Showing posts with label Alien. Show all posts
Showing posts with label Alien. Show all posts

Saturday, August 29, 2020

Death Angels from 'A Quiet Place' (2018)

  Death Angels



 

 











 

 

 

 

 

 

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm(30)
R: Fe (02)
I: Ex (20)
P: Fe (02)

Health: 100
Karma: 22
Resources: N/A
Popularity: - 30 (In the affected world)

Talents:
The death angels have no talents, and are considered an animal (albeit super-predator) intelligence.

Powers:
Death Angels are extraterrestrials that possess inhuman attributes which allowed them to survive the rigors of space, decimation of most of humanity, and resistances to most conventional attacks. The death angels are pack hunters who solely operate with their inhuman audible sensory abilities. The attributes of a typical death angel are as follows:


Death Angel Physiology:

A typical death angel is impervious to most forms of damage, are superhumanly fast, and can detect even the slightest noise. Typical death angel abilities are as follow:

  • Bio-Armor: A typical death angel is considered to have Am (50) armored skin, granting it appropriate protections accordingly. In addition, the aliens are impervious to temperature, impact damage, chemical/toxins, disease, and radiation at rank. Furthermore, the death angel’s armor acts as ‘sealed system’ for the purposes of travel through environmental hazards (See Limitations). The death angels arrived on an asteroid impact having survived the rigors of space.
  • Enhanced hearing: As sightless predators go, the death angels have a superior auditory system, considered to have Rm (30) hyper hearing. In addition, death angels also possess Rm (30) level sonar and can ‘home-in’ on a sound of Pr (4) or less even at their extreme ranges.
  • Speed: Death angels are considered to have a form of hyper-speed, capable of moving up to 4 areas a round with an additional +2 areas with a simple Endurance FEAT. In addition, Death angels gain an additional +2 melee attacks a round.
  • Natural Weaponry: Claws: Death angels possess natural claws which can rend steel and harder substance with ease. The claws of a death angel halve effective body armor and natural resistances, doing rank damage with each hit. Death.
  • Stealth: Death angels are hard to spot, and as seen can be almost impossible to detect until they are upon prey. As such, death angels are considered to have Gd (10) stealth.
  • Electrical Disruption: Although not explained in the movie, electricity is affected by the presence of death angels, and is considered to be Pr (4) electrical dampening. When in areas that are lit by electrical power, the disruption actually provides a +1cs to stealth checks for death angels and a -1cs Intuition check for characters.


Contacts:
Death angels have no contacts, and are not considered capable of having them.

Limitations:
Death angels are considered highly dangerous, but they do possess key limitations:

  • Vulnerability to High Frequencies: Death angels are nearly invulnerable except to high frequencies, which force an Intuition FEAT or cause them to become agitated and stunned. Additionally, the internal structure of death angels is incredibly vulnerable….and high frequencies force the death angels to reveal their internal structures. Any damage done to the vulnerable areas does +2cs damage and of course is not protected by the death angel armored skin.
  • Sensory dependent: Death angels are completely sightless (and while this gives them invulnerability to attacks that require sight) and as such, are dependent on their auditory abilities to navigate and hunt. Death angels cannot determine specific sounds, instead attacking whatever makes sounds. As such, areas that provide ambient sound (like rushing rivers) are often good camouflage to move as the death angels don’t specify targets. In addition, death angels can be drawn off by louder sounds and quickly ignore sources of lower intensity.
  • Dangerous Extraterrestrial: The world of A Quiet Place has suffered a near extinction of most of the species that can be hunted by the death angels. As such, they are infamous and known to all of its citizens. Any character with Exobiology or Alien Races as a talent would have heard of them, and probably aware of the high frequency weakness.

Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

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

Martian Invaders from 'War of the Worlds' (1953 Movie Version)

Typical Martian





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

Health: 26
Karma: 36
Popularity: - 50 (Worldwide)
Resources: Un (100) as a group - N/A as individuals.

Talents:
Martians possess many advancements and skills - Most of which for the purposes of this write-up are inferred:

  • Pilot: starship
  • Pilot: tripod
  • Astrogation
  • Knowledge: Martian Culture
  • Military
  • Energy Weapons
  • Science: Advanced

Powers:
Martian Physiology: The standard Martian's physiology is incredibly efficient, granting them the following abilities:
  • Telepathy/Hive Mind: The Martians communicate with each other via a telepathic means, utilizing higher brain conditioning. The Martian telepathy is fairly standard, and operates at Gd (10) in normal circumstances, Ex (20) within a collective of martians.
  • Advanced Resistances: The Martians are resistant to toxins and poisons (but not disease, see below), and are considered to have Ex(20) protection.
  • Ultra-vision: the Martian visual cortex allows them a type of ultra-vision at Gd (10).

Contacts:

Martians have contacts with their own people.

Limitations:
Martians have the following limitations:
  • Non-Human Appearance: The Martians have a non-human appearance, and are -2CS for the purposes of reaction and effects during first encounter.
  • Immune System Failure: Martians are highly susceptible to terrestrial bacteria, which is considered lethal. Upon first exposure, a Martian must make an Endurance FEAT vs. Death. A White Result means death will occur in 4-6 Hours, a Green Result means 1-2 days, a Yellow Result 2-4 days, and a Red result means 4-12 days.
  • Gravitational Issues: The Martians have some problems in Earth's heavy gravity, causing them to suffer -1CS Agility.


Martian Tripod (1953 version)







Speed: Rm (30) Control: Rm (30) Body: Am (50) Protection: Am (50) (See Below)*

Martian Tripods look as if they are floating manta-shaped creatures, but are actually supported by three invisible 'legs', which allow them to move over all terrain types. The Martian Tripod utilizes a magnetic field that surrounds it, granting it additional protection of Mn (75), as well as complete protection against Energy attacks at Shift-Z (500). The field survived a direct hit from a nuclear device without slowing the machine down in any way, shape, or form. The Martian Tripod is self-contained, allowing an unknown number of Martians to pilot.

The main weapon of the Martian Tripod is the Heat Beam, which utilizes a Shift-X (150) direct heat attack. This weapon can fired once per round, and can target objects ranging as human-sized to ship/battleship scale. The Tripods work in unison as a continuous firing line. A secondary weapon, the Skeleton-Ray is shown which is a short-range pulse disintegration weapon which does Mn (75) damage and can be used once per round, including the same round as the heat beam.

Tripods are the ground forces for the Martian invasion, and are not built to withstand space-travel. They can apparently submerge and navigate like a ship. Martian Tripods have a distinctive sound due to their travel, which can be heard up to miles away.

Tuesday, September 25, 2018

Superman - the Last son of Krypton








F EX (20)
A UN (100)
S SHY (150)
E SHY (150)
R GD (10)
I RM (30)
P AM (50)

Health: 420
Karma: 80
Resources: TYP (6)
Popularity: 10


Talents:
Journalism, Trivia: JLA Procedures,
Leadership, Resist: Domination, Multi-Lingual,
History: Earth and Kryptonian, Trivia:
Metropolis

Powers:
LAST SON OF KRYPTON:
As one of the last survivors of Krypton, Superman’s physiology is far different than that of mortal
man. Due to cellular differences, Superman’s body is like a solar collector, allowing him to absorb
and convert solar energy in a variety of ways. Superman’s powers are as follows:
  • True Invulnerability: UN (100) to physical/Energy  Invulnerability: Cl 1000 to Radiation, Terrestrial Disease, Corrosives, Toxins, Heat, Cold
  • Hyper Speed: AM (50)
  • Hyper Intake/Expulsion: AM (50) Super cool breath
  • Heat Vision: UN (100) rank with 10 area range
  • True Flight: UN (100) in Atmosphere, Cl 1000 in space
  • Solar Regeneration: Superman is capable of regenerating through simple exposure to sunlight
  • Hyper Hearing: SHX (150)
  • Telescopic Vision: SHX (150)
  • Microscopic Vision: SHX (150)
  • Penetration Vision: SHX (150)
Contacts:
Superman has a variety of contacts throughout Earth's governments and most superheroes on Earth. In addition, Superman has various contacts throughout the 28 known galaxies and beyond. By the 30th century, Superman has achieved almost mythic status, and has several contacts there as well.


Limitations:
  • Kryptonite: Kryptonite causes his body's cells to deteriorate, similar to radiation poisoning in a human being. Exposure to Kryptonite causes Superman to lose all his powers at -1CS per round. He also loses 1 rank of Strength and Endurance (with its loss of Health) per round until death occurs at Shift-0 Endurance. Removal of the Kryptonite enables Superman's body to regain lost ranks at a rate of one per round.
  • Magic: Superman also has a vulnerability to magic attacks and the effects of magic. Magical attacks directly effect Superman ignoring any resistances or invulnerability. Further more any magical effect is increased +1CS in rank and duration against Superman.
  • Atmospheric Need: Superman needs an Earth like atmosphere to breath in. His Endurance enables him to last for extended period without holding his breath, but in space he will eventually need a space suit. His greater constitution (Endurance) provides little need for sleep, however eventually he will tire and require rest. 
  • Solar Dependant: Superman's powers are based on solar radiation from Earth's yellow sun. Should he be deprived of this radiation for an extended period he will loose all his powers.

Saturday, September 15, 2018

Mera, Queen of Atlantis















(Originally published on CMF on 11/13/2009)
Mera

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: 15/50 (On the Surface World/As Queen of Atlantis to Atlanteans)
Resources: Am (50) as Queen of Atlantis

Talents:
Sharp Weapons
Leadership
Underwater Combat*
Knowledge: Atlantean Culture
Knowledge: Atlantean History
Knowledge: Xebel History
Knowledge: Underwater heroes and villains
Thrown Weapons
Royalty*

Powers:
Native of Xebel: As a native of Xebel, Mera is adapted to survive in underwater environments, and possessing the following abilities:
  • Water Breathing
  • Water Freedom
  • Hyper Swimming: Rm (30)
  • Adapted Senses: Ex (20) Adapted Senses
  • Telepathy: Mera can communicate telepathically with Ex (20) ability
  • Body Resistance: Ex (20) vs. Physical, Gd (10) vs. Energy
Water Control: Mera can control water with Am (50) intensity, allowing her to perform many power stunts which over the years have been adapted and changed by writers. As such, some of Mera's more unique uses include:
  • Creating hard water shields which provide Am (50) protection vs. physical attacks
  • Dehydrating opponents (As seen in the old JLA series) at Rm (30).
  • Throwing hard water projectiles of Rm (30) impact damage
  • Dousing an area with Am (50) intensity
  • Gathering water from water vapor (Aquaman, series III)
  • Constructs such as fists or objects which do rank damage.


Contacts:
Aquaman
Tempest
Dolphin
Hila (Twin Sister)
The Royal Court of Atlantis
The Royal Court of Xebel

Limitations:

  • Mentally Unstable: Mera has been prone to periods of mental instability, especially after the death of her son Arthur Jr. As such, Mera's mental instability has been addressed many times by different writers.
  • Dependency on water: While not as severe as the Atlantean need, Mera still requires to be submerged once every six hours to maintain her strength and endurance. For every six hours without water, Mera weakens.

Tuesday, June 23, 2015

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.

Wednesday, May 20, 2015

Matthew Star from 'The Powers of Matthew Star'

Quadris, a planet of the (Tau Ceti) system, twelve light years across the galaxy from Earth. It was home for us until an intergalactic armada conquered it. I fought by the royal family's side, but in vain. Even their remarkable powers weren't enough. The crown prince and I escaped to the nearest planet on which we could survive and further his powers in order to some day return to free his people.

Here on Earth, the prince is known as Matthew Star. He's a typical American teenager. He has friends; people who love him. And me, his guardian. I'm the only one who knows how special he is. Life for us is a series of joys and dangers. Enemy assassins constantly come to destroy us. Alone, we must survive.








Matthew Star/E'Hawke

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: In (40)

Health: 56
Karma: 80
Popularity: (as Matthew Star on Earth) 0, (As Prince E'Hawke in outer space) +20
Resources: Gd (10)/Unknown (As a crown prince of a moderate space empire)

Talents:
Student*
Knowledge: Quadrasian Culture
Knowledge: Quadrasian History
Psionic Combat*
Heir To Fortune: Nobility*


Powers
Omnipath Matthew Star is an Omnipath, whose powers will grow as he gets older. As of the series, Star has developed various abilities with the potential to become the greatest Omnipath his people have ever seen. For the purposes of this write-up,Star's omnipathic powers are restricted to what he has manifested during the entire first season and parts of the second. Star has demonstrated the following powers:
  • Telepathy: Ex (20)
  • Telekinesis: Ex (20)
  • Precognition*: Ex (20)
  • ESP: Ex (20)
  • Clairvoyance: Rm (30)

Star's powers are formidable but undisciplined, and is shown to be far more expansive in the second season (including some levels of matter transformation). As Star grows in age and discipline, his powers also grown in scope and power. Early on however, Star's abilities while outwardly impressive require an effective control FEAT to use (Except his Precognitive and Clairvoyant powers).


Contacts
Star's only real contact initially is his mentor/teacher D'Hai/Walter Shepherd. Although technically Star has countless contacts within his home world, he is technically unable to use them until he is able to return home and free them.

Limitations:
Matthew has several key limitations both due to his unique physiology and status:

  • Hunted: Matthew Star is actively hunted by the agents of the enemy occupying force from his home world, and has been the target of multiple attempts to either capture or kill him.
  • Enemy: Alien Overlords: The Armada that has taken his over his home world are considered 'arch-enemies' of Matthew.
  • Secret: Alien: It is not publicly known that Matthew Star is alien. Even his girlfriend Pam was unaware of his dual nature.
  • Inexperienced: Early on, Matthew has only limited experience with controlling his powers.
  • Watched: The US Government is currently Watching Matthew Star and is aware of his dual nature.
  • Elemental Allergy: Most Quadrasian have severe allergies in reaction to Earth's environment (similar in scope to the Inhuman elemental allergies). While Matthew seems not to be effected, all other members of his race/species have shown nearly deadly reactions to various Environmental issues.

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.

Wednesday, November 6, 2013

Metaluna Mutant from 'This Island Earth' (1950)

Metaluna Mutant


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 90
Karma: 28
Resources: Pr (04)
Popularity: - 10 (To Metalunan survivors)

Talents:
None

Powers:
Mutational Physiology: Typical metaluna mutants have suffered from the damage done to their world due to the war with the Zagons. As such, the metaluna mutant has adapted to life amid the wreckage and destruction of their homeworld:

  • Armored Skin: The metaluna Mutant has an exoskeleton that provides Ex (20) protection against physical and Gd (10) protection against energy attacks.
  • Resist: Radiation: The Metaluna Mutant has an increased resistance to radiation, granting it Am (50) resistance to radiation.
  • Natural Weaponry: Claws: The Metaluna Mutant has two pincer-like claws which allow it to grab and hold with +1cs. In addition, the Metaluna Mutant can do Ex (20) damage, halving body armor effectiveness.

Contacts:

None


Limitations:
Unusual Looks: The Metaluna Mutant suffers a -2cs reaction bonus due to its horrific nature
Violent: The Metaluna Mutant is violent and will lash out angrily at anyone in its path, requiring a Psyche FEAT not to attack/stalk opponents.

The Alien Horror from 'Horror Express' (1972)


The Alien Horror


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Various
A: Various
S: Various
E: Various
R: Mn (75)
I: Mn (75)
P: Mn (75)

Health: Various
Karma: 150
Resources: Variable*
Popularity: 0/-10 (Prior to encounter/Post Encounter)

Talents:
The Alien Horror is able to absorb knowledge, memory, and skill from any creature it possesses or 'reads'. The Alien Horror has displayed the following skills, but it is assumed that it has access to a wider variety of knowledge and skill:
Biology
Chemistry
Detective/Espionage
Hunting/Gathering
Astrogation
Metallurgy
Engineering
Knowledge: Alien Cultures
Knowledge: Human Prehistory
Knowledge: 19th Century nobility
Knowledge: 19th Century era culture

Powers:
Alien Life-Form: The Alien Horror is a an energy-based life-form which was marooned on Earth about 20,000 years ago. Due to its unique nature, the Alien Horror cannot interact with the environment in its natural state: It must take a host in order to affect the majority of the physical world. Caught in the body of an early ancestor of modern man, the Alien Horror was frozen until inadvertently thawed in the early 20th century. The Alien Horror is assumed to have the follow abilities:

  • Energy State: The Alien Horror exists as a state of energy, and in its purest form, is immune to all physical types of damage and most standard energy forms.
  • Psionic 'Vampire': The Alien Horror can move freely from host to host, possessing them and draining their knowledge. As such, the Alien Horror is considered to have evolved with great psionic abilities. The Alien Horror can possess a host with Mn (75) ability, which also acts as Mind-Drain and Telepathy, as it devours the intellect of the host, killing them.
  • 'Zombie' Animation: Any victim drained by the Alien Horror can be 'raised' as a zombie-like servant, who is connected to the Alien Horror directly. The Alien Horror has been shown to be able to control upwards of 8 - 12 individuals at any given moment. The 'zombies' are not true undead in the traditional sense, and cannot be controlled through zombie control/undead control.
  • Total Memory: The Alien Horror retains all information it gains from hosts and victims, and can call upon that information easily with Mn (75) ability.
  • Linguistics: The Alien Horror can speak any language its hosts know, and maintainst these languages permanently.

Contacts:
The Alien Horror has no contacts

Limitations: Despite its nature and abilities, the Alien Horror has many limitations:
  • Host: The Alien Horror must have a host in order to affect things in the physical world. Once the Alien Horror has taken a host, the eyes of the affected drain completely of color, looking blank and white. In addition, when in low light, the primary host of the Alien Horror glows red, with the Alien Horror unable to hide or conceal this affect. Furthermore, should the host perish while the Alien Horror is inside of it, the Alien Horror must make a Psyche FEAT at -6cs, no Karma, in order to survive. Theoretically, the Alien Horror could jump to one of its minions, but as seen with the ending of the film, should the minions be destroyed, the Alien Horror cannot leave. Furthermore, the Alien Horror seems to have range in which it can affect a possession, usually line of sight or one area. The Alien Horror is also bound to its primary host's condition: For instance, the Alien Horror could not escape the initial host as it was frozen, thus conditions and powers like Suspended Animation could trap the Alien Horror indefinitely.
  • Bright Light: Either due to a weakness in its non-corporeal state or a side-effect of its possession, the Alien Host cannot leave or possess anyone while bathed in bright light. Furthermore, any activities are at a -2cs while bombarded by Bright Light of Ex (20) intensity or greater.




Thursday, October 17, 2013

The Kanamits from 'To Serve Man'

Please, Mr. Chambers, eat. We wouldn't want you to lose weight.


From there, I would suggest the red wine.


Kanamits
Typical member, played by Richard Kiel






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

Health: 90/100
Karma: 100
Popularity: 50/-50 (On Earth, after the real intent is discovered)
Resources: Mn (75)

Talents:
Astrogation
Engineering
Chemistry
Physics
Astrophysics
Navigation
Medicine*
Repair/Tinker
Knowledge: Earth Customs
Knowledge: Kanamit Customs
Psychology
Cooking
Knowledge: Exotic Cuisine

Powers:
Kanamit Physiology: Kanamits (as portrayed solely in the TV Episode) are 9' giants with several advantages over normal humans:
  • Telepathy: Kanamits are telepathic and communicate solely through psionic means. Kanamits are also capable of understanding and communicating in any known verbal language, and can sense surface emotions and immediate intentions with Rm (30) ability. While Kanamits are not hive-minded, the do share a psionic connection with one another, and can immediately communicate with each other over great distances. The exact limits are unknown, but believed to be around Rm (30) range.
  • Superior Physiology: Kanamits are much more powerful than humans, capable of great feats of strength and can easily cart a struggling adult male of approximately 200 lbs up a ramp and into a ship without any issue whatsoever.
  • Kanamit Resistances: Kanamits seem to be more resistant to damage, toxins, and disease with Ex (20) ability, probably capable of resisting damage up to small arms fire based around the evidence as provided.
  • Superior Technology: Kanamits possess Mn (75) technology capabilities, including advanced medical breakthroughs, terraforming, renewable energy, and of course, space travel. A typical Kanamit ship can reach their own system within weeks at sub-light and warp space. Kanamits also have a variety of weaponry, but would rather help those that they see a certain potential in with kindness and peace...

Limitations:
Reputation:It's assumed that Kanamits have a reputation amid other spacefaring races for their particular methods and excellent table manners.
Unusual Looks:Kanamits are 9' tall bald humanoids and look indentical
Dietary Necessities: The Kanamits have very specific dietary needs, and will go to great lengths to cultivate necessary resources.