Showing posts with label 1970s. Show all posts
Showing posts with label 1970s. Show all posts

Wednesday, September 9, 2020

Mark Harris, The Man from Atlantis

The Man From Atlantis



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Real Name Unknown, given name Mark Harris.


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

Health: 110
Karma: 70
Popularity: 10
Resources: Individual Ty (6), as Part of the Foundation for Oceanic Research, Ex (20) accessible.

Talents:
Marine Biology
Underwater Combat
Knowledge: Marine survival
Knowledge: Foundation for Oceanic Research Operations
Knowledge: Unusual Marine Phenomena
Martial Arts: B
Pilot: Marine Craft


Powers:
Adapted Aquatic Physiology: Mark's physiology is uniquely adapted for a life above and below the water. As such, Mark Harris is capable of the following feats:

  • Water Freedom: Mark is completely at home in the water as on land, and is not hampered by it.
  • Water Breathing: Mark can breath water and can remain submerged for great lengths of time if not indefinitely
  • Adapted Senses: Mark's senses are acute and tailored for a life under the waves. He is considered to have Ex (20) dark vision, Gd (10) hyper hearing, and the ability to see underwater unaided.
  • Hyper Swimming: Mark is capable of Rm (30) hyper Swimming, capable of upwards of 60 Knots in short bursts.
  • Recovery: Mark is capable of recovering endurance ranks far faster than a normal human, with Rm (30) ability.
  • Body Resistance: Mark is capable of surviving the depths of the ocean, providing him with Gd (10) body armor.
  • Resist: Cold: As shown specifically in the comic, Mark can resist the icy depths of the artic with Ex (20) resistance to temperature extremes, specifically cold.
  • Communicate w/ Ocean Creatures: Mark has the limited ability to communicate w/ sea life at Pr (4), as shown in the comic.

Contacts:
Dr. Elizabeth Merrill: Chief Marine Biologist for the Foundation for Oceanic Research
The Foundation for Oceanic Research
Possible Atlantean contacts.

Limitations:
  • Amnesia: Mark suffers from Amnesia, unable to recall his life prior to washing ashore and being nursed back to health by Dr. Merrill.
  • Dehydration: Mark must immerse himself in water once per hour to revitalize himself. Failure to do so causes Harris to suffer -2cs to all physical stats per hour, and causes his extremities to become dark blue.
  • Unusual Looks: Mark has webbed hands and toes.
  • Enemy: Mark has a recurring arch-nemesis, the mysterious Mr. Schubert, A genius intellect who clashes with Mark on numerous occasions.

Jack's Write-ups: The 1970s

 

Back in 2010, I did a series of write-ups for Classic Marvel Forever's forums on characters from the 1970s, heroes that I grew up with and really liked. A number of the old Filmation characters as well as live-action characters from Saturday Morning and Prime-Time TV.

While these write-ups touch many other areas, these were dedicated to the decade in which bionic men and women existed with last survivors of Atlantis and incarnations of gods and goddesses - 


So, the 1970s:

Bigfoot and Wildboy - Wilderness heroes from The Krofft Super Show
Isis - Teacher Andrea Thomas uses an amulet to reveal 'The Secrets of Isis'
Jana of the Jungle - Protector of South American jungles while searching for her lost father
Lucan- Boy raised by wolves and just as feral
Man from Atlantis, The - The mysterious Mark Harris - an amnesiac survivor of Atlantis
Moray and Manta - Aquatic adventurers who seek to protect the oceans
Steve Austin - The Six Million Dollar Man
Superstretch and Microwoman - A super-powered pair of size and shape altering detectives
Webwoman - Mysterious arachnid heroine granted powers of the insect world

 

Tuesday, October 2, 2018

Manphibian from Marvel Comics










Manphibian (Real name unknown)

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

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

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

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


Powers:

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

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

Limitations:

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

Saturday, September 29, 2018

The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




The Scarecrow/The Straw Man/countless other names throughout history

F: Rm (30)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Mn (75)

Health: 150
Karma: 115
Popularity: - 5 (As an eerie avenger), - 10 (To occultists) - 30 (To the cultists of Kalumai)
Resources: Depending on the version depends on the resources. Normally not applicable in the Earth dimension (See below)

Talents:
The Scarecrow is a spirit of vengeance and fear, and has displayed the following talents:

  • Mystic Origin*
  • Psi-Screen*
  • Unarmed Combat
  • Acrobatics
  • Tumbling
  • Knowledge: Demonology
  • Knowledge: Mystical Cults

Powers:
Spirit of Vengeance: The Scarecrow is clearly of vengeance, tied to the mortal world through a large painting of itself. Roused when the blood of innocent is shed against the painting, the Scarecrow animates a lifeless body made of straw and sand to act as a proxy or avatar. The spirit itself is immortal and incapable of being destroyed through normal means, and possesses the following abilities while in its avatar form:
  • Unliving Body: The Scarecrow's avatar is essentially unliving matter - pr (4) material strength to be specific. The Scarecrow is immune to toxins, disease, poisons, sleep or unconscious effects (such as stun), and simply ignores damage effects done to it, unless by fire. The Scarecrow's health can still be reduced to 0, at which point the body collapses and the Scarecrow is sent back to its own dimension for some time. The Scarecrow is essentially immortal: It cannot lose Endurance ranks or suffer from vampiric effects that would drain Endurance ranks as its avatar is only a link to the material world, which can be remade/rebuilt after a period of 24 hours (usually).
  • A being of Fear: The Scarecrow can cause Am (50) fear by laughing, and can freeze individuals in place by locking eyes with them (which forces an opposed Psyche FEAT). The Scarecrow actually thrives of fear, which allows it to raise its FASE when it generates significant fear in a target or targets. For every five (5) targets affected, the Scarecrow gains a +1cs to its Fighting and Agility (Maximum Mn (75)). The Scarecrow can also enhanced or cancel fear effects simply through an act of will if generated by someone else.
  • Plant Control: The Scarecrow seems to have complete control over vegetation, granting it Am (50) plant control, growth, and shrinking. The Scarecrow can twist normal vegetation into horrific shapes (Trees growing gigantic thorns and the like).
  • Telepathy: The Scarecrow doesn't speak (in its first few incarnations) but seems to completely understand and anticipate the actions of those around it 'as if it can read our minds'. For the purposes of this write-up, it is suggested that the Scarecrow has Rm (30) telepathy.
  • Weather Control: The Scarecrow can control local weather patterns with Rm (30) ability, most favorably creating storms and large fog banks in which to strike.
  • Stealth: The Scarecrow has the unnatural ability to not be detected - completely able to get the drop on experienced individuals suggesting it possesses the stealth power and Rm (30).
  • Animal Control: Crows: The Scarecrow has shown it can control crows with Mn (75) ability, allowing it to summon large murders of crows to do its bidding.
  • Other abilities: As it is suggested, the Scarecrow is actually a dimensional entity which acts in the world of man. As such, it possesses a far greater range of abilities in its home dimension or when it can manifest them.


Contacts:
The Scarecrow is connected to three humans who currently share custody of its portrait - Brothers Dave and Jess Duncan, associate Harmony Maxwell, The Thing, and Doctor Strange could be called on as allies.

Limitations:

The Scarecrow has shown several key vulnerabilities:
  • Fire: Fire quickly destroys the Scarecrow avatar, doing an additional +2cs damage and removing an Endurance rank permanently from the current avatar when burned. Fire is the easiest and most direct method of destroying one of the Scarecrow's avatars.
  • Linked to portrait: The Scarecrow is directly linked to the large portrait of itself, artist unknown. The portrait serves as the Scarecrow's conduit between its home dimension and Earth, and it is through the portrait that is is able to draw itself into the world of man. As shown by the team-up with the Thing, the portrait is the sole means the Scarecrow can access our world.
  • Avenger: the Scarecrow is a dedicated protector and avenger of the innocent, and will kill to protect and avenge those who have been wronged. The Scarecrow will not hesitate to do this.
  • Mute: The Scarecrow is mute (Although yes, later, it can 'speak' telepathically).
  • Hideous: The Scarecrow is obviously not human, suffering a -1cs to reaction bonuses.

Wednesday, September 19, 2018

Manta and Moray, aquatic heroes of the 1970s






Manta
Real Name Unknown

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

Health: 140
Karma: 70
Popularity: 10
Resources: Typ (6)


Talents:
Underwater Combat
Marine biology
Knowledge: Mu culture
Knowledge: Multi-Lingual
Knowledge: Wrestling
Knowledge: Aquatic Survival

Powers:
Mu Physiology: Manta is the apparent last survivor of the lost civilization of Mu, and as such is adapted for a life underwater. As such, Manta has the following abilities:

  • Water Freedom: Manta is completely able to act unhindered underwater
  • Water Breathing: Manta can breathe water
  • Hyper-Swimming: Manta can swim with Am (50) speed.
  • Armored Skin: Manta's scaly skin provides him with Gd (10) resistance to physical and energy attacks
  • Resist: Temperature: Manta can resist the temperature extremes of the ocean with Ex (20) ability
  • Animal Control/Communication: Manta can communicate with all aquatic animals, both sea and land-based creatures and convince them to do somethings Ex (20)

Contacts:
Moray: Wife and partner
Whiskers: Sea Lion partner
Guppy: Gray Whale partner

Limitations:
Unusual Looks: Manta suffers a -1cs from initial reactions
Dependance on Water: Manta must submerse himself in water once an hour or begin losing endurance ranks at -2cs per hour until death.
Code Vs. Killing: Manta will not take a life.




Moray
Real name unknown

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

Health: 70
Karma: 60
Popularity: 10
Resources: Typ (6)

Talents:
Underwater Combat
Marine Biology
Deep Diving
Marine survival


Powers:
Water Freedom: Through training, Moray has learned to adapt to underwater environments
Deepwater Breathing: Moray can stay submerged underwater for upwards of fifteen minutes without the need for breath with no ill-effects


Contacts:
Manta: Husband


Limitations:
Code Vs. Killing

Jana of the Jungle












Jana

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

Health: 80
Karma: 56
Popularity: 5
Resources: Pr (4)

Talents:
Wrestling
Athletics
Martial Arts: B
Thrown Weapons*
Weapons Specialist*: Necklace Chakram
Knowledge: Amazon River
Knowledge: Survival
Knowledge: Tribal Medicine
Knowledge: Amazon River Flora and Fauna
Animal Handling/Training*

Powers:
None

Equipment:
Chakram necklace: A gift from her father, Jana's necklace can be taken off and thrown like Chakram, flattening out like a discus. Jana is very well-versed to using the necklace, capable of bouncing it off multiple targets or making precise shots. The Necklace is made of an unknown material (At least Am (50) mat strength based on the uses in the cartoon), and does Ex (20) blunt damage, although it has been shown to sever cables and ropes (It is probably that Jana could do Ex (20) slashing damage if she wishes, but she will never do so against a living creature). Jana can toss the necklace up to two areas with accuracy.

Contacts:
Montaro: Jana's adoptive father and member of lost native tribe
Dr. Ben Cooper: Local doctor and associate
Ghost: An Albino Jaguar
Tiko: A pet Coatimundi

Limitations:
  • Naive: Jana is naive to the modern world despite being raised in it for the first eight years of her life.
  • Obsession: Finding her Father: Jana is convinced her father is alive, and will follow any lead to finding him.

Lucan, the feral hero from 'Lucan'



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

Health: 70
Karma: 60
Resources: Pr (4)
Popularity: 5

Talents:
Wilderness Survival
Wrestling
Tracking
Stealth
Knowledge: Pacific Northwest
Knowledge: Wolves
Wild Combat: +1cs to unarmed attacks

Powers:
Animal communication: Wolves: Lucan could communicate and summon his pack with Ex (20) ability
Heightened Senses: Smell: Ex (20)
Stealth: Gd (10)


Contacts:
Lucan has no real contacts, outside of his pack


Limitations:
Lucan has the following limitations:
  • Naive: Lucan does not understand complex human interaction, and has had to learn most basic human mannerisms, and is still learning them
  • Feral: Lucan is feral, giving him a predatory feel which can unsettle most people
  • Amnesia: Lucan does not remember any details of his early life, including his original name.

Super-Stretch and Micro-Woman from the 1970s.

Although Tarzan and the Super Seven lasted one season, Superstretch and Microwoman were a first in many ways. First, they were among the first animated African American characters to be portrayed as the main heroes rather than sidekicks. Secondly, it was one of the first married couples presented on Saturday morning cartoons, and third, Superstretch and Microwoman represented a series of new heroes generated outside of the comic medium.

While only having about ten episodes, Superstretch and Microwoman none the less were a unique part of the Saturday morning landscape in the 1970s, albeit only briefly.






Super Stretch


Dr. Christopher "Chris" Cross

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

Health: 86
Karma: 60
Popularity: 15
Resources: Ex (20)

Talents:
Medicine*
Physics
Biochemistry
Chemistry
Knowledge: Heroes and Villains
Knowledge: City of Operation

Powers:

Plasticity: Super Stretch's form is completely malleable, capable of stretching and elongating his limbs as well as other unique abilities. Super Stretch's unique physiology allows him to:

  • Elongate with Am (50) ability
  • Plasticity at Am (50)
  • Form a bouncing ball with Am (50) agility and Gd (10) speed, impacting with Am (50) stun.
  • For a glider and or parachute to provide Pr (4) gliding
  • Flatten himself to paper think width, which allows him to pass through the narrowest of areas.
  • Grapple with up to 4 targets at once, having Rm (30) strength for the purposes of entangling.
  • Body Armor: Providing Rm (30) from most physical attacks, Gd (10) energy protection, and -4 to all blunt trauma effects.
  • Imitation: Rm (30) ability to imitate individuals
  • Shapeshifting: Am (50) ability to take on complex shapes and abilities.

Contacts:
Micro Woman: Partner and Wife
Trouble: Family Dog
Local Civic leaders

Limitations:
Public Identity: Apparently, Dr. Cross had a public ID.




MicroWoman:


Christine 'Christy' Cross

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

Health: 60
Karma: 70
Popularity: 15
Resources: Ex (20)

Talents:
Journalism
Martial Arts C
Knowledge: Heroes and Villains
Knowledge: Base of Operations area

Powers:
Shrinking: MicroWoman can reduce her size to microscopic levels, with ShX (150) ability. As such, MicroWoman has the following abilities:
  • -Reduce to microscopic size or any size between
  • -5cs to hit at her normal size of 3''
  • Maintains regular strength at reduced levels.

Contacts:
Super Stretch: Husband and Partner
Trouble: Their dog
Local Civic Leaders

Limitations:
Public ID: MicroWoman's ID is known to the general public.

Web Woman, mysterious arachnid heroine!



Kelly Webster


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

Health: 80
Karma: 70
Popularity: 15
Resources: Gd (10)

Talents:
Biology
Entomology
Agriculture
Martial Arts: C
Pilot
First Aid
Acrobatics

Powers:
Insect Ring: Kelly's ring allows her several unique abilities, the least of which is to act as a chief communication method to the space station Citadel 7, as well as the source of her powers. The Ring allows the following:
- Interstellar communication to Scarab, the insect alien that Web Woman saved.
- Animal Mimicry: Insects: Am (50): Web Woman can mimic the natural abilities of insects, amplified to a 'super' level. Most notably Web woman can create webs and web-like objects, solid bio-electrical 'stinger' blasts, and other effects. Web Woman can only draw upon the insect kingdom, and theoretically could do more than listed here.
- Linguistics: The Ring allows Kelly to understand and communicate with Spinner, her sidekick and has been used to translate other languages.

Web-Trac: Kelly's flying vehicle is a space worthy vehicle capable of being remote piloted, The Vehicle provides the following:
Body: Am (50) Control: Ex (20) Speed Am (50) in atmosphere, capable of achieving warp speed theoretically to Citadel 7, although not shown.

Contacts:
Kelly has two main contacts: Scarab, who gave her her powers and serves as a guardian of sorts, and Spinner, her sidekick


Limitations:
Secret ID: The world at large doesn't know that Kelly Webster is Web Woman
Psych Limitation: Either through use or need, Kelly must recite 'Insects of the world, Small creatures of the cosmos, lend me your powers' to transform into Web Woman.

Saturday, September 15, 2018

Andrea Thomas from 'The secrets of Isis'




(Published originally on CMF 2/9/2010)

Andrea Thomas


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

Health: 120
Karma: 90
Popularity: 20 as Isis
Resources: Typ (6)

Talents:
Isis possesses the following talents:
Instructor
Aerial Combat
Mystic Origin*
Martial Arts C (As seen in the original Mighty Isis comic from DC)
Archaeology
Biology
History

Powers:
The Power of Isis: Through use of an ancient medallion/talisman, Andrea Thomas can transform herself into the super-powered Isis, by saying the words 'Oh Mighty Isis'. Andrea is immediately transformed into her costumed identity, granting her the following powers:
  • Alter Ego: Thomas physically transforms, her stats while not Isis are: F: Pr (4) A: Typ (6) S: Typ (6) E: Gd (10)
  • Elemental Control: Isis can command the traditional elements with Am (50) ability, specifically allowing her to transform elements.
  • Weather Control: Isis can control the weather with Mn (75) ability, quelling hurricanes within seconds and creating blizzards in the middle of a California summer day.
  • Flight: Isis could fly up to Am (50) airspeed, born aloft by zephyr winds
  • Super Speed: Isis could move inhumanly fast, with In (40) hyper speed
  • Animal Communication: Isis could communicate with any animal with Rm (30) ability, and could usually convince them to heed her words.
  • Telepathy: Isis could read thoughts with Rm (30) ability, also able to read intentions and perceive the past.
  • Time Control: Isis could freeze or reverse time with In (40) ability and range.
  • Telekinesis: Isis had Am (50) telekinesis
  • Fire Control: Isis had Rm (30) fire control
  • Air Control: Isis had Rm (30) air control
  • Water Control: Isis had Rm (30) water control
  • Geoforce: Isis had Rm (30) Geoforce
  • Incarnation Awareness: Isis was (in the original Secrets of Isis comic) given the ability to perceive her previous incarnations. Isis's awareness was linked to her psyche, requiring a psyche feat to 'look through time'
  • Invulnerable: Isis is resistant to conventional damage, aging, disease, toxins, and corrosives, but can be harmed by mental, mystical, and emotional attacks. Isis's invulnerability should be rated about Am (50) as she is shown to resist powerful attacks from both villains (in the comics) and environmental situations (Such as ocean depths in the series).
  • Illusion Casting: Isis can create realistic illusions with Rm (30) ability


Contacts:
Rick Mason: Fellow teacher and potential love interest
Dr. Albus Barnes: Supervisor and associate
Cindy Lee: student and associate
Renee Carroll: Student and associate

Limitations:
  • Secret ID: No one knew Andrea Thomas was Isis
  • Alter Ego: When not Isis, Andrea was a normal woman suffering the same vulnerabilities as a normal person
  • Spoken Word: Isis seemed to always need to say incantations to activate her powers. These incantations would be tied directly to her powers.
Code vs. Killing: Isis would never kill

Wednesday, November 5, 2014

Leatherface from 'The Texas Chainsaw Massacre'

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

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

Why Leatherface?

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

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

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

So, Leatherface!


Leatherface



Leatherface, alternatively known as Bubba Sawyer or Jed Sawyer.

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

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

Talents:
Leatherface has the following talents:

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

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


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

Limitations:

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


Notes:

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

The Koblenz undead soldiers from 'Shockwaves' (1977)

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

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

Why The Shockwave ‘Zombies’

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



Shockwave ‘zombies’

 




Typical 'zombie'

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

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

Talents:
Military*
Unarmed Combat
Small-unit tactics

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

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

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

Notes:

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

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

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

Why The Wolfen?

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



The Wolfen Pack


Typical Pack Member

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

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

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

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

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

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


Notes:

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

The bats from 'Nightwing' (novel)

The winged animals are Yelaw's messengers

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

Why the Nightwing Bats?

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





Nightwing Bats




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

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

Talents:
None

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

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

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

Contacts:
None

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