James Whale movie version.

Frankenstein's Monster


 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

"Adam"

F: Ex (20)
A: Gd (10)
S: In (40)
E: Am (50)
R: Typ (06)*
I: Ex (20)
P: Typ (06)*

Health: 120
Karma: 32
Popularity: -15
Resources: Pr (4)


Talents:
Crime
Survival
Blunt Weapons

Powers:
Surgical Composite: Frankenstein's Monster is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the monster's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of his creation, the chemicals used to restore the flesh, or other unseen aspects, the Monster has Rm (30) resistance to physical attacks, Ex (20) resistance to energy.
  • Regeneration: The Monster is capable of regenerating with Gd (10) ability
  • Invulnerability: The Monster does not age or suffer from normal diseases or toxins.
  • Total Memory: The Monster possesses a near perfect memory, teaching himself to speak fluently within weeks of creation and capable of amassing and recalling information without problem.
  • Suspended Animation: The Monster is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.
  • Revival: Even if reduced to 0 health and 0 endurance, the Monster can be revived with the proper amount of electric current. For each rank of electric current the monster receives, he gains 1/2 endurance and health. Example: Ex (20) Electricity would grant him 10 health and Gd (10) endurance during his revival.



Contacts:
Theoretically, the Monster has no contacts.

Limitations:

  • Hideous: As described in the novel and represented in most media as completely hideous, the creature suffers a -1cs to all dealings. Normal humans will turn away and be spooked, with some branding the monster a 'monster' on sight.
  • Hunted: The Monster is hunted by locals and others who see him as inhuman.
  • Fear of Fire (movie version): The movie versions of Frankenstein display a noted fear of fire, which grants a +1cs to affecting Frankenstein. If Frankenstein's Monster fails a Psyche FEAT with a white result, he will become enraged.

The Bride from 'Bride of Frankenstein' (1935)

It's a perfect night for mystery and horror. The air itself is filled with monsters.


The Bride of Frankenstein




 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Eve', 'Eva'


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

Health: 70
Karma: 50
Popularity: 0
Resources: Fe (2)


Talents:
None


Powers:
Surgical Composite: The Bride is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the Bride's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of her creation, the chemicals used to restore the flesh, or other unseen aspects, the Bride has Ex (20) resistance to physical attacks, Gd (10) resistance to energy.
  • Regeneration: The Bride is capable of regenerating with Gd (10) ability
  • Invulnerability: The Bride does not age or suffer from normal diseases or toxins.
  • Total Memory: Like the monster, it is assumed that the Bride would possess a near perfect memory for things.
  • Suspended Animation: The Bride is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.



Contacts:

  • Doctor Frankenstein: Creator
  • Doctor Septimus Pretorius: Co-Creator
  • The Monster Adam: Designated 'Mate'



Limitations:

  • Blank Slate: The Bride is a blank slate upon her first awakening, with no knowledge nor skill. As with Adam, it is clear that she could be made to learn quickly and could ultimately surpass her creator's intellect and knowledge.
  • Unusual Looks: While outwardly exotic, the Bride has several scars across her body representing the surgical aspects used to bring her to life.

Dark Shadows

 

 

Begun in 1966 and continuing until 1971, Dark Shadows was a gothic soap opera that introduced the Collins family and their history that included among things lycanthrope, vampirism, witchcraft, cults, and skullduggery. Dark Shadows established itself as a cult favorite show and remains very much  a part of fandom's history spawning three movies to date and several attempted reboots.

The Dark Shadows Wiki is the definitive source online for all things Dark Shadows and has been an excellent resource on the show and the other versions.


So far I've written up the following:

Angelique Brochard - A powerful witch and occasional enemy/ally to Barnabus and the Collins family.
Barnabus Collins - An ancestor of the current family, cursed with vampirism 
Collinwood - the Collins family home as well as the concept of 'Parallel Time'
Count Andreas Petrofi (and his hand) - An enemy of the Collins family and powerful warlock
David Collins - the youngest of the Collins family with strong psychic powers
Laura Collins  - The presumed dead wife of Roger Collins and mother of David - also a powerful creature called a 'Phoenix'
The Leviathan Cult - an ancient cult that serves primordial masters who seek to control the Collins family, especially Barnabus Collins.
Doctor Julia Hoffman - Physician and scientist who is an ally to Barnabus Collins and the Collins family.
Quentin Collins - An amnesiac member of the Collins family who was both enemy and ally.

 




Sunday, August 30, 2020

The Car from 'The Car'

 The Car



 

 

 

 

 

 

 

 

 

 

 

Body: Rm (30) Speed: Rm (30) Control Rm (30)

Powers:

  • Self-Repair: The Car could repair itself completely with In (40) ability, unless it was completely destroyed.
  • Stealth: The Car had Ex (20) stealth
  • Ramming: The Car could ram with Ex (20) ability, passing through objects of up to +2CS material strength without having to make a body check while doing so. The Car could charge using its body as its endurance for the purposes of damage.
  • Fear Generation: Most people who see the car must make a Psyche FEAT vs. Gd (10) or be stunned for 1-10 rounds in fear.


Limitations:

  • Destruction: The Car could be destroyed if destroyed completely, and could not rebuild itself if necessary.
  • Holy Objects: As the Car was apparently the housing for a demon, Holy objects seemed to repel the creature.

Tomie from the manga 'Tomie'

 Tomie

 




 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 64
Karma: 60
Popularity: - 10
Resources: Pr (4)

Talents:
Mystic Origin*
Student*

Powers:

  • Serial Immortality: Tomie cannot be killed unless her body is completely destroyed in high temperatures, and then if one lock of hair or one single tear remains, she can fully regenerate into a new body with the same mental presence. Tomie's immortality is not readily explained, but as such, she also has the following:
    • Regeneration: Tomie can regenerate damage with Mn (75) ability, and can heal from decapitation or extreme damage
    • Recovery: Tomie can recover endurance ranks with Mn (75) ability, recovering from poisoning, stabbing, etc. with ease.
  • Iron Will: Tomie seems relatively unphased by her deaths or the extreme damage done to her, and in fact seems to enjoy some aspects of it. As such, Tomie is considered to have Rm (30) Iron Will.
  • Emotion Control: Lust and Hate: Tomie can cause great lust in men, causing them to abandon their normal behaviors and fall violently in love with her with In (40) ability. In addition, Tomie can cause many women to hate her with the same zeal at the same rank. Tomie always selects a single victim in which she focuses, and as such, it becomes an opposed Psyche effect rather than a straight power effect.
  • Self-Duplication: As stated previously, Tomie will duplicate from any single part of herself, either regenerating fully or grafting onto an unwilling host. Tomie has returned from a kidney (emerging from a transplant as a severed head) or even a lock of hair (grafting onto a unknowing recipient.) It is unknown how many copies of Tomie there really are.
  • Prehensile Hair: Tomie's hair acts as a living thing, and can fight, act, and kill without even needing to be attached to her with Rm (30) ability. Tomie's hair is considered to have Ex (20) body armor for the purposes of physical damage, and Rm (30) FASE.


Contacts:
Theoretically, Tomie is her own limitless contacts, although the movie Tomie vs. Tomie has shown that even identical, the Tomie-spawn can come into conflict.


Limitations:

  • Obsession: Tomie seems drawn to situations that will provide her negative emotion, speculating that it is possible she is some sort of emotional vampire. Tomie will become obsessed with a single individual, and drive that individual to madness if possible.
  • Unique Look: Tomie has a birthmark beneath her right eye which (despite different actresses playing the character) allows individuals who know Tomie to recognize her.
  • High Temperatures: Tomie seems unable to heal or regenerate from high temperatures, and it is theorized that such temperatures are the only means to truly kill her.

Eva Galley from 'Ghost Story' (Movie Version)

 Eva Galley



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 56*
Karma: 66
Popularity: - 5
Resources: Pr (4)

Talents:

Occult Lore*
Observation:


Powers:

Specter: Eva Galley is a specter, who seeks vengeance against the four men who were responsible for her 'murder'. Apparently drowned in the 1920s, the spirit of Eva Galley waited until the men were old and sought to destroy them and those they sired. As a spirit, Eva has the following abilities:

  • Immune: Eva is immune to most forms of damage as she is a ghost. While Eva can project herself as both her original human form and current state, Eva cannot be harmed by physical means.
  • Project: Eva can project herself over thousands of miles from the location of her submerged burial, capable of finding her targets at the same time as she did with Don and his brother.
  • Immaterial: Eva can render herself immaterial at will, appearing as a transluscent specter.
  • Fear Generation: Eva can generate horrific fear in her intended targets, either by revealing her true nature or by showing horrific images with Rm (30) ability. Eva cannot outright kill with this ability unless she rolls a Red result, which forces an Endurance FEAT which causes a heart attack in the target.

Contacts:

Eva employs two individuals, a young feral boy and a thug, named Fenny and Gregory Bates.


Limitations:

Obsessed: Eva is obsessed with gaining her revenge, and will kill whomever will benefit her or use her associates to do so. There is no reasoning with her.

Tied to body: Eva is nearly indestructible, but she will be dispelled if her body is located and properly revealed. Eva's body is still active under the lake where she was dumped, still within the remnants of the car she was left in. As such, should the body be found it immediately dispells her hold in the mortal world.

Cold to the touch: Eva is cold to the touch, a fact noticed by those who are intimate with her.

Water: If submerged while in her 'projected form', Eva will become frantic (reminding her of her own death) and require a Psyche FEAT to maintain control.

Samara Morgan from 'The Ring'

 Samara Morgan






 


 

 

 

 

 

 

 

 

 

 

 

(note, FASE represents values while she was alive)

F: Pr (4)
A: Pr (4)
S: Pr (4)
E: In (40)
R: Gd (10)
I: Am (50)
P: Am (50)

Health*: 52
Karma: 110
Popularity: - 5
Resources: Fe (2) (While living)


Talents:
Mystic Origin*

Powers:
Powerful Psychic: Samara Morgan possessed amazing psychic gifts as a child, allowing her to corrupt and destroy the people around her. Never sleeping, Samara's actions ultimately caused her own death, which increased her abilities and allowed existence in the mortal realm after death. Samara's abilities granted her several powers which she often used without hesitation, and included:

  • Psionic Manifestation: Samara could manifest herself in the living world after death through electronic devices or through possessed individuals. Samara's manifestations were solid and capable of inflicing real damage.
  • Fear Generation: Samara could generate Am (50) intensity fear, forcing individuals to make opposing FEATs or begin the dying process. If an individual failed or received a Green opposing FEAT, they would begin the dying process. If the victim received a Yellow FEAT, they would be stunned for 1-10 rounds. Samara would use her Fear generation in conjuction with her manifestation.
  • Increased Endurance: Samara's endurance was far greater than a child her age and build, capable of surviving both a traumatic attack as well as seven days within a well. Samara also never seemed to need to sleep, not requiring it for rest.
  • Hallucinations*: Samara has the ability to cause realistic hallucinations that can affect all living creatures, capable of distorting electronic imagery. and affecting lower life forms with Am (50) intensity. Samara often uses her hallucinations to weaken the resolve of individuals, driving them mad.
  • Psionic Internal Limbo: Once Samara died, her spirit moved into existence within a pseudo limbo, based around the images of her 'video' (See Curse). Samara's spirit dwells within the well amid the images, as her it was where her body had been placed within the real world.
  • Samara's "Curse": Samara's psionic abilities allowed her to pass onto a video tape, which has become an urban legend. In essence, Samara seeks to inflict the damage done to her to victims who watch her tape. After viewing the tape, the victim receives a call with a ghostly voice which says 'Seven Days'. Once a victim has seen the video tape, Samara may begin to affect the individual with her powers. At the end of the seven days, Samara gains full power and can manifest herself to the individual, usually using a television or other electronic imaging device, and kills the victim with cardiac arrest. In addition, the individual begins to show signs of bruising and smallpox-like symptoms, such as welts and fever. The individual can escape the fate by making a new copy of the tape and passing the curse along, but they are still within Samara's 'thrall'.
  • Telepathy: While not expressly stated, Samara has some level of telepathy at Gd (10).
  • Possession*: Samara can possess former victims who escape her curse with Ex (20) ability, choosing usually children (so far).

Contacts:
None

Limitations:

Rules of the Curse: Samara is seemingly bound by certain features of her curse. First, Samara cannot affect anyone who has not seen the video tape or has strong connections to intended victims. Samara's powers affect only those who have seen the tape, and can only begin to affect the individuals after the initial viewing. While Samara can manifest her powers through victims, she is limited to affecting only those individuals who have strong emotional connections to them.

Trapped: Samara can be trapped in her limbo by sealing the well's opening in the dreamworld. If Samara's well is sealed, Samara loses all ability to manipulate or affect the living world, including affecting former victims.

Hideous: Samara always manifests as a young girl who is decomposing, suffering a -1cs reaction.

The Tooth Fairy from 'Darkness Falls'

 The Tooth Fairy



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Matilda Dickson

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

Health*: 86
Karma: 66
Popularity: -15 (in the town of Darkness Falls)
Resource: Sh 0 (0)


Talents:
None

Powers:
Ghost: Matilda Dickson is a powerful specter, whose sole purpose is to kill anyone who catches a glimpse of her hideous face, which is hidden behind a porcelain mask. Matilda cannot be reasoned with, bartered with, or killed through convention means. Matilda is immune to nearly all physical attacks (although can be stunned and slammed), and cannot be permanently harmed in those means. In addition, Matilda has the following abilities:

  • Undead: Matilda no longer has the need to eat, sleep, breathe, or any of the other mortal trappings. As such, she is completely immune to attacks that would require her to make Endurance FEATS accordingly.
  • Telelocation: Matilda can home in on victims who have seen her face with Rm (30) ability.
  • Emotion Control: Fear: While not overtly stated within the movie, the novel states that those who see Matilda's true face are gripped with a terrible fear they cannot escape from. Matilda's fear generation is only against those who see her face at Am (50) intensity, causing an Int FEAT. Anyone below Rm (30) Int must begin the dying process.
  • Shadow Body: Matilda can move between shadows, pass through objects, and fly.
  • Natural Weaponry: Claws: Matilda can slash with Rm (30) ability, halving resistance protection in half , with each attack doing mystical damage. Matilda will always spend karma to raise yellow results to Red.

Contacts:
None

Limitations:
  • Light: Any illumination above Typ (6) will act as a deterrent to Matilda and prevent her attacks. Any Illumination above Gd (10) that actual hits her (like a focused beam from a halogen flood light) will do +2CS damage to her.
  • Hideous Appearance: Matilda is hideous, suffering a -2CS from all onlookers
  • Reputation: Everyone in Darkness Falls knows the story about Matilda Dickson, and how to ward her off, although few believe in her.


Barbabus Collins from 'Dark Shadows'

Barnabas Collins



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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


Health: 120
Karma: 80
Popularity: -5 (As the mysterious killer)/ 10 in Collinsport
Resources: Rm (30)

Talents:
Mystic Origin*
Martial Arts A
Occult Lore: Demonology
Resist: Domination
Occult Lore: I-Ching
Multi-Lingual
Mystic Potential*

Powers:
Vampire: Barnabas Collins is a vampire of the traditional Hollywood sort, displaying many of them both in the show in the comics. As a vampire, Barnabas has the following powers:

  • Bio-Vampirism: Barnabas requires blood to survive, and can pass his curse onto others.
  • Hyper-Speed: Barnabas can move with Good (10) speed (As seen in the Gold Key comic)
  • Hypnotism: Ex (20) ability to hypnotise individuals who make eye contact with individuals.
  • Natural Weaponry: Fangs: Ex (20) damage when biting
  • Animal transformation: Bat: While not often seen in the show, Barnabas often changed into a bat in the Gold Key Comic.
  • Invisibility: Ex (20): Barnabas can disappear and reappear at will.

Sorcery: Barnabas is a talented sorcerer, capable of using a variety of spells but shown to be able to perform several key spells:
  • Exorcism: Ex (20)
  • Mystic Detection: Ex (20)
  • Time Travel: Through using the I-Ching, Barnabas can send his spirit back in time to occupy his own body in the past. Barnabas can only travel to periods he exists in.

Contacts:
The Collins Family
Dr. Julia Hoffman
Willy Loomis


Limitations:

Barnabas has the following limitations:

Vampire: Barnabas has the traditional limitations of a Hollywood vampire, such as crosses, garlic, and requiring an invitation to enter among others

Dark Secret: Barnabas is posing as his own descendant, and as such, his vampiric nature is not widely known outside of a small circle of contacts

Enemies: Barnabas has many enemies, from the Leviathan cult to his most famous adversary, Angelique. As such, all of enemies of Barnabas know to use his allies against him.

The Event Horizon from 'Event Horizon' (1997)

 'I thought it said "liberate me" - "save me." But it's not "me." It's "liberate tutame" - "save yourself." And it gets worse.'

A ghost ship in space, the Event Horizon's maiden voyage took it to someplace...else. When it returned, it wasn't simply a ship anymore, it was a living conduit to a realm of chaos and evil. Determined to take the crew from the rescue ship Lewis and Clark back to the hellish dimension it escaped from, the Event Horizon was the monster of the movie.




The Event Horizon



 


 

 

 

 

 

 

 

 

 

 

 

Type: Space Cost: Un (100) Control: Rm (30) Speed: Cl3000 Body: Am (50) Hull with breakaway areas that are In (40), Protection: Rm (30) in most areas.

In addition

R: Rm (40)
I: Am (50)
P: Mn (75)

Karma:165
Popularity: 40 (By 2047, everyone has heard of the Event Horizon's failed maiden voyage but are not aware generally of its return).
Resources: N/A* (See Below)

Talents:
The Event Horizon is a starship, but has gained a unique talent: Mystic Origin*


Powers:
Possessed Starship The Event Horizon was armed with a prototype gravity projector, allowing it to 'warp' space around it. Instead of traveling to its intended destination of Proxima Centauri, the ship was instead sent to 'a realm of chaos and evil (hell)'. The travel changed the nature of the ship, granting a malevolence armed with supernatural powers. The ship has the following abilities:

  • Gravitational Warp Drive: As per the speed of the ship, the Event Horizon can travel great distances and even dimensions. The gravity drive requires a recharge period, and can be activated either by the pilot or the Event Horizon itself. The central drive also can send individuals to the hell-dimension by engulfing them in the black viscous material that powers the drive.
  • Telepathy: The Event Horizon has telepathic abilities, allowing the ship to read the thoughts of those present and draw upon memories, no matter how personal or private. The ship is considered to have Mn (75) telepathic powers within itself, and can broadcast to specific individuals with much longer range (Up to Shift X to its creator).
  • Hallucinations*: Once the Event Horizon has uncovered fears, dark secrets, or guilt about an individual, it tortures them with images and memories of those truths. The Event Horizon can make an individual relive those moments or create new horrific images capable of driving individuals to madness or murder. Event Horizon's ability to do this is Monstrous (75)
  • Environmental Control: Interior: The Event Horizon has complete control over its interior environment, creating flames and other standard starship environmental hazards. The Event Horizon is considered to have Rm (30) environmental control over itself, with certain conditional situations (See Limitations).

Although not specifically shown or stated, it is possible that the Event Horizon has other 'abilities' gained from its turn in hell. In addition, the Event Horizon act as a conduit, and those passing to that dimension can be 'transformed' by the experience (As seen by Doctor Weir).

Contacts:
Theoretically, the Event Horizon has no contacts, although it could be suggested that the creator of the Event Horizon, William Weir is a contact.

Limitations:
The Event Horizon is bound by several key Limitations:
  • Bound by a hellish purpose: The Event Horizon's entire goal is to draw others to it and then transports them to hell or attempts to have them kill themselves. The Event Horizon is an elegantly evil trap, and does not attempt to change or deviate from this purpose in any way.
  • Still A starship: Despite its unique situation, the Event Horizon is still just a starship, and is bound by the physical aspects of itself including being overridden at times and bound by regular physics while in 'normal' space. The Event Horizon cannot change its shape or do something that a ship couldn't normally do.
  • Enabler: The Event Horizon cannot act simply to kill someone, it is bound by certain rules it would seem. The Event Horizon can drive people to madness and evil, but it cannot outright kill them, often requiring the victims to kill themselves or having an agent (such as Doctor Weir).

Azazeal from 'Fallen'

 Time is on my side, yes it is...

The demon Azazel is both the antagonist and narrator of the superior Denzel Washington film 'Fallen', often making references to both its nature, its desire to subvert good men, and its near destruction. What makes Azazel a compelling opponent is the nature of Azazel, which is both fascinated and determined to destroy mankind.

So.....Azazel



Azazel

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

Health: Various
Karma (Normally): 90
Popularity: - 2
Resources: Various

Talents:

Mystic Origins*
Multi-Lingual
Theology

Theoretically, Azazel has countless talents as being an near-immortal being.


Powers:

Demon: Azazel is a fallen angel, who exists as a pure psychic creature capable of possessing individuals through either touch or through the death of its current host. Azazel is capable of the following abilities:

  • Immortal*: So long as Azazel has a host, it is effectively immortal and is capable of moving through various hosts.
  • Possession*: Azazel can possess a host with Am (50) ability, through either touch or through the death of its current host. Azazel can jump through multiple hosts in one round if they are touching, or can possess animals as necessary. Azazel is in complete control of its host, and has tale-tell signs of possessing someone: Azazel is always left-handed, has full memories of itself, likes cornflakes, and sings 'Time is on my side' by the Rolling Stones. Should a host be terminated while Azazel is possessing them, Azazel will simply move to the next living creature.
  • Psychic strength: In true psychic form, Azazel has greater intuition and psyche, upwards of +1cs for each.

Contacts:

While possessing a host, Azazel can use the same contacts the host would have.


Limitations:

Holy Ground: For obvious reasons, Azazel cannot cross holy ground inside of a host.

Must possess to live: Azazel can only exist while inside a living host, and cannot survive long without a host. Azazel must have a host, and if no living creature is nearby within four rounds, it will begin to perish. Azazel can only exist for up to 1/6th of a mile without a living host. If one cannot be found within a full minute, Azazel perishes.

Note:

No picture provided....just imagine Aunt May singing 'Time is on my side'

The Nocturnals - Pacific City's paranomal adventurers.

 

Created by Dan Brereton in 1994, the Nocturnals seem to have the right blend of horror, pulp, and the supernatural mixed with heroic action. Needless to say, I'm a humble fan. An excellent RPG supplement was published in 2004 for Mutants and Masterminds which not only goes into the background of the characters, setting, and storylines of the heroes, but introduces new adversaries and canon material.


The Nocturnals

The Micronauts


I have not done a great number of Micronaut write-ups, focusing on just a few of the characters that I felt needed more coverage or that were important to me. I do plan at some point revisiting the Micronauts and doing additional write-ups as Bill Mantlo's run influenced me greatly.



Doomhead from '31'

 'You know what they say, kemosabe, in Hell, everybody loves popcorn.


Doom-Head






 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 80
Karma: 60
Resources: Typ (06)
Popularity: 0*(See Below)

Talents:
Doom-Head has displayed the following Talents:
Unarmed Fighting
Sharp Weapons
Blunt Weapons
Firearms
Improvised Weaponry*
Knowledge: Torture
Knowledge: ‘31’
Knowledge: Psychological Warfare
Knowledge: Game Area
Tracking
Shadowing

Powers:
Doom-Head is the final ‘head’ released during the game of ‘31’, the most dangerous of the killers that the victims chosen for the game must face. In essence, Doom-Head is a normal person, and with most of the ‘normal’ people in my write-ups, he’s got unusual ‘pseudo-abilities’ that grant him greater advantages:

  • Unique Karma Rules: Doom-Head is the most dangerous of all of the hunters of ‘31’, and specifically has earned that title through tenacity, brutality, and viciousness. Doom-Head gains karma through taunting his victims, and doubles his normal award when he successfully kills a 
  • victim he is stalking. Unlike the other ‘heads’, Doom-Head may spend karma from a karma pool established by the three main figures of ‘31’ – Sister Dragon, Sister Serpent, and Father Napoleon Silas Horatio-Murder. The ‘31’ Karma pool is equal to the combined karma scores of the victims ‘playing’ the game, which will be spent to ensure Doom-Head makes critical rolls including vs. Death and the like until exhausted. Doom-Head will always spend Karma for kill results out of his personal score.
  • 31 Environment and Game: The ‘31’ environment and game are played over the course of 12 hours in a location which is completely inaccessible and out of the way, consisting of rooms, mazes, dangers, and of course, killers. Once ‘31’ has begun and Father Napoleon has started the game, exits are sealed and, in many cases, hidden, forcing those playing to search for both safety and escape. Those who are in the ‘31’ area seem to be disoriented and suffer -2cs to Intuition FEATS while traveling or navigating through the disorienting maze. The Head (and especially Doom-Head) do not suffer the penalty of the disorientation, as they have ‘played’ 31 enough to be used to the areas and aspects. The ‘Aristocrats can observe and bet on the progress of the ‘players’, often making bets accordingly. After six hours or if the number of the players is reduced to half, the Aristocrats allow Doom-Head to enter and exits are opened to the outside area. Doom-Head will stalk and murder any survivors, specifically seeking out the most wounded or vulnerable first and saving the strongest for last. Doom-Head gains a +1cs on top of his abilities for Stealth and ‘getting the drop’ on individuals while inside the ‘31’ play area.
  • Ignore Pain: Doom-Head can ignore his own pain, allowing him to act and stay conscious even if damaged through a simple Endurance FEAT, and can ignore any Stun effect that is not greater than his Endurance. Doom-Head can still be slammed and takes full damage from effects.

Contacts:
Doom-Head relies on the Aristocrats.

Limitations:
Doom-Head has the following limitations:
  • Bound to the rules of the game: Doom-Head is bound to the rules of ‘31’, and follows them to the letter – so when a victim actually ‘wins’ while Doom-Head is engaged with them, Doom-Head will immediately stop. Doom-Head follows the game to the letter.
  • Sense of Duty: Doom-Head follows the orders and implied commands of the Aristocrats with little question.
  • Secret ID*: Through implication Doom-Head has a ‘normal’ identity, which is never mentioned a factor.
  • Bloodthirsty and Sadistic: Doom-Head is a murderer who enjoys his work. Doom-Head will act in accordance with his bloodthirst.


C. Auguste Dupin and the Murderer from 'Murders in the Rue Morgue'

 The riddle, so far, was now unriddled'


C. Auguste Dupin

 


 

 

 

 

 

 



 

 

 

 

 

 

 

 

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

Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 10

Talents:
C. Auguste Dupin is the first literary detective, noted for his use of intellect and logic to resolve crimes. Dupin is considered to have the following talents based on his appearances and apocrypha:
Detective/Espionage
Military
Firearms
Chemistry
Zoology
Rudimentary Forensics (For 1840)
Medicine*
Knowledge: Politics (European)
Knowledge: Paris
Nobility*
Heir-to-Fortune (Although it is all lost before the first Dupin story)
Crime* (The knowledge of, not the current practice).


Powers:
Abductive Reasoning: Dupin can make extraordinary guesses based on observation and information to solve baffling crimes and mysteries based on subtle information. While not a real power, Dupin’s abilities seem to border the paranormal. In essence, Dupin can make a Reason FEAT to determine information about a particular situation based on his skills and experience. Dupin then makes an Intuition FEAT which will determine a successful result. For each success level, Dupin’s abductive guesses can glean additional details and information about a particular case or situation. In essence, Dupin makes a Reason FEAT, which adds to his Intuition FEAT:

  • Green Result: No additional bonus
  • Yellow Result: +1cs to next Intuition FEAT
  • Red Result: +2cs to next Intuition FEAT
Dupin’s skill bonus is then applied to his result, maximum of Am (50) ability. Dupin is considered the finest detective of his era, and future fictional detectives are based on him.

Contacts:
Dupin has several contacts within Paris society, as well as contacts that are well-placed within the government and abroad.

Limitations:
Dupin’s limitations are implied:

  • Out of favor: Dupin is well-respected for his ability as a detective, but his family has fallen out of favor and the once great fortune has all but gone. Dupin often seeks to do the right thing despite reward, but his current situations seemingly place him in need during one of his cases. Dupin’s resources were perhaps at Ex (20) at one time, but now are at Typ (06) and he lives at a much lower level than he once did.
  • Reputation: Dupin has a reputation as being logical and a little bit off-putting to those who do not know him well. Dupin’s obvious genius makes him seem a bit aloof and cold.
  • Age: Dupin is slightly older than his contemporaries and is a striking man of his middle age.



Notes:
Despite the lack of physicality represented in the story, I believe that Dupin’s FASE is fairly accurate based on additional writing and lore regarding Dupin’s backstory that was developed post-Poe but considered to be part of the character.
I have no doubt on Dupin’s RIP score, as I believe he was considerably intelligent, aware, and possessing greater willpower.



The Rue Morgue Murderer.




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Fe (02)
I: Typ (06)
P: Pr (04)

Health: 50
Karma:12
Resources: 0
Popularity: 0/-2 (once discovered, and only then as a small story)

Talents:
The murderer can mimic physical actions of individuals, but only roughly and with an almost parody of said actions – nothing serious, only something like shaving or similar.


Powers:
The orangutan has no powers, and is only a healthier than average specimen.

Contacts:
The orangutan has no contacts.

Limitations:
The orangutan has no additional limitations outside of being an animal, but if one wanted to suggest that it was bloodthirsty, it wouldn’t be out of the question.

Notes:
The orangutan’s reveal as the murderer is one of the all-time twist endings, and only ever served to perplex the situation. Orangutans are docile in comparison. I added bonuses to the typical ape write-up to reflect what I felt was the differences as described.

The True Knot from 'Doctor Sleep'

"We are the True Knot,” they responded. “What is tied may never be untied."





 

 

 

 

 

The True knot



The True Knot are a cabal/tribe of psychic vampires who move throughout the country (and have done so for centuries) seeking psychically enhanced children whose abilities and powers have manifested. The True Knot uses its seekers to discover a child with such power and move to acquire the child, draining their psychic energy or ’steam’ from the victim while torturing them to increase the steam output. The True Knot members feed on this energy, enhancing their abilities, restoring their youth, and allowing them a kind of immortality. The True Knot has the following abilities/attributes:

Psychic Vampirism: The True Knot are an old clan of psychic vampires who have existed in the United States before the Revolutionary War and have remained active. By draining steam from victims who are being tortured or from great scenes of disaster, and by doing so restore their vitality, youth, and vigor. The True Knot members do not age or are harmed in traditional ways, but instead rely on their supply of steam either through finding sources or the bottled steam they’ve collected from victims over the years. True Knot members have three sets of FASE: Based on their current or ‘normal’ levels of ability, the reduced levels in which they have not taken steam, and their upper levels in which they take great quantities of steam. True Knot members begin to age to their true ages after going 2 weeks without Steam, becoming more susceptible to normal infirmities and conditions. By week 3, the True Knot members suffer penalties to the FASE and Health, and by one month they must begin to make daily Psyche and Endurance FEATS to remain active. The benefits for being a member of the True Knot is as follows:


  • Increased FASE and P: A member of the True Knot which has fed gains +1cs - +2cs to their FASE while they are fed, maximum of Rm (30) for Fighting and Agility, Maximum of Ex (20) for Strength, Maximum Am (50) for Endurance, and a bonus to their Psyche of +1cs.
  • Immortality*: When a person is brought into the True Knot, they are turned into a member of the Knot in an elaborate ritual in which they may not survive. Should the new member survive, they will remain as youthful as they were when they were first embraced by the True Knot, remaining healthy and with vigor at that point as long as a supply of steam is provided. The immortality is not true immortality as members of the True Knot are still susceptible to certain common diseases (such as measles) which can kill them if not treated. Terrible wounds are healed through steam, and so long as a supply is available, the members of the True Knot can survive for centuries.
  • Enhanced psychic abilities: Members of the True Knot are themselves gifted usually with some form of psychic power – such as psionic detection, Mental Invisibility, or the like. These abilities are further enhanced on their embrace by the True Knot, increasing the ranks by at least +1cs. Rose the Hat’s abilities were formidable before her time with the Knot and only increased with her becoming a member.
  • Group Connection: Members of the True Knot are connected with one another psychically, able to read each other’s surface thoughts and situations, as well as determine when a member has met with danger or deadly incidents up to half a continent away. The connection between the True knot is stronger with those who have abilities that are more dedicated to psionic detection, and Rose that Hat’s ability is great enough to determine the status of the members of the True Knot directly with her or feel the destruction of members and be able to identify them with certainty and clarity (As she did with Crow Daddy). This connection is considered Mn (75) for the purposes of sensing members and communication but only for True Knot members.
  • Spirit Storage: Through undefined means, the True Knot can draw steamfrom a victim and store it in pressurized storage tanks which are kept with Rose the Hat. One compressed tank can hold the steam of one individual, and the True Knot believes they have up to 30 tanks at any one time to get them through ‘the lean times.

In Plain Sight: The True Knot moves in plain sight as caravans of campers and RV travelers, as unobtrusive as possible. The True Knot has mastered the ability not to stand out, and to spot the members or their activities takes incredible effort. Combined with their resources, the True Knot owns several campgrounds across the US and utilize routes established to avoid detection. Even when the suggestion may be made that perhaps something is amiss, the True Knot will only be vaguely remembered. This isn’t necessarily a true power, but it is incredible creepy how easily they can move through society, and any check trying to detect them or perceive their activities would require a Rm (30) intensity FEAT.

Resources: Although the True Knot appears as not having much money individually, they actually possess collectively Mn (75) resources, having enough money, property, and legal protection to provide them with the necessary covers and ability to afford things without being questioned. In addition, The True Knot’s resource go back centuries and not just in money – they own many businesses, services, and corporations which have a broad range of things. The True Knot can with enough time procure military grade equipment, cutting edge technology, and even drugs and chemicals not available in the common market simply by moving a few resources and setting up necessary dead-drops. The True Knot is so adept at hiding their activities and resources that it is very doubtful even they are aware of how much they really have. The True Knot owns countless properties throughout the continental US, Canada, and Mexico (including the remnants of the Overlook Hotel).

Contacts:
The True Knot has a front man who usually handles all connections to the normal world (Or ‘Rubes’ as they refer to anyone not in the True Knot).
Limitations:
Despite their formidable nature, the True Knot has several key limitations:
  • Dying and Death: The True Knot is not truly immortal, and can die either through diseases they may not have been immunized against when not a member of the not or through damage. Dying for a member of the True Knot is incredibly painful, as they begin to ‘cycle’ between fading away and remaining cohesive. When a member of the True Knot suffers a kill result or suffers a loss of Health to 0, they not only begin the dying process but they cannot stabilize without steam and suffer an additional -1cs Endurance Loss each round. While they are in the dying process, they will begin to fade out of existence (leaving their clothing and items but seemingly to just ‘compress’ into nothingness. The True Knot member must make a Psyche FEAT at -2cs to remain conscious during the event or immediately suffer another loss of one Endurance Rank. While cycling, the True Knot member is incapable of physical action but can speak or react. Cycling is a painful action and is one of the few things that the members of the True Knot fear.
  • Absolute Leadership: Rose the Hat rules the True Knot and ultimately controls the True Knot’s power, access to steam, and resources. Those who leave the Knot under Rose the Hat’s leadership are considered ‘cut off’ and probably wouldn’t survive long without the ability to locate additional steam. In addition, Rose’s obsessions drive the focus of the True Knot, which can be on occasion incredibly self-destructive.
  • Vulnerability to Diseases: The True Knot is incredibly susceptible to diseases like measles, which gains a +2cs to infect and debilitate members of the Knot. As many members existed prior to vaccinations, they would be extraordinarily at risk, especially if depleted by lack of steam.
  • Secrecy: The True Knot value secrecy above all things and would go to great lengths to both avoid detection and revelation. The True Knot is not above using every method at their disposal to silence someone who knows anything about them, but prefer to handle such things quietly.
  • Attracted to Tragedy: The True Knot seems to be attracted to tragedy or upcoming tragic events. Partially due to the need for steam, and partially due to perhaps connection to areas drenched in violence. The True Knot is always present in the US at scenes where disasters happen.

 

Rose the Hat from 'Doctor Sleep'

 Stay away from the woman in the hat. She's the Queen Bitch of Castle Hell.

 

Rose the Hat


 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 100
Karma: 90
Resources: Mn (75)
Popularity: 0*

Talents:
Rose the Hat has displayed the following skills:
Mystic Origin*
Leadership*
Human Nature
Knowledge: The True Knot
Charm
Driving
Firearms (alluded to)
Knives and sharp weapons (alluded to)
Knowledge: Continental US Locations
Knowledge: Multi-lingual


Powers:
True Knot Psychic Vampire
Rose the Hat is possibly the most formidable of the True Knot, and is their absolute leader. Rose possesses several psionic abilities which have been amplified by being a member of the True Knot, and has additional abilities that allow her the following powers:

  • True Knot Psychic Vampire: Rose the Hat has all of the advantages and disadvantages of being a True Knot member. Unlike the other members, Rose is always at full Steam, using the concealed pressure tanks that are used to store the spirits to empower herself. Rose’s attributes will never drop below where they are now due to the lack of Steam, nor does she suffer the diseases and weaknesses the other do. Please see the write-up for The True Knot for further details on abilities and limitations.
  • Psionically Gifted: Rose has many psionic abilities which have been further enhanced by her conversion to a member of the True Knot. Rose can detect psionic activity at Rm (30) ability, and possesses a degree of awareness when even her mind is lightly read. Rose can actually detect Steam or psychically powered children with Un (100) ability, able to sense powerful figures up to 200+ miles with some ease. Rose cannot draw specifics, but the closer she gets to a perspective target, the easier it is for her to read it. In addition, Rose is considered to have Ex (20) protection vs. Psychic/mental effects, and can even transpose herself mentally with a target, seeing and experiencing what they can see, feel, and sense. Perhaps Rose’s most dangerous gift is the ability that she can plan suggestions into the minds of individuals with Ex (20) Psyche or less, which usually are ‘trust these people’ or ‘Don’t struggle’. Rose can also probe the mind of anyone she links with to see their past and what drives/makes them afraid. Rose reduces resistance to those she links with by 1cs, and then further reduces their resistance if she makes a Red FEAT vs. Rm (30) intensity.

Contacts:
Rose the Hat has contacts within the True Knot, and vicariously she can use the Mn (75) resources of the True Knot and several of their legitimate holdings and connections to gain whatever she wants or needs.

Limitations:
Rose the Hat has several key limitations that derive from her nature as well as a member of the True Knot. They include:
  • Vulnerabilities of the True Knot – Rose shares many of the common vulnerabilities of the True Knot, and if reduced to 0 Endurance disappears/ceases to exist.
  • Vengeful: Rose the Hat is extremely vengeful, and will go to great lengths to revenge herself upon those who have thwarted her efforts, embarrassed her or make her look foolish or weak, or because she simply feels that proper respect wasn’t shared. Rose will allow her need for vengeance to blind her and actually will cause a -2cs to any actions utilizing her powers As examples, Rose effectively destroyed the True Knot in her pursuit of Abra Stone, going to so such lengths as allowing a then 13 year old Stone to taunt her into agreeing to terms of a ‘final showdown’. Rose also underestimates her enemies when she is pursuing them for vengeance, often times making critical mistakes she would not normally make.
  • Rose’s trademark hat – Rose’s trademark is her old black hat, which is described always sitting on an impossible jaunty angle. Rose will violently attack anyone who knocks her hat off, makes fun of it, or attempts to destroy it. In many cases, Rose’s hat is tied so intrinsically to her that the hat appears to people in visions long before Rose or the True Knot ever encounters them.
  • Hideous Visage: Rose is described as almost unearthly beautiful, unless she is about to feed or wishes to intimidate her opponents, when her real appearance is revealed – Rose has no teeth, but a distended jaw which houses a single tooth that as described is yellowed, long, and curved like a walrus tusk. Rose’s appearance is so unsettling that even after she is encountered the image is tied to her, making those who deal with her rattled. As such, anyone who encounters this visage of Rose will have a hard time ever thinking of Rose the same way.

Licorice Dust from 'Tarot, Witch of the Black Rose'

 Everything was taken from me when I was turned into a vampire. Everything!



 Licorice Dust

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 140/150
Karma: 60
Resources: Pr (04) to Typ (06)
Popularity: 0/5/-5 (Generally/In occult circles)

Talents:
Licorice has the following talents:
Mystic Origin*: Vampire
Computers
Brawling
Aerial Combat
Knowledge: Area
Knowledge: Occult sites
Knowledge: Vampires

Powers:
Vampire: Licorice is a vampire, possessing all of the traditional powers as one of the undead and the specific physical changes accordingly. Licorice’s powers include:

  • Bio-Vampirism*: Vampires within Tarot’s world are not necessarily bound by the same traditional powers and limitations of a regular vampire. Licorice’s thirst is never beyond her control, although there are times it has come closer. Licorice could infect someone with vampirism, turning them in 1 – 3 days after infecting them, but rarely contemplates this unless truly angry or engaged. Licorice regains health after feeding, and shortly after feeding Licorice’s strength is increased to Incredible with an increase of health total by ten.
  • Hypnotic Control: Licorice has mastered the ability to use her hypnotic control, capable of swaying other supernatural creatures with ease and is considered to have In (40) ability, but has shown only to be able to affect one person at a time, and only through direct eye contact. Licorice will spend karma to succeed in controlling someone, and the victim is fully aware of what is happening while Licorice has control over them.
  • Shape-Shifting: Licorice can alter her shape to some degree, giving her natural weaponry in the form of claws or allowing her to have bat-like wings. Licorice can alter her shape at will within those parameters with Rm (30) ability, granting her Rm (30) flight, Rm (30) natural weaponry: Claws which halve effective body armor, and increase her natural bite attack to Rm (30).
  • Adjusted FASERIP: Licorice’s attributes were changed when she became a vampire, hence the enhanced abilities and higher than normal strength/agility.
  • Immunity: Licorice is considered ‘Immune’ to the following: Poisons, Aging, Toxins, and gas effects. In addition, Licorice seems unbothered by temperature extremes or other environmental effects (except sunlight).
  • Animal Control: Licorice has the ability to control vermin, bats, wolves, spiders, and other similar creatures with Rm (30) ability. Licorice can summon such swarms within one round and can command them while acting either through premediated actions or verbal commands.
  • Hyper Speed: Licorice is inhumanly fast, possessing Rm (30) hyper speed and uses her speed to both boost her initiative and gain a second action.
  • Inhuman senses: Licorice has inhuman senses, can see in complete darkness and perceive auras, hear heartbeats and discern them up to three areas away, see the blood flow through an individual, discern poisons and scents, and other associate sensory processing with Rm (30) ability.
  • Undetectable: Licorice cannot be seen with electronic devices and does not show up in photographs or similar devices. Licorice can be picked up with special equipment which can see auras as a ‘negative’ being. Similarly, Licorice can be detected through means used to spot the undead. Licorice can track with Rm (30) ability.
  • Stealth: Licorice is incredibly stealthy, possessing Ex (20) stealth to avoid detection.
Contacts:
Licorice Dust has connections in the occult world, specifically through her girlfriend Boo-Cat, as well as her original vampire ‘sisters’ who were converted at the same time. Licorice has tentative contacts with the Skeleton Man, and has a terse relationship with Tarot and the witches of the Black rose.

Limitations:
Licorice has several key limitations:
  • Unusual Looks: Licorice has pale alabaster skin, pointed ears, and fangs at all times. Licorice is clearly a vampire and suffers a -2cs to social FEATS anyone who recognizes the signs.
  • Fatal Vulnerability: Licorice has a fatal vulnerability to sunlight, and takes +2cs damage each round exposed, suffering a -1 to Endurance ranks each round exposed. Licorice will regain her Endurance ranks as soon as she escapes sunlight, and regenerate damage per her Endurance score each round, but such burns leave her skin marked for at least a day. The slightest beam can affect Licorice and begin the damage/dying process.
  • Fatal Vulnerability: wooden stakes: Licorice suffers the traditional Hollywood vulnerability of destruction via wooden stake through the heart. If the stake penetrates Licorice’s heart, she will immediately begin the dying process with three to four rounds before she is considered ‘permanently dead’. If the stake is removed prior to permanent death, Licorice will regenerate damage accordingly and will return in 1-3 rounds. During the dying process, Licorice’s body collapses into a skeleton, decaying instantly until/if the stake is removed.
  • Jealous: Licorice is quietly very jealous of her girlfriend’s other relationships, and will allow her temper and emotions to get the better of her, often acting or overreacting to situations. Licorice will assume the worst in any situation concerning Boo Cat, and must make a Psyche FEAT at -1cs to regain control of herself.
  • Prey Dedication: Licorice hates those who prey on children, specifically child predators and abusers, once spending a full year hunting them with merciless precision. Licorice will dedicate herself to any length of time to bring those beings to bloody justice, specifically at her own hands.
  • Reputation: Licorice Dust has a reputation within the greater Salem community as a temperamental and violent figure at times, as well as someone who can be mercurial in her dealings.