Friday, August 5, 2022

Tuesday, March 23, 2021

Paladin - Have Gun Will Travel

  

Have Gun, Will Travel....Wire Paladin, San Francisco








 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 70
Karma: 60
Popularity: 10
Resources: Ex (20)


Talents:

  • Guns
  • Marksman
  • Martial Arts A, E
  • Horsemanship
  • Military
  • Polyglot: Paladin can speak and write upwards of 12 languages through the course of the series (That's shown)
  • Knowledge: Current events
  • Knowledge: Etiquette
  • Knowledge: History
  • Sharp Weapons: Knife
  • Quick-draw: Paladin gains a +1 initiate bonus when drawing either his custom .45 or derringer
  • Law*
  • Detective


Powers:
While not officially 'powers' per say, Paladin has displayed the following power-like effects:

  • Combat Sense: Rm (30)
  • Iron Will: Ex (20)


Contacts:
Hey Boy: A Chinese valet and confidant of Paladin, whose real name was revealed as Huong.
Hey Girl: Hey Boy's replacement


Limitations:
  • Mysterious Nature: Paladin's mysterious background works for and against him, often placing him in situations (such as accusations of murder especially).
  • Code of Honor: Paladin maintains a strict code of honor in all of his dealings, which means he will honor the letter of the deal if pressed, will refuse to work for someone who is dishonorable or evil,  or occasionally working pro bono. 
  • Reputation: Paladin's reputation when recognized is that of a professional gunslinger and is often treated with an air of fear and respect. 


 


Jack's Villainous write-ups

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Over the years I've written up a few villains that I either really liked or that I wanted to cover. While someone once argued that most of the horror characters are villains, I felt that horror characters stand alone - these were comic villains I really liked or wanted to feature.

So, how 'bout them bad guys!



Batroc the Leaper - George Batroc, the great villain of Captain America who has been an occasional ally
Black Adam - Fawcett's answer to Captain Marvel - Teth Adam, the champion of ancient Egypt and enemy to the Marvel Family
Captain Cold - Leonard Snart, the arch-nemesis of The Flash
The Super-Skrull - Kl'rt, the champion of the skrulls and a one-being Fantastic Four

Jon Sable: Freelance

Originally Published on Classicmarvelforever.com on 05/05/2009


 

 

 

 


 

 

 

 

 

 

 

 

 

 

Jon Sable (In 1984)

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

Health: 90
Karma: 70
Popularity: As Jon Sable: 15, As B.B. Flemm: 30
Resources: Rm (30)


Talents:
Sable has many talents, including:

  • Hunting
  • Tracking
  • Athletics (He was an Olympic athlete who competed in the 1976 games.)
  • Military*
  • Guns
  • Marksman*
  • Sharp Weapons
  • Multi-Lingual
  • Detective/Espionage
  • Martial Arts A, B, E
  • Tumbling
  • Knowledge: Intelligence networks
  • Performer: Writer
  • Boxing


Powers:
None

Contacts:
Sable has contacts throughout the world, but chief among his contacts are:

  • Sonny Pratt
  • Eden Kendell: Sable's publisher and confidant
  • Myke Blackmon: Sable's on-again/Off-again girlfriend and illustrator.
  • Chief Winters: While an antagonistic relationship exists between Sable and Winters, it was shown to soften a bit (Shaman's Tears # 5) to the point that Winters probably is a contact.


Limitations:

  • Public ID: Sable maintains his identity publicly as an adventurer for hire, and is well known for his activities.
  • Secret ID: Sable maintains a dual identity specifically as B.B. Flemm - the writer of popular children's novels  Sable is very careful to maintain the public identity of the writer, purely for financial reasons (It was imagined that Sable's persona would tank sales).
  • Wanted: Sable has been wanted for murder at one time in Africa.

 

 

As you might tell, Jon Sable was perhaps one of my favorite comics in the 1980s and possibly one of the better books out of a period of time of better comics. Sable had a short-lived TV series in 1988 and has long been the subjects of possible adaptions.

Monday, March 22, 2021

Deathblow from Image Comics (Original Version)

 Originally posted on Classicmarvelforever on 4/10/2009

Deathblow


 

 

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Michael Cray


F: Am(50)
A: Rm (30)
S: Ex (20)
E: Am (50)
R: Ty (6)
I: Rm (30)
P: Rm (30)
Health:150
Karma: 68
Popularity: 5
Resources: Gd (10)
Origin: Gen Active Human

Talents:
Cray is an elite military operative, who has the following skills:
Military*, Demolitions, Covert Operations, Detective/Espionage, SCUBA, Marksman*, MA: A, C, Trivia: Elite Operations, Trivia: Modern Weapons, Trivia: Special Operations, Combat medicine

Contacts:
Deathblow has the following Contacts
Remnants of Team 7, Special Operations, Sister Mary, Various Covert Operations contacts, Various US Military Contacts

Powers and Equipment:
Deathblow has several powers due to his Gen-Active nature, which did not emerge until recently:

Regeneration*: Cray has AM (50) Regenerative and Recuperative powers.
Recovery: Cray also has the impressive ability to recovery from damage at a surprising rate,

Limitation: Originally, Deathblow was supposedly suffering from inoperable cancer, and was dying. Either due from drinking from the Holy Grail, or his own latent Gen-Active powers, Cray was healed of the cancer.




Femme Fatales and Heroines

 

 



 


 

Over the years I've covered a number of heroines and Villains. A great deal of time these write-ups had been covered by others, but I feel I was able to bring a different view on them and feature characters that at the time were not as well known or as covered by other sites.


The Cheetah - The Deborah 'Debbie' Domaine version. I believe I was the first to do this write-up
Dejah Thoris - The Princess of Mars
Harley Quinn - Dr. Harleen Quinzel, representing her pre-current status.
Huntress - the Helena Wayne version from Earth-2, prior to Crisis on Infinite Earths
Isis - Archaeologist Andrea Thomas who uses her amulet to transform into Mighty Isis
Jakita Wagner - One of the main figures in Planetary
Lady Deathstrike  - Yuriko Oyama, The enemy of Wolverine and anti-heroine
Lady Rawhide - The 'Bad Girl' of Zorro from Topps Comics
Lizbeth Salander - The girl with the dragon tattoo
Mera - The queen of Atlantis and heroine in her own right.
Pantha - The shapeshifting priestess of Bast from Vampirella
Red Sonja - The She-Devil with a sword in her original MU incarnation
Rose Tattoo - The spirit of murder and occasional member of the Authority
Shakira - Travis Morgan's shape-shifting companion from 'The Warlord'
Tigra - Greer Grant Nelson, Marvel's feline fury
Vampirella - The alien vampire from the planet Drakulon 
Xena - The Warrior Princess 
Yukio - The ally of Wolverine as presented in The Wolverine. 


Three quick updates

 Thank you guys for your support. A lot of people reached out to me privately and I really appreciate it. What I've decided to do is leave the blog up and finish the initial plan to move all the write-ups here and update the reference pages, but I'm not adding new write-ups at this time.

There are amazing resources out there and I will continue to link to them and work to support our MSH RPG community. I'm still running online events and MSH games via Discord and Google Meet and will hopefully be able to restart my horror game as a 'live' game sometime in the near future. 



Friday, March 5, 2021

Updates and shutddown plan.

 Hey All

I'm in the process of doing some final updates, but it is my plan to shut down the blog sometime in April 2021. I'm on the fence about this, but I think it's time. I've enjoyed providing write-ups to the Classic Marvel Community for the last decade+ and longer on CMF, and CM remains my favorite system supporting my long-running campaign Defenders International - but I think it's time. I may change my mind, but I wanted everyone to know here.

Thank you for your support over the years and your interest in my take at write-ups.



Monday, October 12, 2020

Abigail Bellweather from 'Motherland - Fort Salem'

 “It's our chance to show who we are to the community that matters..”

Abigail Bellweather

Abigail-Bellweather



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

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

Talents:
Abigail Bellweather has the following talents as part of her background and the completion of her training at Fort Salem

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Sharp Weapons
  • Mystic Bloodline*
  • Unique Weapon: Scourge*
  • First Aid
  • Knowledge: Bellweather Family
  • High Society and protocols

Powers:
Witch:
Abigail and the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Abigail’s abilities include:
  • Witchcraft: Abigail possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Linking – Abigail is skilled at linking her unit together and can increase the base damage and manipulation by +1cs. Abigail’s central ability to link with the unit allows her to experience what her unit experience as well as gain advantage when determining initiative or resolving conflicts. Abigail can also gain insights into events around her unit, into occasionally gaining flashes of events that have occurred in the past. Abigail does this with Rm (30) ability.
  • Persuasive Manipulation: Abigail is capable of manipulating individuals with her craft skills, capable of mimicking the power Hypnotic Voice with Rm (30) ability. Abigail is able to place long-term post-vocal commands and had done so with her former boyfriend Paul.

Equipment:
Abigail utilizes standard military equipment as well as a hand-made scourge and Salva.

Due to Abigail’s contacts within High Atlantic society and her mother’s position as part of the Joint Chiefs, Abigail has had opportunities and resources not usually available to a recruit.

Contacts:
Abigail is well connected in the High Atlantic based on her family’s status and is considered to have superior contact levels with her unit.

Limitations:
Abigail has the same limitations as all witches including the birthmark that signifies her of a major bloodline. In addition, Abigail has the following limitations:
  • Familial Service/Devotion: Abigail feels the weight and status of her famous family and works to earn the responsibilities and respect of her mother. As such, Abigail early on will do nothing to jeopardize her family’s name and future placement within the US Army and will go out of her way to maintain her status. Abigail suffers a -1cs penalty when not in synch with her goals, which can affect her performance and reactions within her unit.
  • Traumatized: Abigail suffers trauma due to the events of her cousin Charvel’s death and the attack during Charvel’s wedding massacre. For some time, later Abigail suffers traumatic disorder and must make Psyche FEATS when encountering things that remind of her of those moments.
  • Major Bloodline: Abigail is part of the Bellweather bloodline and while it provides Abigail many advantages it also makes her a very obvious target as members of the Camarilla (who were targeting the Bellweather family).

Raelle Collar from 'Motherland - Fort Salem'

 “If you want someone who blindly follows orders, then you might as well send me back home.”

Raelle Collar

Raelle-Collar


Raelle Collar

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

Health: 70
Karma: 70
Resources: Typ (06)
Popularity: 0

Talents:
Raelle Collar has the following talents

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Herbology
  • Mystic Bloodline*
  • Unique Weapon: Scourge*
  • First Aid
  • Brawling

Powers:
Witch:
Raelle and the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Raelle’s abilities include:
  • Witchcraft: Raelle possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Empath – Raelle is a powerful empath whose emotions further amplify her abilities and attributes. Raelle is able to form emotional connections with those she heals, allowing her to see their memories and experiences and even allow Raelle to gain further understanding about events around her. Raelle has shown that she’s able to use these powers to heal and to enhance her own powers. For the purposes of the write-up, Raelle is considered to have Rm (30) empathy.
  • Healing: Raelle is a talented healer, capable of empathic healing initially of Rm (30) but showing greater abilities at the end of season one, including curing major diseases and ailments at least of In (40) intensity. Raelle initially took on the illness albeit temporarily but has seemingly overcome the need to do so and can directly heal someone by making a connection with them. Raelle’s healing initially required her to recite biblical passages as a focus, but since the events of season 1 Raelle has been able to rely on her own inner strength to do so. It has been suggested that Raelle may ultimately be one of the most powerful witches alive and certainly one of the most gifted in healing.
  • Projection: Raelle is a powerful project empath, capable of utilizing spells based on her emotional state that she would not normally have access to. Raelle was able to render both a more powerful witch and her training class unconscious with a power FEAT, based around her emotional stability. The more stable emotionally that Raelle is, the more control she has over her abilities.
  • Mycelium: Raelle has some connection with the black fungus that formed the necrotic wall during the season and was able to remove the infection that was afflicting several of the Tarim and the young Khalida. When Raelle was mortally wounded the Raelle harnessed her energy, fully healing her and her unit-mate Abigail Bellweather while doing Mn (75) area affect damage to those around her as well as reshaping the immediate landscape. Raelle is not aware of this connection and it remains to be seen how this will affect things in the future.

Equipment:
Raelle utilizes standard equipment provided to a witch in combat duty, including a scourge and salva. Raelle has shown great resistance and control of using large amounts of Salva, something that was shown during the Citydrop exercise.

Raelle also makes use of a charm that was given to her mother, which serves two purposes: It allows Raelle to make rolls vs. death as full successes with a yellow or better result and also allows her mother to keep a tab on her location.

Contacts:
Raelle has contacts within the Bellweather Unit, as well as initially having her girlfriend Scylla Ramshorn as a contact prior to the discovery Scylla was a member of the Spree.

Limitations:
Raelle suffers from the standards weaknesses of a witch (See Motherland Witches). Raelle also has several other limitations such as:
  • Rebellious: Raelle is rebellious to authority and has come close to actively rebelling to senior officers on more than one occasion. Raelle has also done things that would be considered dangerous or forbidden, such as nearly overdosing on Salva to try to reach Scylla. Raelle suffers a -1cs to FEATs when ordered to do something that she feels strongly against.
  • Targeted: Raelle is unknowingly being targeted by the Spree by her mother, Willa Collar, who is secretly alive and the major figure in the Spree. Raelle’s abduction was a driving part of Scylla’s infiltration of Fort Salem and was a carefully orchestrated effort. Raelle is only vaguely aware of how important she is to the Spree’s efforts.
  • Loyal: Despite everything that has happened to her, Raelle is extraordinarily loyal to her unit and those she protects, willing to sacrifice herself to ensure innocents are kept safe and secure.

Tally Craven from 'Motherland - Fort Salem'

 “A soldier couldn't ask for better sisters.”

Tally Craven

Tally-Craven

Tally Craven

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

Health: 70-
Karma: 70
Resources: Typ (06)
Popularity: 0

Talents:
Tally Craven has the following talents

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Herbology
  • Mystic Bloodline*
  • Unique Weapon: Scourge*

Powers:
Witch:
Tally like the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Tally’s abilities include:
  • Witchcraft: Tally possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Scrying: Tally is gifted with the ability to scry and does so with In (40) ability. Scrying is a combination of Remote Sensing, True sight, Mystic Detection, and X-Ray vision and can be blocked through warding or occasionally through certain materials. Tally is capable of scrying objects and beings concealed at distance and hidden from view and was remarked as being one of the most gifted in scrying the Fort had ever trained. Tally’s abilities border on empathic – and when empowered through any of the means that can increase her abilities Tally does not need the device often used by witches for Scrying.
  • Biddie Status: At the end of Season 1, Tally opted to take the place of one of Sarah Alder’s Biddies who was killed in combat. As such Tally’s FASE reduce by -2cs, taking on upwards of +50 years of age while creating a link with the other Biddies that act as a powerful mystical circle that grants +1cs for all mystical FEATs.

Equipment:
Tally utilizes standard equipment provided to a witch in combat duty, including a scourge and salva. In addition, Tally also utilizes a scrying device which allows her to focus and use her abilities to serve as the Bellweather unit’s Scryer.

Tally also has a protective charm her mother gave her which gives her a +1cs to dodge and evasion checks as well as allows her mother to spend karma for Tally to ensure she makes her Endurance FEATs.

Contacts:
Tally is well-connected among her family, friends, and associates in her compound in California. Tally’s fellow members of the Bellweather Unit are closer than family and would do anything to help her. Since becoming a Biddie Tally also has gained General Sarah Alder as a contact.

Limitations:
Tally suffers from the standards weaknesses of a witch (See Motherland Witches). In addition, Tally has the following limitations:
  • Slightly Naive: Tally is slightly Naïve and can be mislead on occasion early on. As Tally progresses her naiveté begins to fade and she is more than capable of asserting herself.
  • Biddie: At the end of the first season Tally becomes a Biddie to save Sarah Adler, as such she ages +50 years.

Saturday, October 10, 2020

Witches from 'Motherland - Fort Salem'

 “ I do solemnly pledge to protect and defend the united states of America against all enemies foreign and domestic. I will faithfully serve and obey the rules and articles for the government of the army of the United States. All Secrets keep all commands willingly performed as dictated by the Salem Accord. ”

Witches in Motherland: Fort Salem

fort-salem-flag



In an alternate reality, witchcraft is common and has impacted the course of US history since the Salem Accords – agreements between witches and the Massachusetts colony. Through the promise of the Accord, witchcraft has become the art of war and witches are trained to be soldiers.

The Motherland: Fort Salem wiki was instrumental in providing information on the series and has a great deal of background on both the characters and the world that is familiar in its scope and scale but vastly different and surprisingly well-versed.

For the purposes of this write-up I’m just looking at the specifics regarding witches in the Motherland: Fort Salem series – how their abilities work, equipment that is standard, and the general background and training that each witch goes through.

Powers:
The Witch’s powers:
Witches gain their powers through their unique physiology and mastery of Menishe or the mother tongue – the first of languages that witches master at their time in the service. Witches also have innate access to abilities which are further enhanced through work with their group, empowerment through activities, or through natural talents. Witches gain such abilities through matrilineal bloodlines, tracked and maintained often from the original witch-lines that were part of the initial Salem Accord.

According to show apocrypha and the wiki, Witches possess additional physical characteristics that allow them to perform ‘the work’, including modified and additional vocal cords and a series of additional mallea in their ears – by changing the pitches in tone and utilizing vocal commands in Menishe witches can affect the world around them in a variety of ways. Performing the work depends on the experience of the witch and two key qualities: the average of the witch’s Intuition and Psyche score. A witch’s power ranks are derived from these scores, hence there is no immediate base rank – it truly is different between witches and what skills they possess. Witches listed here are part of the Salem Accord and must use the subvocal commands in order to work, but witches from other places in the world do not seem to necessarily need to rely on such things (See Limitations). Witches possess the following capabilities:

  • Environmental Manipulation: Witches have shown to be able to manipulate their environmental conditions – changing the weather or creating sudden shifts in temperature as well as create massive (and deadly) storms as well as control some animal and plant-life. Witches are trained to focus control over the air, able to do rank damage against targets while halving effective armor.
  • Mental Control/Reading: Witches can manipulate the minds of other people and conceal information – including and not limited to ‘Puppeting’ individuals and controlling their actions while leaving them no memory of the event (As General Sarah Adler did with the President at one time). In addition, witches have shown that they possess the right incantation to transfer memories or events or manipulate emotional states to cause someone to murder others or themselves.
  • Imitation: Although mostly seen in the Spree – the sect of witches who are engaged in open conflict with the Salem Accord, Witches can imitate existing people through an adoption of a visage which is burned away with a simple flame when finished.
  • Specialization Areas: Witches can specialize in a variety of areas – including scrying, healing, necromancy, or more damage-oriented abilities which can do lasting effect. Specialization is usually recognized during training and a ‘coven’ or unit usually has a healer, a scryer, and combat witchcraft as basics.
  • Damage/Age Transference: Although only seen immediately through General Alder (and taught to her as part of the agreement of the Chippewa Cessation), witches can transfer damage to willing (or unwilling) targets and ‘share’ age between a group of people (hence Adler looks to be in her 30s while being over 300+ years old – using a group of willing recruits called ‘Biddies’ to share her age).
  • Energy Manipulation: Witches can manipulate emotional energy and draw additional power from it. As stated in the show and in the wiki, witches draw on primal energy of life, usually sexual energy (such as the ‘rush’ that the witches felt during Beltane as well as situations that grant additional emotional situations.
  • Imbue: Witches can imbue items with their essence and/or create lasting charms – such as a defensive charm or a ‘last letter home’ which grants the person who holds it powers and/or protection. These items are usually very personal and are dedicated to a single person or group and must be given – they cannot be taken.

Equipment:
Witches deploy several key pieces of equipment through their work that provides them with the following:
  • The Scourge: The weapon of the witch, the scourge is a whip-like weapon that ends with a metal series of tips that can be wielded expertly by a trained witch and can be used to attack, defend, or perform the work. Each scourge is hand-made by male witches and are presented to each novice usually during Beltane. Scourges can be empowered by the witch who wields it capable of doing rank damage and possessing greater material strength based on the power rank of the Witch’s craft. The Scourge requires a unique weapon* talent to wield effectively and cannot be adequately wielded by anyone who does not have the skill. Witches cannot empower another’s scourge effectively and suffer a -2cs for attempting to do so.
  • Salva: A unknown plant derived drug that allows witches to fly or perform combat drops. A single dose will grant a witch Ex (20) levitation, while a more experienced witch can actually use Salva to fly with Ex (20) speed. A single dose of Salva can last about fifteen minutes depending on the skill level of the witch and her Endurance. Witches can use additional doses of Salva to extend their flight abilities or speed and can travel several hundred miles on a combined dose – but it is dangerous – a witch attempting to use more than one (1) dose must make an Endurance FEAT or be rendered stunned for 1d10 rounds. If a witch uses more than three (3) doses they may damage themselves and will need 1d3 days to fully recover, while suffering a -1cs to all physical FEATS during that time. Emotional state plays into the ability to one to successfully use Salva and an inexperienced user must make an additional Psyche FEAT when faced with emotional situations.
  • Charms: Many witches have charms that were handed down through their families which can provide a witch with Gd (10) to Ex (20) protections against specific types of damage, bonuses to actions, increased Endurance against kill results, etc. Such charms are considered familial and are usually given from parent to child.

Contacts:
Witches have connection through the Salem Accords (In the US) or with their families/lines. In addition, soldiers within the Accord have the contacts with their units and additional combat groups as necessary.

Limitations:
Witches have several limitations including:
  • Required Service: Unless granted a dispensation, all witches are required to serve the US military as part of the Salem Accords and are required to take the Oath of Service at 18. Dispensation is usually granted to bloodlines that have suffered a great deal of loss and are threatened to go extinct as well as consideration for familial service. Each witch upon reaching 18 undergoes a ritual of service – a bright light that appears where they must take the oath. Upon completing the oath, a medal of service appears listing the witch’s name, family, and date of oath. The medallion remains with the witch through her service and suggested through the remainder of their lives. Witches that do not take the oath are considered dangerous and are usually arrested or hunted down and killed – which has led to the uprising of witches resisting the Oath who are known as The Spree.
  • Enemies: The witches of Fort Salem have many enemies world-wide, but none immediately that are as dangerous as the Spree. The Spree are witches who have resisted the Oath and have begun acts against the Oath and the civilian population. The Spree has been working to undermine the Salem Accords, placing agents within Fort Salem and working to ensure that as much damage as can be done to discredit the Accords as possible. In addition to the Spree an ancient order called The Camarilla has returned – witch hunters who utilize both a version of the Witch’s vocal powers and armaments which nullify the abilities of witches to perform the work. These enemies are ever present and dangerous and continue to work against the Accords and the witches of Fort Salem.
  • Vocalization: Witches need use of their voices to perform the work – any muting of a witch and/or disruption of sonics/vibrations can render a witch’s ability nullified.
  • Familial competition: As seen at different points the bloodlines of witches are very important, with open competition between families occurring with frequency. As such a degree of animosity can exist between families and continue to work against the witches of Fort Salem.

John Ryder, The Hitcher from 'The Hitcher' (1986)

 “I want you to stop me”

John Ryder

the-Hitcher

“John Ryder”



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

Health: 90-
Karma: 70
Resources: Apparently Pr (4)
Popularity: 0* (See Below)

Talents:
John Ryder has a number of talents, some of which we see displayed directly

  • Human Nature
  • Firearms
  • Area Knowledge: Texas
  • Improvisational Weaponry
  • Auto-mechanics
  • Repair/Tinker

These were just the skills demonstrated in the movie, but Hauer’s performance suggested that Ryder was far more skilled and knowledgeable that original considered.

Powers:
A true remorseless killer:
Unlike the supernatural killers that often-haunted theaters in the 1980s, John Ryder was a human whose purposes were not so clear and felt nothing from his actions – except maybe through the pursuit of his intended victim or the desire for his own demise (as suggested through various movie critics). John Ryder is the mysterious stranger whose presence is warned about but never heeded and who is able to create incredible acts of violence and death. John Ryder has no real powers, but the power-like effects he displays include:
  • Above Average FASERIP: Ryder seems to be in better shape to do what he does and has a quality about him that seems superhuman but isn’t. Ryder’s FASERIP reflects someone who is very capable and very intelligent bent on a single purpose or direction.
  • Opportunity: Ryder is often given opportunity to act or set up staged moments that are significant (Such as the twin semi sequence). As such, Ryder seems to be able to be in the right spot at the right time – Judges may spend Karma on Ryder’s behalf whenever a situation warrants even after a dice roll or resolution if it places Ryder in better opportunity to inflict fear or promote his goal – usually to pursue a single target throughout the event.
  • Casual Murder: Ryder feels no remorse, grief, or guilt for his actions and in fact gains double the award for killing as a villain when he is successful. Ryder’s goals while murky are usually murderous and he is awarded accordingly.
  • Plot Invisibility: For whatever reason, Ryder’s activities seem not to be known by law enforcement until actively drawn in by Ryder himself (The Semi-Truck incident). As such, Ryder’s activities are largely ignored as not occurring or not tied to him directly – Ryder is considered to have ‘0’ popularity until he himself draws people into his actions.


Contacts:
Ryder has no contacts and operates alone – Ryder relies on no one nor calls anyone friend.

Limitations:
John Ryder’s limitations are based more in the subtle aspects of his purpose than in direct weaknesses, usually:
  • Singular Purpose: Ryder seems obsessed with having his selected prey saying four words: I want to die. Ryder is obsessed with pushing his target to that point, killing anyone who gets in the way or has connection to his prey until those words are uttered. Although Ryder will kill others, his goals always comes back to his single target and he will stop at nothing to gain those words said and meant. It is also suggested by critics and fans of the film Ryder is also equally hoping that the target will kill him.
  • Mass Murderer: Ryder is a mass murderer who will stop at nothing to achieve his goal and will kill multiple individuals to that end. In addition, Ryder will torture and main anyone who gets in his way without mercy.


Originally published on 5th October 2020

Erik, The Phantom of the Opera

 The Phantom of the Opera



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Erik'


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

Health: 70
Karma: 100
Popularity: -10 (during the reign as 'The Phantom of the Paris Opera House')
Resources: Difficult to fully adjust, but believed Ex (20) in 1910

Talents:

  • Multi-Lingual*
  • Mesmerism
  • Performer
  • Instructor
  • Martial Arts: A, C
  • Sharp Weapons
  • Architecture
  • Physics
  • Stagecraft
  • Chemistry
  • Acrobatics
  • Tumbling
  • Blunt Weapons
  • Weapon Specialist*: Punjab Lasso
  • Escape Artist
  • Sleight of Hand
  • Stage Magic
  • Trance
  • Detective/Espionage
  • Area Knowledge: Paris
  • Area Knowledge: Istanbul


Powers:
None

Contacts:
Despite his appearance and activities, Erik does maintain a healthy network of connections throughout the world.

Limitations:

  • Hideous Appearance: Erik's face is often described as 'The living dead', causing him to suffer a -1cs to reactions or dealing with him.
  • Wanted Criminal: Erik is wanted in connection to the murders associated with the events of the novel.

 

Originally Published on classicmarvelforever.com on 30 October 2009 

Monday, October 5, 2020

Dr. Julia Hoffman from 'Dark Shadows'

 “Today I shall attempt to find the truth of what my intellect refuses to accept. At sunset, I shall confront the monster in his lair.”

Dr. Julia Hoffman 

 

 




 

 

 

 

 

 

 

 

 

 

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

Health: 38
Karma: 90
Resources: Ex (20)
Popularity: 2 (as leading expert in Hematology and blood diseases)

Talents:
Julia Hoffman is very experienced and learned, possessing the following talents:


  • Medicine*
  • Psychology
  • Hypnotism
  • Pathology
  • History
  • Detective*
  • Multi-Lingual
  • Occult Lore* (While Julia doesn’t study the occult, her experiences and investigations with the Collins family have granted her knowledge)
  • Chemistry
  • Engineering

Powers:
A remarkable woman
Although human, Julia Hoffman is a very remarkable woman who has mastered multiple scientific fields, experienced first hand the occult, time travel, and parallel time, and has even managed to cure uncurable mystical diseases. Julia Hoffman’s natural attributes and reasoning make her a foil for most of the adversaries encountered and have given her a unique place in Dark Shadows, a protagonist who is equally dangerous and respected by her enemies. Julia’s power-like effects include:
  • Resolve: Dr. Hoffman posses a great deal of resolve in her dealings, and although terrified at times of her enemies remains dedicated and steadfast in her activities and action. In situations in which Dr. Hoffman must make fear checks vs. Intuition and Psyche, Dr. Hoffman may roll on Am (50) intensity to continue with her actions. Dr. Hoffman will suffer damage and effects but may ignore attempts to prevent her from acting and/or possession attempts by making a successful FEAT.
  • Enhanced Invention: Dr. Hoffman may recreate ‘modern’ technologies (circa 1970) with older or outdated materials, such as creating a blood synthesizer in the 19th century or the like. Dr. Hoffman has shown great skill at recreating modern technologies linked her talents during many of the periods that she has been transported to. Dr. Hoffman uses her Reason rank to make such technologies and must have the appropriate resources and materials to do so.
  • Immunity: Leviathan Cult Corruption: Dr. Hoffman is one of the humans that cannot be converted or corrupted by the Leviathan Cult and is completely immune to their attempts to control or convert her to their efforts. Dr. Hoffman may have similar immunities to other similar groups and their efforts but it is not tested.
  • Karma Awarding: Dr. Hoffman gains Karma through efforts that are villainous – such as brainwashing/hypnosis, covering up murders, lying and deceiving the Collins family, etc. Dr. Hoffman’s goals have always been ultimately to help people and will cross a moral line if it was to save them, often doing so without regret.
  • Vampirism Cure: Dr. Hoffman has worked on curing vampirism and was mostly successful on Barnabas Collins, ultimately proving that she could cure a curse through science. In the later canon material, it was revealed ultimately that Dr. Hoffman was capable and successful of creating a cure for Vampirism using new plasma. Dr. Hoffman also was expert in attempting to cure Lycanthropy and the degenerative condition that affected the Leviathan heir.
  • Time Travel: Dr. Hoffman has traveled time as often as Barnabus Collins, often being able to find or summon the methods through the mysterious stairs or through other methods. While Dr. Hoffman cannot consciously use this ability, Dr. Hoffman suffers no ill-effect from time travel and when faced with terrible results seemingly is spirited away to a period in which such things can be changed.


Contacts:
Dr. Hoffman has a variety of contacts in the medical and psychological fields, as well as have deep contacts with all of the Collins family. Dr. Hoffman has a superior contact in Barnabus Collins, Quentin Collins, and even old enemies and can call upon them when necessary.

Limitations:
Dr. Hoffman has many limitations that evolve over the course the series. For the purposes of this write-up, I am focusing only on the limitations that seem to be the most enduring and prevalent:
  • Driven by goals: Dr. Hoffman is driven by her goals and ultimately will put her goals ahead of everything except her loyalty to the Collins family. Dr. Hoffman concealed Maggie Evans’s ordeal, lied to the Collins family at different points including Barnabus, made deals to see her goals move forward with enemies, and many other events. Hoffman must make a Psyche FEAT vs. her Psyche rank when faced with countering her own goals unless it is a matter of necessity, greater good, or loyalty.
  • Loyalty: Dr. Hoffman is incredibly loyal to her friends and colleagues as well as the Collins family whom she grows to love as her own. Dr. Hoffman will sacrifice herself to ensure that those she is loyal to are kept safe and secure and will work against her better instincts to ensure to ensure such.
  • Enemies: From Angelique to the Leviathan Cult to Judah Zachery Dr. Hoffman has made many more powerful enemies that do not forget her role in stopping/thwarting them. As such, Dr. Hoffman is often in danger or at risk due to her enemies – although her enemies seem to have a healthy respect for her. 

Originally published on Classicmarvelforever.com on 3rd October 2020

Saturday, October 3, 2020

The Stuff from 'The Stuff' (1985)

 “Are you eatin' it...or is it eatin’ you?

The Stuff



 

 

 

 

 

 

 

 

 

F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)**
I: Gd (10)**
P: Rm (30)**

Health: Various (See Below)
Karma: 50*/Various(See Below)
Resources: N/A
Popularity: 0/50/-20)

Talents:
The Stuff has no talents. Those infected lose their talents the more that The Stuff consumes them.

Powers:
The Stuff Organism:
Made up of a simple (and tasty) organism, the Stuff has no real sentience apparently and exists as a bubbling source that emerges somewhere from deep within the Earth. The Stuff is a zero -calorie food source that actually is a more developed organism that devours its consumers from within and turns them into zombie-like creatures who lack intelligence. It is theorized that The Stuff is actually a single organism that is controlling its prey through their consumption and even a throw-away like suggests that The Stuff may be partially responsible for the death of the dinosaurs. For game and mechanic purposes, the Stuff possesses the following abilities:


  • Material Invulnerability: Although The Stuff has the same consistency of whipped marshmallow fluff, The Stuff is resistant to many forms of destruction and has only shown to be truly vulnerable to fire. As such, the Stuff is considered to have Invulnerability at Rm (30), except to fire which does +2cs damage to it. The Stuff has no real presence (See below) and as such has no mind and/or emotional state and cannot be affected by Mental/Emotional attacks. The Stuff is capable of surviving temperature extremes (as being frozen to absolute zero) and shows no sign of being vulnerable to such things as other toxins or disease. Closer examination could suggest it is as close to a mass once-celled organism as anything else.
  • Addictive Nature: The Stuff is rather insidious as it devours its victims while they consume more of it. The mere taste of The Stuff causes an opposed Psyche FEAT against a more progressive rank as The Stuff is made more available. Due to the nature of The Stuff, Karma cannot be used to make the FEAT. A Red result is necessary to resist addictive qualities of The Stuff, ultimately forcing the victim to consume more of The Stuff to be sated. Victims will need to begin a process of making opposed Endurance FEATs and Psyche FEATs to prevent the addiction from growing vs. Yellow Intensity. As the Victim devours The Stuff, Judges will need to track Endurance ranks – while the Victim sees no danger in devouring The Stuff, The Stuff will begin replacing their Endurance ranks point for point with each pint devoured. Once the victim reaches 50% replacement, they begin the transformation into a Stuff controlled zombie-like state. After 50% consumption, the victim begins losing Reason and Intuition ranks, 1 per day per attribute until they are fully transformed. The transformation can be hastened by consuming greater quantities of The Stuff. As of 1985, there only cure for the Stuff was abstinence of it or through perhaps weaning off of The Stuff to the lesser quality product dubbed ‘The Taste’
  • Stuffed: After the victim reaches 50% consumption, all they will wish to do is consume more of The Stuff. This will convert their body faster creating additional reserves of The Stuff and turning them into zombie-like beings who retain their Fighting, Agility, and Strength, have their Endurance converted into a Stuff driven Endurance rank, and ultimately have Poor (4) Reason, Intuition, and Psyche. The Stuffed cannot be reasoned with and cannot be returned to normal as of 1985. When damaged/destroyed by reaching 0 Health, The Stuffed will explode producing near areas of The Stuff which can then be consumed.
  • The Stuff as a Hive Mind: If the theories are true and through the movie it is suggested they are, then The Stuff does indeed possess some level of intelligence and/or direction. As such, the goal of the Stuff is to spread and consuming – which it does by augmenting itself through victims and The Stuffed. The Stuff gains Intuition and Psyche through this process determined by how many individuals are within the group: 1 point per stat per 1000 people is the basis of the growth through the movie numbers of Stuff sold. It is unknown if The Stuff has any purposes or direction – a Reason stat was provided purely for activity of those addicted. It is also assumed that The Stuff is connected together, all of it is part of one organism.
  • Mass growth and Health: The Stuff continued to bubble up and grow based on the consumed mass of itself, and is assumed to be an immense lake under the Earth. As such to determine the actual size and volume would be difficult but as it does consume those who would consume it, it can be suggested that The Stuff could be the size of a small ocean.


Contacts:
The Stuff has no contacts -but those who seek to profit from it include major desert and food corporates who have upwards of Am (50) to Mn (75) resources.

Limitations:
The Stuff is pretty simple, but has the following limitations
  • Unnatural Addiction: The Stuff is highly addictive – a fact that was made very clear in 1985 which led to it being banned and sold on the black market (As seen with the multiple popularity score.) Although everyone knows how dangerous it is, The Stuff is considered still a black-market item and highly sought after.
  • Fire: As said earlier, the fastest most complete means to destroy the Stuff is Fire. Fire negates all invulnerability and completely can destroy The Stuff quickly.
  • Non-Mobile: The Stuff can bubble and act through locomotion of natural effects but cannot move by itself or act.

Notes:
This was a write-up planned for years ago – I like the movie, it’s a satire as much as a horror movie (if not more) and it was difficult to properly capture elements of The Stuff – that being said, It is zero calories and has a good taste….


Originally published on Classicmarvelforever.com on 2nd October 2020

Thursday, October 1, 2020

Lily Frankenstein from 'Penny Dreadful'

 “When our day has come... you will know terror. Until then, little man... live with the knowledge of what you have spawned. And suffer.”

Lily Frankenstein



 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 135
Karma: 80
Resources: Pr (04)/Ex (20)*
Popularity: 0*

Talents:
Lily possesses the following skills and talents:
Area Knowledge: Belfast
Area Knowledge: London
Streetwise
Street Fighting

After her resurrection, Lily gains the following skills:
Knowledge: British Upper Culture
Firearms
Leadership*
Multi-Lingual

Powers:
Re-Animated Dead:
Unlike John Clare or other of Victor Frankenstein’s monsters, Lily seems to be more re-animated than a surgical composite. As such, Lily possesses the following attributes similar to John Clare/The Monster:


  • Increased FASERIP: Lily’s resurrection has granted her greater FASERIP scores to where they are currently listed. Lily’s Strength is at least on par with the first creature, and has shown inhuman ability to both resist and recover from damage. Lily’s intellect and awareness are equally increased due to the process of reanimation – although one could argue the increase was more due to Lily no longer suffering from tuberculosis
  • Invulnerability: Like John Clare, Lily is considered immune to the following effects: Aging, toxins, disease, and a majority of the results that require an Endurance FEAT. Lily can be treated depending on the Judge to possess ‘Immortality’.
  • Endless Reserves: Like John Clare, Lily can resist most stunning attacks with a simple Green Endurance FEAT. Lily can still be slammed as normal and can be knocked unconscious usually through methods that her creator, Victor Frankenstein, can provide.
  • Limited Body Armor: Much like John Clare Lily has a higher degree of resistance, ignoring any attack under Typ (06) intensity and not even reacting to attacks under Rm (30) damage (Although Lily still takes damage – she simply ignores them).
  • Regeneration and Recovery*: Lily can regenerate and recover from injury with Rm (30) ability, including recovering lost Endurance ranks. Lily’s body seems to recover even from lethal injuries in relatively short times.


Contacts:
Prior to her rebirth, Lily could call on Ethan Chandler without hesitation and had additional contacts throughout the London streets and slums. Lily’s contacts are strange as she gains and loses them at different points:
  • Dr. Victor Frankenstein: Lily’s ‘creator’ could be considered a contact early on, and would stop at nothing both to help her and later stop her. At the end of the series it is doubtful that Frankenstein is a contact Lily would remain friendly with.
  • Dorian Gray: Fellow immortal and former lover, Lily could call on Gray at different points but when Gray was finished with her, he cast her out of his home and murdered a number of her followers. It is doubtful that Gray would remain a contact.
  • Justine and the Women’s Movement: Lily created a more violent women’s movement and was set to use it to gain revenge on men and society. Specifically, Lily’s main contact with a young woman she rescued named Justine. The movement was destroyed for the most part by Dorian Gray when he betrayed Lily and Justine was murdered by Gray himself. If members are still alive, it is possible they would be willing to help Lily.

Limitations:
Lily’s reanimated condition has given her many abilities but has also led to many drawbacks.
  • Unnatural Presence: Although not as severe as John Clare, Lily is…off…and while very beautiful and capable, there is something that has been remarked on by all who encounter her as being something unnatural. People who knew Lily as Brona do not immediately recognize her. As with Clare those who see Lily and are of the Demimonde will know that Lily is unnatural.
  • Rage: Lily is filled with rage, both due to her tragic end as Brona but also through her rebirth and the conditions of her initial days. Lily’s rage is significant and usually dedicated towards men whom she sees as users and despoilers.
  • Deceptive: Lily is more capable at deception since her rebirth, fooling Victor Frankenstein into believing that she had no memory of her previous life or manipulating situation to her own end. Lily can be difficult to discern her true intentions which works equally against her as it does for her.
  • Enemies: At different points, Lily has made enemies of former allies, specifically Victor Frankenstein and later through Dorian Gray’s betrayal of her.
  • Loyalty*: Lily does have loyalty and is considered to possess something of true loyalty for two people during Penny Dreadful: Ethan Chandler and Justine. Lily considers Ethan to be the only decent man she ever met and was protective of Justine as Lily saw herself in the young woman.

Tuesday, September 29, 2020

Dr. Victor Frankenstein from 'Penny Dreadful'

 If you cannot endure the nightmare, you should not lie down for the sleep.

Victor Frankenstein

 


 

 

 



 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Rm (30)
I: Ex (20)
P: Ex (20) (At beginning of series), Rm (30) at end of series)

Health: 32
Karma: 70/80
Resources: Typ (06)/Ex (20) (Depending on the Resource backing of Malcolm Murray)
Popularity: 2 (within London Resurectionists and such in Greater London).

Talents:

  • Nobility*
  • Medicine*
  • Chemistry
  • Occult Lore
  • Multi-Lingual
  • Firearms
  • Knowledge: Greater London Medical
  • Knowledge: London Area
  • Knowledge: Basic Meteorology
  • Knowledge: Necro-Engineering (Returning the dead to life)
  • Forensics and Pathology
  • Electrical Engineering
  • Sharp Weapons: Small


Powers:
Victor Frankenstein has no known supernatural abilities.

Equipment:
Laboratory: Frankenstein usually has access to a laboratory which is capable of providing him with access to power, chemicals, surgery, and other necessary tools in his research. Frankenstein’s resources are tied directly into how much material he has to work with in shaping and maintaining his lab, and its location is only known to a few individuals at any one time.

Contacts:
Frankenstein has some connections throughout the city, but mainly can rely on Ethan Chandler and Malcolm Murray as reliable contacts. Frankenstein might be able to rely on his surviving creations – The Monster/John Clare and Brona/Lily, although this is doubtful. In addition, Frankenstein went to school and still maintains cordial relations with Dr. Henry Jekyll.

Limitations:
Victor Frankenstein has several limitations which work differently than regular limitations. At the start of any event, The Judge determines which limitations are in play without telling Frankenstein immediately. Due to the nature of Frankenstein’s limitations, certain limitations may come into play while others may not. These limitations include (and are not limited to):

  • Dark Secret: Frankenstein has reanimated the dead, giving life to the lifeless. Frankenstein is reluctant to tell anyone this secret (even his most trusted comrades, some of whom still do not know). Frankenstein’s steps to protect this secret are unknown, but anytime that it may be discovered Frankenstein must make a Psyche FEAT reaction.
  • Enemy: First Creation – Frankenstein has an unusual relationship with his first creation, wavering between hatred (John Clare rightfully feels abandoned by his creator) to support (Frankenstein agrees to create a mate for this creature). The relationship is complex and never really certain, as Clare maintains both a respect and menacing presence in Frankenstein’s life.
  • Enemy: Third Creation – Frankenstein loves/hates/desires Lily, and will work against his own intuition to regain her love. At the same time, after the Season 2 finale, Frankenstein becomes obsessed with regaining her/stopping her. Lily does not trust her ‘creator’, and while the two have parted, it is uncertain what the future would hold.
  • Guilty: Frankenstein feels a degree of guilt (rightfully so) of his actions, but does not necessarily understand them while he acts. This continues well into the final season and beyond.
  • Socially awkward: Frankenstein is awkward at times and can allow his agitation and intellectual arrogance to place him in difficult situations. The situation has led to many inadvertent comical situations, but has placed him in real danger as he did not understand the nature of his threats on occasion.

Originally published on 31 October 2017 at classicmarvelforever.com

Penny Dreadful - Do you believe there is a demimonde?

 

Debuting in 2014, Penny Dreadful  represented a different sort of show and was a dark contrast to how horror and period shows were done to that point. Gritty and full of references to the gothic horror that spawned it, Penny Dreadful re-imagined both the characters that were drawn from classic literature as well as the well-known folklore around such creatures. To say it was probably my favorite show of the last several decades would be an understatement. I've attempted to capture the elements of the characters in these write-ups and have a few more down the road.

Ethan Chandler (Played by Josh Harnett) - An American gunfighter hiding a deadly secret
Frankenstein's Monster (Played by Rory Kinnear) - the first creation of Dr. Frankenstein 
Sir Malcolm Murray  (Played by Timothy Dalton) - An famed explorer and man of means
Vanessa Ives  (Played by Eva Green) - A family friend of Sir Malcolm's daughter, witch, and psychic.
Dr. Victor Frankenstein (Played by Harry Treadaway) - A physician and scientist obsessed with death.
Sembene (Played by Danny Sapani) - A mysterious figure and ally of the group tied to Sir Malcolm.
Dorian Gray (Played by Reeve Carney) - A youthful immortal who is ageless and sins without regret.
Lily Frankenstein (Played by Billie Piper) - The reanimated Brona Croft - powerful and dangerous

Buck Rogers in the 25th Century (and Twiki)

 From early stories in 1928 by Philip Nowlan and reworked in late 1929 by Flint Dille, the science fiction Rip Van Winkle helped define the idea of science fiction in the 1930s, being the first Science Fiction radio show as well as one of the first pioneering figures in television. The parallels between Flash Gordon and Buck Rogers are fairly obvious: Strong pulp heroes that usually encounter a situation or environment that they must use their natural abilities in skills to overcome their new world. Unlike Gordon's Dale Arden, Wilma Deering is far from helpless, and is often an equal if not superior to the future-struck Rogers.

This write-up is a combination of several sources, but I won't lie, it's the 1980s Buck Rogers that sticks in my mind the most.




Buck Rogers




 

 

 

 

 

 

 

 

 

William "Buck" Rogers

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

Health: 100
Karma: 66
Resources: Gd (10) as an Earth Operative
Popularity: 50 as Buck Rogers, the man from the 20th Century, but "0" as having a data file or ident chip

Talents:

  • Athletics
  • Military
  • Guns
  • Pilot
  • Leadership*
  • Knowledge: Football
  • Knowledge: Earth Directorate Protocols
  • Knowledge: Earth Directorate Enemies
  • Firearms
  • Astrogation
  • Resist: Domination*
  • Martial Arts A, E
  • Knowledge: 20th Century
  • Detective/Espionage
  • Artist: Cooking


Powers:
Roger's Luck: If faced with a kill result or difficult situation, luck will be in Rogers's favor. Rogers will always have an avenue of escape, make the last minute save, or dodge the certain death awaiting him.

Contacts:

  • Colonel Wilma Deering: Earth Defense Force
  • Dr. Huer: Director of the Defense Directorate
  • Twiki: Buck's sidekick and robotic ambuquad
  • Dr. Theopolis: The attache to the Defense Directorate from the Computer Council
  • Princess Ardala: while often a nemesis and clearly early on an enemy, it is probably that if Buck truly needed help, Ardala would provide it in an instant.
  • Hawk: Buck's former Nemesis and associate on-board the Searcher



Limitations:
Cocky: Bordering on Arrogant, Buck has a reputation of being just one hair shy of cocky. Rogers has been put into positions due to his attitude more than once that have been made difficult.
Man out of time: While adjusting to the future, Buck is still influenced and often confronted with his differences as being a man five centuries out of date. From clothing to mannerisms, Buck is often noticed as being occasionally 'odd'.

Twiki



 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 66 Karma: 50 Popularity: 10 Resources: N/A

The ambuquad assigned to Buck Rogers, Twiki has shown his loyalty, will, and quirkiness more than once. Constructed as a mining robot, Twiki has none the less represented a iconic addition to Buck's history.
 

Powers:


  • Robotic Construct: Twiki is a robot, and does not need to breath, eat, or sleep (Although he does need to shut down). Twiki is not affected by disease or normal radiation, and has shown that he can survive the rigors of space. Constructed for more of a role as a support robot, the materials used in his construction grants Twiki RM (30) body armor vs. Physical damage, including corrosives, and Ex (20) vs Energy.
  • Short Stature: Twiki is less than 4' in height, and requiring a -1 cs to hit him at range.
  • Total Memory: Twiki's memory capacity has yet to be reached, and he can recall items quickly and Communication: Twiki can tap into standard communication systems.



Talents:
Twiki literally could be programmed with any talent imaginable given time and limited by his physical features. As such, Twiki currently has displayed the following within the series:

  • Pilot
  • Repair/Tinker
  • Electronics
  • Knowledge: Outlaying systems
  • Knowledge: Earth Defense Directive systems
  • Knowledge: Searcher protocols
  • Knowledge: 20th Century Mannerisms
  • Knowledge: 20th Century history
  • Guns
  • Astrogation


Contacts:

  • Dr. Theopolis
  • Crichton
  • Buck Rogers


Limitations:  

  • Limited Mobility: Twiki may have better accuracy and agility, but he does not move very fast. Twiki can only move 1 area per round at top speed, and cannot easily navigate stairs or the like. 
  • Communication glitch: Twiki begins communication with a 'Beeda Beeda Beeda'. 

 

This write-up was originally published on ClassicMarvelForever.com on 17 November 2009