Showing posts with label 1980s. Show all posts
Showing posts with label 1980s. Show all posts

Tuesday, March 23, 2021

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.

Wednesday, September 23, 2020

The Elementals from Bill Willingham

 



Created by Bill Willingham in 1984, The Elementals was one of Comico's breakout hits during the 1980s and remained a standard for independent comics until ending in the 1990s. Combining magic, mythology, and the other tropes of a superhero comic, The Elementals continued to break the same ground that The X-Men and other traditional four-color comic broke during the 1980s and provided a look into a world where the traditional enemies were not so clear-cut.

Formed by the elemental forces of the universe to do battle with a powerful sorcerer named Saker, The Elementals themselves were drawn up from fairly diverse backgrounds, not always able to work together or unite against a more organized enemy.

When I got into Independent comics in the 1980s, The Elementals  were a major part of that period for me, shaping me not only as a writer but as a GM and creator. Although Willingham sold the Elementals to Comico in the 1990s it is difficult to see anyone but Willingham crafting the Elementals or designing their stories - a trait that Willingham showed with extraordinary skill during his phenomenal run on Fables.

I've covered the initial team but will be adding to it in the future with their enemies. So far we have:

Fathom - Becky Golden - An heiress who drowned and was resurrected by the elemental spirit of water

Monolith - Tommy Czuchra - The youngest and smartest of the Elementals who was killed by a landslide and resurrected by the elemental spirit of earth

Morningstar - Jeanette Crane - A former police detective killed in an arson attack, resurrected by the elemental spirit of fire. 

Vortex - Jeff Murphy - a former military pilot who died in an event related in a helicopter crash. Resurrected by the elemental spirit of Air. 




Thursday, March 9, 2017

Jake Kesey from 'The Wraith' (1986)




  “An evil force took his life, an unearthly power has brought him back, he is a phantom, a wraith, a cosmic spirit given another chance”


The Wraith is one of those odd movies which chooses an interesting premise and never fully explains elements of that premise. In the movie, the main hero is killed before the opening of the film, and it is his ghost/spirit/wraith that returns to not only seek vengeance but to get the love of life back, say goodbye to his brother, and return to parts unknown. It’s a different sort of horror film, and one that I had hope to cover last year.

Two things about The Wraith stand out – the very 1980s feel of the film (and cool soundtrack) and the car….the car is as much of a character as any of the others, and it certainly is both the tool of Jake Kesey’s revenge as well as the visual key of the movie. 




Jake Kesey




Jaime Hankins/Jake Kesey

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

Health: 80
Karma: 66
Resources: N/A in the traditional sense
Popularity:  5 (within his home area as Jaimie Hankins), - 10 as the Wraith (For law enforcement)

Talents:
Jake Kesey had several talents in his previous life that he maintains:

Auto-mechanics
Pilot: Street Racing
Pilot: Motocycle
Area Knowledge: Brooks Arizona

In addition, Kesey has gained the following abilities:
Combat Driving
Firearms
Mystic Origin*


 Powers:

Spirit of Vengeance:
Since Hankin/Kesey’s return from death, he has acted as a spirit of vengeance against his direct murderers. Although most of the time appearing as Kesey, when the Wraith chooses to act he appears in a black clad armored suit, surrounded by trauma braces and wearing a black featureless helmet. The Wraith also armed with a modified shotgun which seems to have unlimited rounds and can do Ex (20) shooting damage in a one area range (Rm (30) to materials).  In addition, the Wraith has the following abilities:


  • Self-Revival: The Wraith will always appear to die in a fiery accident either crashing into one of his murderers or drawing them to a location and running through it. The accident will completely destroy the Wraith’s vehicle and in many cases himself….only to reform 1-4 rounds later completely unharmed and able to act. The Wraith seems to be able to reform himself and his car in the state that they were prior to the accident with no sign that they were ever in such an event.
  • Justice of the Damned: The Wraith always knows where his targets are, possessing Telelocation specifically tied to those who were responsible directlty for his death. The Wraith will often silently give opportunity to the murderers to ‘race’ him, which results in their deaths, or the Wraith will antagonize his murderers with actions which would draw them out (such as destroying their clubhouse). As the wraith is destroyed each time he strikes, the murderer is also killed. The Murderer’s body is found always unharmed and naked, cool to the touch, and missing their eyes. All four of Jaimie Hankin’s murderers are found this way despite being caught in terrible explosions and/or massive accidents.
  • Immunity: The Wraith is a spirit of vengeance, although he does seem to eat and breathe. Whether the Wraith is indeed immune to disease, toxins, etc. is up to the Judge and personal interpretation.

Contacts:
Jaimie Hankins had many contacts around Brooks, Arizona, including his girlfriend Keri and his younger brother Billy.  The Jake Kesey identity has no contacts, although by the end of the film he would be able to say that he had regained his former contacts.

Limitations:
  • Need for Vengeance: The Wraith’s purposes in returning was to get revenge on his murderers. The Wraith is dedicated to that purpose and will stop at nothing to see justice done, although he is careful about it.  
  • Secret Identity: The Wraith maintains a new identity of Jake Kesey, either due to the fact in his own words ‘This is as close as to who I can be to who I was’ or to ensure his actions are not immediately detected.
  • Enemy: Packard Walsh and gang: The Wraith has several enemies in the form of his direct murderers – A man named Packard Walsh and his gang which operates a chop-shop and illegal racing group around Brooks Arizona.  
  • Limited Time: Although not specifically stated, it is cryptically mentioned several times by Kesey that his time is almost up, that he’s only present for a short time, etc. It may be possible that Kesey has only a short time to put things right and settle his scores before he must leave the area or return to where he came from.

The Car





 
 
 
 
 
 
 
 
 
 
 
Control: Rm (30)   Speed: In (40)   Body: Ex (20) Protection: Gd (10)

The Turbo Interceptor is its own vehicle, and as stated by Kesey has many unique and additional abilities when he leaves it for Billy Hankins. The Turbo Interceptor is faster and more durable than most cars, and when destroyed reforms itself as Kesey is able to. Eerie green lightning-like effects seem to arc through the car, as does an eerie red glow under the engine.


Tuesday, June 23, 2015

Vortex from 'The Elementals'






Jeff Murphy


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

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

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

Powers:
Imbued with the elemental force of Air:

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

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

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

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


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

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

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


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


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

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






Bennu of the Golden Light


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

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

Talents:

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


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

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



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


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


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