Showing posts with label 1990s. Show all posts
Showing posts with label 1990s. Show all posts

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.




Wednesday, September 9, 2020

Belabet from 'Danger Unlimited'

Belabet

 


 

 

 

 

 

 
 

 

 

 

 

 

 

Corporal Teresa LaFayette of C-OP

F: Ex (20)
A: Gd (10)
S: Gd (10)/Mn (75)
E: Ex (20)/Mn (75)
R: Gd (10)
I: Gd (10)
P: Ex (20)

Health: 60/180
Karma: 40
Resource: Typ (6)
Popularity: -20 in own era/20 to resistance


Talents:
Military
Law Enforcement*
Knowledge: C-OP Operations
Multi-lingual: English, Creole, French
Martial Arts C
Pilot

Powers:
Body Transformation: Rocky Armor Skin
Belabet can transform herself into a large, hulking, rocky figure which provides the following:

  • Armor Skin: Mn (75) protection
  • Increase of stats to bracketed values (See above)
  • Self-Sustenance: While in her armored form, Belabet does not need to breath or eat


Note: Belabete's transformation takes a single combat round, with her mass increasing by several hundred pounds (To between 500 - 800 lbs)


Contacts:
Grandma LaFayette
The New Danger Unlimited

Limitations :

  • Wanted: Belabet and the members of Danger Unlimited are currently wanted by the forces of C-Op and the alien overlords known as the Xlerii

Thermal from 'Danger Unlimited'

Thermal
 

 


 

 

 

 

 

 

 

 

 

 

 

Calvin Carson

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


Health: 66
Karma: 36
Popularity: 40
Resources: Rm (30) in own era, Pr (4) in future

Talents
Knowledge: Hero/Villains
Knowledge: Danger Unlimited Operations

Powers:
Energy Sheath: Thermal could surround himself in an energy sheath of plasma, which possessed Mn (75) intensity. Within the sheath, Thermal could perform the following powers:

  • Heat Generation: Am (50)
  • Cryo-Generation: Am (50)
  • Temperature Control: In (40)


Note*: Thermal apparently could not fly under his own power.

Contacts:
Danger Unlimited: The Original Members
Danger Unlimited: The Second team

Limitations:

  • Amnesia: Cal has retrograde amnesia remembering very little about his past or the events leading to his suspended animation
  • Hunted: Cal and the new Danger Unlimited are hunted by law enforcement authorities in the future.
  • De-powered: Cal had yet to show his powers had been restored after his lengthy suspended animation.

Saturday, September 29, 2018

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


’Trust No One‘








Fox Mulder






Fox William Mulder

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

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

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

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

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

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

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

Dana Scully







Dana Katherine Scully

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

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

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


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

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

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

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

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

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




The Cigarette Smoking Man, The Smoking Man,

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

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

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

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

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

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

Wednesday, November 5, 2014

The Martan Ghosts from 'Ghosts of Mars'

’ This is about one thing: dominion. It's not their planet anymore. ‘

I figure I’ll cut down my narrative on the write-ups, mainly due to the fact I can drone on and people really just want the stats :>.

Why the Ghosts from Mars?
First, I love John Carpenter movies, and I rather liked the practical approach to the effects. Second, it was a near concept combining the ghost story/possession/sci-fi survival flick into a fairly slick film. I rather liked the majority of the movie, and I think it’s a neat enough monster-group to be represented

 

Ghosts of Mars



Standard ‘Ghost’

F: Varies on Host
A: Varies on Host
S: Varies on Host
E: Varies on Host, See ‘Powers’
R: Typ (06)
I: Rm (30)
P: Ex (20)

Health: Variable
Karma: Roughly 56
Popularity: ‘0’ prior to the initial outbreak, it is assumed that the popularity reduces to ’-50’ as they become a planetary threat to the Martian colony.
Resources: N/A

Talents:
The individual ghosts seem to have their own talents, which include the basics:

  • Knowledge: Ancient Martian Culture
  • Knowledge: Martian Language
  • Sharp Weapons
  • Blunt Weapons
  • Artist: Scarification/Tattooing
  • Small-Unit Tactics
  • Mystic Origin* (See Notes)

Powers:
Free Spirits*: In the truest sense of the word, the Martian ghosts are free-spirits capable of nearly permanently possessing a body until physical death. The ghosts are perhaps a thousand strong, maybe more, and work with a group mentality to reassert control of the red planet. The ghosts have the following abilities:
  • Free Spirit: The Martians exist purely as free spirits, and cannot be killed through any physical or traditional means. As such, the ghosts cannot normally interact with individuals unless they possess a host and cannot be detected through normal means. The ghost adapt their FASE from their hosts, and completely replace their hosts RIP with their own. The ghosts are nearly impervious to damage in their spirit forms, although their hosts are not so, and suffer damage at the regular rate. Ghost-possessed individuals can still be stunned and knocked unconscious, but this does not free a host from the ghost (hah, I'm a poet and didn't know it).
  • Possession: The ghosts can permanently possess a physical host, and maintain that possession until death. The possession is a Rm (30) intensity attack which depending on the opposed result determines the time between the initial attack and complete possession. As the ghost 'takes over', the individual will begin ritually scarring themselves, decorating their flesh as the ancient martians did. The process is as follows: Once the target has been 'selected', they must make a RM (30) Psyche with a Yellow Intensity or begin the possession process. If the result is a critical failure (01), the possession occurs within the same round. If the result is white, the possession can occur between 1 - 10 rounds, if the result is green the possession will take 1 - 10 Turns. The possession can be resisted with Karma or can be stopped by 'shutting down' or altering the sensory input of an individual (With an Ex (20) or better effect). The ghost cannot attempt to possess someone they have already failed in 'converting', nor can they seem to affect anyone with a Rm (30) Psyche or higher.
  • ESP: The ghosts can 'sense' other beings and are not hindered through normal sensory obstacles (Such as darkness and the like). In addition, those who are being 'possessed' or have contact will pick up the psychic impressions of the ghosts, such as their goals and history.

Contacts:
The ghosts only communicate or have contacts through their own group.

Limitations:
The ghosts have several key limitations despite their near-immortal nature:
  • Dependency on a host: The ghosts cannot interact with the physical world, and must possess a host in order to do so. In addition, the bond between a host and the martian means the martian can be 'killed' for a while at the death of the host
  • Bloodthirsty and Cruel: The ghosts are extremely savage and will delight in causing as much sadism as possible.
  • Inhuman: A possessed host does not maintain anything that is a remnant of who they were. In combination with the ritual scarring and bloodthirsty nature, ghost-possessed individuals are incredibly easy to spot.
  • Goal: The entire host of the Martian ghosts seem to be dedicated in murdering the 'invaders' and taking them over in order to return Mars to the Martians.
  • Lack of communication: The ghost do not communicate verbally in a means that humans would understand.
  • Binding*: It seems to be possible to bind a ghost to a place, as was part of the backstory. If this is the case, then it would be easy to assume the ghosts suffer a -1cs to their Psyche for the purposes of mental entrapment/mystical binding.

Notes:
For the purposes of the write-up, I've included the Mystic Origin* talent. I debated this because it is clear that the ghosts may not be traditional spirits...however....even John Carpenter said they were actually alien beings more akin to lovecraftian horrors, so I kept it. I also debated adding a variation of Iron Will, which could totally be justified as they simply do not feel pain in their host forms, and in some cases ,seek it out. I ended up not including it, as I felt that there were only a few examples of this in the movie.

Gen-Modded Makos from 'Deep Blue Sea' (1999)

See how that works? She screws with the sharks, and now the sharks, the sharks are screwing with us.’

The gigantic, genetically modified mako sharks from 1999’s Deep Blue Sea are fearsome, intelligent, and motivated. The Deep Blue Sea sharks aren’t just aggressive, but as it turns out highly intelligent, using both their own ferocity and understanding of their ‘prison’ to force the hapless survivors to do exactly what they want. From the claustrophobic submerged hallways to the darkness of the open oceans, the sharks were great villains in a rather unexpected movie.

Why The Deep Blue Sea Sharks

Well, I like sharks.

No, that’s not really it, it’s the fact that the movie is unexpected, and the sharks are smart. There are enough moments to make you go ‘What?!?!?!’ and a few more shocks, twists, and turns. I don’t think a lot of shark movies outside of the original Jaws really provide a good nemesis feel, and that the makos in DBS really are kind of frightening. Having a huge gen-modded shark attack you is one thing, but having it be intelligent is something else entirely.

Gen-Modded Sharks from ‘Deep Blue Sea’



Gen-Modded Mako

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: In (40)
R: Typ (06)
I: Rm (30)
P: Typ (06)

Health: 120
Karma: 42
Popularity: 0 (Not widely known to exist)
Resources: N/A

Talents:

The makos do not specifically possess talents, but have shown the ability to make plans, hunt in packs, understand stress and fracture points, and generally higher-intelligent predator behavior. It is conceivable that the makos are capable of making reason checks to understand how things work, but do not have real skill or talents per say.

Powers:
Genetically modified Mako sharks

The makos have been genetically modified to increase both size and brain capacity, and as a side-effect, have greater intelligence, ferocity, and other evolutionary attributes. In specific, the sharks are capable of increased memory, intelligence, retro-dynamic motion underwater (going backwards), and even other modifications to their ability to sustain damage. The makos have the following abilities:
  • Complete environment adaptation: The makos are primed for their environment, and are considered to have Hyper-Swimming at Rm (30), water breathing, and water freedom at Gd (10).
  • Naturally (enhanced) abilities: The makos are far larger and stronger than normal mako sharks (rivaling a certain great white in size). They are capable of biting with In (40) intensity, halving body armor. The makos also are capable of hunting in packs, granting them a +1cs when coordinator efforts and attacks. The makos are also capable of Ex (20) stealth while in the water, appearing and disappearing very quickly. In addition, the makos can accelerate and attack in a single area rather than needing additional areas to do achieve top speed.
  • Tracking: The makos can track blood in the water with Ex (20) ability.
  • Body Armor: The natural hide of the mako grants Typ (06) body armor against physical, blunt, and edged attacks, and Pr (4) against piercing or energy attacks.


Contacts:
The makos have no contacts.

Limitations:
Due to their nature, the makos have the following limitations:
  • Animal Instinct: Despite their increased intelligence, the makos are still drawn to their animal nature, which proves to be their undoing. The makos are unable to resist blood in the water, and must make a -2cs Psyche FEAT to not attack a wounded opponent. In addition, the makos suffer the same problems as other sea-life might.
  • Water Dependency: The makos cannot function outside of the ocean, and can rarely exist above water.
  • Size: The DBS makos are gigantic, starting at 25 feet and going as long as 40 feet. As such they are at a +1cs to hit once spotted.



Wednesday, November 7, 2012

The Wishmaster from 'The Wishmaster'

Once, in a time before time, God breathed life into the universe. And the light gave birth to Angels. And the earth gave birth to Man. And the fire gave birth to the Djinn, creatures condemned to dwell in the void between the worlds. One who wakes a Djinn shall be given three wishes. Upon the granting of the third, the unholy legions of the Djinn shall be freed to rule the earth. Fear one thing in all there is...fear the Djinn.





Name Unknown, if applicable

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

Health:145
Karma: 155
Resources: See Powers
Popularity: 0/-20 in occult circles

Talents:
Mystic Origin*
Knowledge: Ancient Languages
Knowledge: Ancient Cultures
Demonology*
Knowledge: Human Greed
Knowledge: Djinn Culture


Powers:
Djinn: Although technically more of an ifrit, the Wishmaster is a supernatural creature who is forced to serve mankind until it can take advantage of a third wish, at which time he will unleash his trapped brethren. As a member of the Djinn, the Wishmaster has the following abilities:
  • Inhuman: The Wishmaster does not need to eat, breath, or sleep. In addition, the Wishmaster is completely immune to toxins, poisons, disease, fire, environmental concerns, and aging. The Wishmaster does not seem to be bound by mortal existence, and the FASERIP above is just an approximation of his presence within the mortal world based on the first two movies.
  • Shape shifting: The Wishmaster is able to change his shape from his normal form to any human shape he desires, granting him Am (50) ability to shape-shift. The Wishmaster is also able to imitate someone perfectly, down to their scent, but without their memories or specific mannerisms.
  • Empathic Understanding: While not expressly stated, the Wishmaster seems to understand the nature of his victim, allowing him to better exploit the situation to his own ends. As such, the Djinn has Am (50) empathy
  • Unnatural senses: The Wishmaster has unnatural senses, which allow him to perceive both the physical world as well as the intangible world with Am (50) ability.
  • Fire Generation: While not expressly stated, it is shown that the Djinn comes from a realm of fire, and is able to manipulate it with Rm (30) ability.
  • Wishes: The Djinn can alter reality with Cl1000 ability based around several key rules: The Wishmaster can grant three 'wishes' to someone who releases him, and must grant those three wishes regardless of impact and/or desire. The Wishmaster may grant other wishes, especially enjoying causing torment and misery by those who say "I wish X" casually. The Wishmaster is not obligated to grant any wish to anyone outside of the person who has released him. The level of his ability to change reality includes the gambit of misery and death - From art pieces coming to live to exploding people to having someone turn to glass.

Contacts:
Relatively speaking, the Djinn's only contacts are his fellow Djinni.

Limitations:
The Wishmaster may be powerful, but he has some very powerful limitations:
  • Unusual Looks: The Djinn in his natural form grants him the dubious -2cs reaction bonus.
  • Occult Lore Bonus: Most occultists are familiar with the Djinn and his purpose, and gain a +1cs on researching him.
  • Bound by the Wish: As stated above, the Djinn is bound to certain rules in order for his wishes:1. He must follow the wish to the letter, but can interpret loosely worded wishes as he sees fit. 2. He cannot harm, coerce, or force a person to make a wish, although he can come very close, 3. He must honor the wish even if it means his own imprisonment (as seen in the first movie).
  • Psychological Trademark: The Wishmaster cannot help but cause misery, and must 'fulfill' any wish made in his presence. While bound to the person that freed him, he does not have the same limitations in fulfilling wishes of those who make them.