Showing posts with label Anti-hero. Show all posts
Showing posts with label Anti-hero. Show all posts

Saturday, October 10, 2020

Erik, The Phantom of the Opera

 The Phantom of the Opera



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Erik'


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

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

Talents:

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


Powers:
None

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

Limitations:

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

 

Originally Published on classicmarvelforever.com on 30 October 2009 

Tuesday, September 29, 2020

Jack's Heroes - write-ups of heroes from throughout the ages



 A good deal of the time I focus on Halloween or horror write-ups, but I've worked to stat a number of characters over the years that I either wanted to stat or had not been written up that I always felt needed to be. Jack's Heroes were write-ups that were characters I really dig and I hope I've captured properly. I have villain write-ups on the way as well as the heroines and villaness write-ups on their separate section.

 

 The Angel -  from Golden Age Marvel
Azrael - St. Dumas's avenging angel
Buck Rogers, hero of the 25th Century
Captain America - Jack's definitive write-up
Captain Marvel - Fawcett's greatest hero
Captain Nemo - The mysterious captain of the Nautilus
Commander Steel - the DC heroes 
Cosmic Boy - Hero of the 30th Century
Deathblow - Michael Cray, member of Team 6   
Doctor Syn, Alias the Scarecrow - The Scarecrow of Romny Marsh 
Elijah Snow - Leader of the Planetary
The Enemy Ace - Hans Von Hammer, the Hammer from Hell
Flash Gordon - Savior of the Universe
Hawkman - Carter Hall, Katar, Prince Khufu
The Human Fly - Stuntman and Marvel hero
Gambit - Thief, mutant, X-man, and cardsharp
Jon Sable: Freelance - Mike Grell's bounty hunter, mystery man, and adventurer
Jonah Hex - The gunslinger and bounty hunter
Karate Kid - Master of martial arts from the 30th century
King Faraday - DC's premiere secret agent
The Lone Ranger - Masked hero of the plains
The Man from Atlantis - Amnesiac hero from the 1970s
Manhunter - Paul Kirk - he who hunts the most dangerous game
Max Payne - Burned out ex-cop vigilante
Mike Power - Atomic powered cyborg and member of the GI Joe Adventure Team
Nemesis - DC's master of disguise Tom Tresser
Ninjak - Valiant's British spy and master ninja
OMAC - The John Byrne version of Jack Kirby's future super soldier
The Phantom - Lee Falk's Ghost who Walks
Rom the Space Knight - The silvery champion from Gallidor
Paladin - The mysterious man whose motto is 'Have Gun will Travel'
Richard Eagle - Mystical martial artist and detective
Rick Flag Jr. - Commander of DC's 'Suicide Squad'
The Shadow - the mysterious vigilante who knows what evil lurks in the hearts of man
S.D. 'Snake' Plisskin - Gunslinger and master criminal in the future
Solomon Kane - Puritan Adventurer who seeks to do good.
Son of Vulcan - The Charltan Comics champion of the gods
Space Ghost - The specter of the space-ways and champion of justice
Spider-Man 2099 - Miguel O'hara, the spider-man of the future
Travis Morgan - The Warlord of Skartaris 
X-O Manowar - Alaric the barbarian armored warrior
Yondu (Original) - The archer extraordinaire of  Guardians of the Galaxy
 
 

Friday, February 8, 2019

Kharis The Mummy, from 'The Mummy's Hand'


Kharis

For who shall defile the temples of the ancient gods, a cruel and violent death shall be his fate, and never shall his soul find rest unto eternity. Such is the curse of Amon-Ra, king of all the gods.








F: Ex (20)
A: Pr (04)
S: Rm (30)
E: Am (50)
R: Typ (06)
I:  Typ (06)
P: Gd (10)

Health: 104
Karma: 26
Resources:  Shift 0*
Popularity: -5/0/5/-5 (Ancient Egypt/History/As an attraction/As the Swamp Mummy)

Talents:
Kharis’s talents are limited by his experience, age, and mobility. Kharis has displayed the following skills:
Mystic Origin*
Knowledge: Ancient Egypt
Knowledge: Mystical Rites
Brawling



Powers:
The Mummy’s Curse: Kharis was cursed to wander the Earth unable to find rest, and has only been reanimated through the use of Tana Leaves, which could return him to full life and grant him immortality if enough were used. As only nine of the leaves were used in his return during The Mummy’s Hand
Kharis is still trapped in his ancient and weathered body. Kharis has the following abilities:

Undead Form: Kharis is considered to be beyond the veil of life and death, and is considered Invulnerable
  • to all attacks that affect living creatures. Kharis is immune to stun effects (although he can be slammed and grand-slammed), and does react to taking damage as if he is still alive (Kharis flinches from fire and gunshots). Kharis takes no damage from non-magical effects, toxins, disease, poisons, or the like. Kharis can be slowed and/or trapped accordingly.
  • Karma Immunity: Kharis cannot gain Karma through any action, nor can Kharis spend Karma to help him in any action. By the same action, Karma cannot be used to affect Kharis either. Karma cannot be used to improve rolls against Kharis due to the nature of his curse. In addition, Kharis’s curse prevents Kharis from ever attempting to ‘pull his punch’ or to downgrade his attacks.
  • Agility Boost: Kharis is slow-moving, only able to navigate a single area per round, and possesses a degree of almost exaggerated awkwardness due to his time-ravaged form…however…. Kharis can move with Ex (20) ability when striking a target if in proximity. Kharis can only boost his Agility when pursuing a single target, and only when striking a target, not for any other purpose.
  • Self-Revival: Kharis is bound to his mortal remains, and so long as the Tana Leaves are provided, Kharis will continue to return, even if years and decades pass in the interim. (Thirty years passed between two movies as an example). Kharis can be resurrected through mystical ceremonies and Tana Leaves.


Contacts:
Kharis has no real contacts, and is often used as a tool or pawn of others.

Limitations:
Kharis has key limitations based on the nature of his curse, the dependency on Tana Leaves, and his own obsessions:
  • Cursed: Kharis is under the curse of the high priests of Ancient Egypt due to his attempted resurrection of his dead love. As such, powers such as Mystic Detection will detect Kharis strongly, and his nature/curse is well known to antiquarians and others. In addition, Kharis cannot resist those who know how to control him or control the Tana Leaves.
  • Dependency: Tana Leaves: Kharis would be trapped without the ability to act if not for the mystical Tana Leaves. A brew of nine leaves will restore Kharis to mobility and allow him to return to activity, but it must be used regularly or Kharis will stop. Kharis’s dependency on the Tana Leaves is absolute, and Kharis will kill to gain them if necessary as it will also allow him to restore his long dead love Ananka. Kharis requires a Psyche FEAT to resist the need for the leaves, and will ally/be controlled  whomever has the leaves.
  • Obsession: Ananka: Kharis is obsessed with restoring his lost love Ananka, and will stop at nothing to recover her and/or find her. Kharis’s obsession reduces his ability to resist Psyche FEATS when such is used to motivate him (-2cs). Kharis will become enraged if Ananka is harmed or if things occur to prevent their reunion. Kharis will also choose Ananka over himself if necessary.
  • Monstrous Appearance: Kharis suffers a -4cs to all social interactions and cannot hide his identity, In addition, Kharis has no tongue and cannot speak, which makes attempts to communicate verbally nearly impossible. In addition, Kharis is missing an eye which adds to his inhuman appearance.
  • Fire: Kharis’s form is vulnerable to catching fire, which dries out the Tana Leaves extract inside of him. When faced with flame above Ex (20) damage, Kharis begins to take Endurance Damage equal to rank of intensity, so Rm (30) would do +1 rank of Endurance, In (40) would do +2, etc. until Kharis is reduced to Shift 0 Endurance. Kharis will go inert at apparently cease all functioning – until Tana Leaves are again applied.

Notes:
Kharis is actually what most people think of when they think of the Universal Mummy movies – slow moving and wrapped in bandages. I don’t have an issue with Kharis’s FASERIP, it’s pretty consistent with the movies. The Invulnerability sounds really potent, but in comparison, his higher strength and invulnerability are Kharis’s only real advantages. I tried to capture the limitations as they were portrayed through the other movies.

Saturday, September 29, 2018

Gabriel from 'The Prophecy'




'I'm an angel. I kill firstborns while their mamas watch. I turn cities into salt. I even, when I feel like it, rip the souls from little girls, and from now till kingdom come, the only thing you can count on in your existence is never understanding why.'







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

Health: 140
Karma: 145
Popularity: *
Resources: *

Talents: Conceivably, Gabriel could have nearly all of the fighting talents and weapons talents as a being literally older than recorded history, as well as a diverse amount of talents. As such, this write-up is only focusing on the talents displayed within The Prophecy and not the follow-up movies or folklore/religion.
Sharp Weapons
Mystic Origin*
- Occult Lore: Angelic
- Occult Lore: Demonic
- Occult Lore: Places of Power
Religion
Acrobatics
Resist: Domination*
Ancient History
Ancient Languages
Musician

Powers:
Angelic Nature: Gabriel is an angel, and cannot be killed in conventional means. Gabriel does not need rest, does not suffer from disease, toxins, radiation, or any of the traditional vulnerabilities of the flesh. In The Prophecy, the only certain way to kill an angel is to remove their heart, which renders them inert/dead. As the angel of death and the central villain of the movie, Gabriel displayed the following abilities:
  • Invulnerability: To aging, toxins, radiation, fire, disease, pain, and death
  • Mystical detection: Gabriel can sense mystical effects through sight and most importantly, smell.
  • Animate Dead*: Gabriel can prolong death among those who have attempted suicide and have yet to cross over. Gabriel can force the unfortunate spirits to resume residence in their bodies if they are brain dead, and force them to do his will. Gabriel does this with a Psyche FEAT versus the target's psyche. Should the victim die through conventional means or be mortally wounded, the victim cannot be 'raised' again, forcing Gabriel to find a new thrall. Gabriel cannot have more than one thrall at a time.
  • Teleportation*: Gabriel can teleport in a burst of ravens to different locations that are either line of sight or known to him.
  • Telepathy: Gabriel can read the minds of all mortal beings with Rm (30) ability, allowing him to also probe an individual's memories and/or control/influence animals.
  • Angelic sense: Gabriel can sense the presence of other angels and individuals touched by angels (no pun intended) with Am (50) intensity, limited to line of sight or a 2-area range.
  • Healing: While Gabriel's corporeal body cannot be killed, Gabriel can sustain wounds and damage that are apparent, requiring him to spend 1 - 10 rounds to heal such damage. Gabriel can heal such wounds quickly through ingestion of sugar for some reason (As shown with all angels in later movies).
  • True Sight: Gabriel sees things as they truly are with Ex (20) ability
  • Mystical Attacks: All of Gabriel's attacks are considered mystical, and as such, do strength damage, halving body armor and suffering no resistance. Gabriel can easy shred through standard non-mystical materials and can pull a heart from a human chest.
  • Exorcism: It is assumed at Gabriel and most of the other angels possess the ability to draw spirits and such beings from other bodies with an opposed Psyche FEAT.
Gabriel's horn: featured in the movie as more of a prop, Gabriel's horn does Am (50) sonic generation and treats as a mystical attack, capable of shattering glass or affecting specific targets within an area. Gabriel can allow others to use the horn if he holds it, as seen in the movie.

Contacts:
The Host: Gabriel had many contacts within the Heavenly Host prior to the schism, and as such has contacts within his own faction.


Limitations:
  • No working knowledge of Technology: Gabriel does not have knowledge of technology, and must have individuals drive him or use certain technology. While not significant, Gabriel's inability to use technology may be more significant that just ignorance.
  • Enemies: Among Gabriel's enemies are Lucifer and other members of the opposing factions of angels.
  • Arrogance: Gabriel is extremely arrogant and vindictive towards humanity.

Dr. Syn, the Scarecrow of Romney Marsh

AhahahahahHAHHAHAHAHAHAHHAHAA!

Created to protect associates and congressional members, pirate-turned-vicar Christopher Syn donned a tattered costume and eerie paint, becoming the notorious and terrifying Scarecrow - Enemy to the unfairness of the crown. The Scarecrow of Romney Marsh.



The Scarecrow of Romney Marsh






Doctor Christopher Syn, Captain Clegg, and assorted other aliases.

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

Health: 90
Karma: 90
Popularity: (as Dr. Syn, Vicar) 2, (As Captain Clegg) - 5 (As the Scarecrow) 10/-10

Talents:
Christopher Syn was a genius scholar and possessed many skills, including:

  • Crime*
  • Religion
  • Firearms
  • Swords
  • Horsemanship
  • Navigation
  • Sailing
  • theatrics
  • Detective/Espionage
  • Unarmed Fighting
  • Scholar*
  • Multi-Lingual
  • Marksman*
  • Acting
  • Leadership*
  • Small Unit Tactics

Powers:
The Scarecrow had no real powers, but had several power-like effects:
  • Eerie Cackle: The Scarecrow could cackle with an almost inhuman ability, which would terrify normal individuals causing fear at Typical (06) Intensity.
  • Iron Will: Syn could ignore effects and damage (as stated in the books, he possessed inhuman endurance) with Ex (20) ability.
  • Pulp Hero Luck: Although slightly ahead of the pulp hero mold, Syn can re-roll a single result during a combat and/or automatically make an Endurance FEAT vs. Death during a combat. Syn escaped from many different situations apparently through sheer will and luck.


Contacts:
Syn had many contacts throughout his life, both as the infamous pirate Captain Clegg and as his role as vicar. Syn's closest contacts included his most trusted aide, Mr. Mipps. Syn cultivated many, many contacts during his adventures and pursuit of his enemy.

Limitations:
Syn had his fair share of limitations:
  • Secret ID: Only a few people alive knew that Christopher Syn was Captain Clegg or the Scarecrow. As such, it was a well-kept secret.
  • Vengeful: Syn was very vengeful if he felt he had been wronged or justice had not been done.
  • Obsession: Syn was obsessed with gaining revenge on his former wife Imogene and her husband Nicholas Tappit.
  • Dedicated: Syn was dedicated to protect those who were his parishioners.




Tuesday, September 25, 2018

Negan from 'The Walking Dead'

”Buddy, are you still there? I just don't know. It seems like you're trying to speak... but you just took a hell of a hit!”









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

Health: 60
Karma: 50
Resources: Typ (04)*
Popularity: 10/-20 (Amid the Saviors of Sanctuary, amid the Alexandria survivors).

Talents:
Negan’s skills are still shrouded in mystery, but they include:
Leadership*
Blunt Weapons
Sharp Weapons
Firearms
Brawling
Weapons Specialist: Lucille * (See Lucille)
Knowledge: Small Unit Tactics
Knowledge: Home Area
Knowledge: Savior Operations and Laws
Knowledge: Survival
Knowledge: Teaching
Knowledge: Sports Coaching
Knowledge: Small Business Operation (Used Car Dealership)



Powers:
Brutal man in brutal times:
Negan is a brutal man who absolutely uses his brutality to enforce his will or to maintain the Saviors upon the survivors. Negan’s brutality is matched only by his cunning, his own warped sense of honor, and his dedication to maintaining his ‘people’. Negan has also shown he understands people far better than people would expect, and has few people he finds worthy of respect, his main enemy Rick Grimes being one of them. Negan’s downright remorselessness is a hallmark, and have given him several advantages when dealing with others:

  • Sizing up a person: Negan can size up a person through small cues and behavior marks, determining if they could be trusted or the sort of person they are. When first encountering Negan, Negan gains a +1CS Intuition check to ‘get a feel’ for how a person works, how group dynamics work, and where the weakest link is. Negan often uses this feeling to determine how best to hurt the groups he deals with.
  • Remorseless: Negan is completely remorseless and simply doesn’t feel in the wrong when acting – AS such, Negan’s reputation is deserved as being heartless. In situations in which Negan must make a Psyche FEAT regarding choices, such as save a group of people from walkers, etc…. Negan can instead choose to ignore such. Negan actually loses karma if he shows unwarranted mercy.
  • Saviors: While Negan leads the Saviors, Negan has backup with anywhere between 10 – 20 willing fighters who are extremely loyal to Negan. As such, Negan can call upon a small group and does so when expecting trouble.
  • Impression: Should Negan be in a situation where he must make a personal appearance, he will ensure that it is memorable. Negan will kill people to make a point, and loses no karma doing so…Negan does not lose karma for killing.

Lucille





 













Lucille is reinforced baseball bat which has further been modified to be wrapped in barb-wire. It is Negan’s primary weapon and the symbol of his authority. In addition, Negan talks to it, concerned about how it is treated and apologizes to it when events happen where Negan must use it.

The Baseball bat is made of Typ (06) material and is further enhanced to protect it against Gd (10) physical damage. Lucille does 10 Points Blunt damage and 10 points sharp Edged damage. Negan will never throw Lucille as an attack.

Contacts:
Negan’s contacts are usually his subordinates, although it can be argued that Carl Grimes is now a contact.

Limitations:
  • Honorable in his own fashion: Negan is honorable in a way – He absolutely despises rape and will go out of his way to punish rapists, usually killing them even if among his own people. Negan is brutal in all dealings, but follows his own rules to the letter.
  • Reputation: Negan has a terrible reputation and is well-feared in the Alexandria/Hilltop area. Negan never goes in disguise and is easily recognized simply based on that reputation.
  • Borderline Psychopath: Either crazy from the events of the zombie apocalypse or simply unhinged beforehand, Negan is a little off, often talking to Lucille and simply unwilling to not be as brutal as he can be.
  • After-Death Limitation: Infected: Like all survivors in the world, Negan is infected with whatever turns the dead into zombies. If Negan’s Health ever reached 0 and he loses all endurance, Negan will turn into a zombie within 10 - 100 rounds.

Thursday, May 7, 2015

Grendel (Christine Spar Version) (The 1980s)


The child of Hunter Rose's adopted daughter Stacy Palumbo, Christine Spar was the first female Grendel and some would argue that she was the first major anti-heroine of the 1980s indy comic market (I would argue that Slaughterman, a pre-Metroid armored hero(ine) was perhaps one of the first with their own market). Seeking to rescue her son Anson from the vampire Tujiro, Spar embraces the identity of Grendel, becoming entrenched with the madness and violence that it represents. Spar's descent into violent madness is mirrored by the knowledge of her own violent origins and the legacy of Hunter Rose. In the end, Spar loses her life in a final battle with Hunter Rose's greatest foe, Argent - ultimately failing in her quest and dying a tragically violent death that all Grendels suffer.




Grendel

Christine Spar

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

Health: 70/90
Karma: 50
Popularity: - 10 (as Grendel), + 15 (As Christine Spar)
Resources: Rm (30)

Talents:
Christine Spar has the following talents:
Journalism*
Martial Arts A, B, E
Acrobatics
Weapons Specialist*: Grendel's Fork
Researcher
Thief*
Knowledge: Hunter Rose
Knowledge: Vampires (Limited, Judge's choice)

Powers:
Devil by the Deed: Christine has no real powers, but is driven by an almost insatiable vengeance which grants her several power-like abilities. When Christine discovers her connection to Hunter Rose and after her son Anson is kidnapped, Christine changes, becoming harder edged, more driven. The new drive grants Christine the following effects:
  • Iron Will: Christine can ignore damage for a short time, shutting it out like the power of Iron Will and continuing to move forward. Christine still suffers damage and is affected by slams, but may make an intensity FEAT vs. Ex (20) intensity to remain on her feet and ignore pain.
  • Increased Fighting and Agility: Especially while wearing the mask, Christine seems to be more determined and forceful, increasing her Fighting and Agility to the new ranks (Note, this does increase her Health score).
  • Natural Born Liar: Christine can lie with greater ability, granting her an Ex (20) ability to deceive and bluff her way out of situations, as seen during the police interrogations when Grendel becomes active.
  • Fearless: Christine simply cannot feel fear in a traditional sense. It is not that Christine is immune to fear, it is that she simply has suffered too much and cannot feel fear in traditional situations. In such situations Christine can resist with Ex (20) intensity normally, or Rm (30) if she is wearing the Grendel mask.

Equipment:

Christine has access to military-grade surplus through her later connections and wealth from her work as a novelist, but her primary equipment is the Grendel Fork and Mask that were designed by her 'grandfather' Hunter Rose.

Grendel Fork: The 5' fork is a technogical device made of an In (40) material which has microtransmitters built into thr housing and 2' blades which are completely retractable. The fork can halve effective body armor/defenses and does Ex (20) edged damage due to sharpness. In addition, the fork can produce an electric charge from a button along the length, which does Rm (30) damage for one round. The fork is also equipped with a feature allowing it to be used as a grappling line with up to 100' of compressed coil, as well as a weighted blunt end which can be used for Rm (30) blunt damage. The fork requires the Weapon Specialist* talent to wield effectively, as it is balanced perfectly for Hunter Rose (and ironically, Christine Spar).

Grendel Mask: Developed by Rose, the mask allows Ex (20) night vision, allowing it to see in nearly complete darkness up to 2 areas. In addition, the mask provides increased sense of smell, hearing, and can tap into radio frequencies with Gd (10) ability. The mask further provides Grendel with Gd (10) protected senses, and can (by Christine's time) provide Pr (4) intimidation of most citizens (Due to the image's connection to Hunter Rose and Grendel as a whole).

Contacts:
Initially, Christine has many contacts within the publishing world and various friends in society. As Christine begins to descend into madness while attempting to pursue Tujiro and later Argent. Christine can only really count on her Boyfriend Brian towards the end of her life, her contacts either being killed or turning away from her.


Limitations:

The Legacy of the Devil: Anyone who becomes Grendel suffers a grisley death (At least until Grendel Prime). By the Time of Christine Spar (and especially after her book) the world knows about Grendel's past, and are fully aware of the violent history that was left by Hunter Rose. Madness is common with Grendel, and is no different with Christine. Grendel's legacy gives Christine several key limitations:
  • Wanted: The Christine Spar Grendel is wanted in connection to acts of extreme violence and destruction, as well as being associated to the more widely known and villified Hunter Rose version. As such, Grendel is sought actively by police and vigilantes alike.
  • Publically Known: Christine Spar's identity is publically known and is often connected to the new Grendel. The Authorities are fully aware of Spar's identity, she did write a tell-all book on Hunter Rose, and simply lack solid evidence to connect the new Grendel to spar
  • Trademark Look: Outside of the trademark mask, Christine Spar has the same white streak in her hair that Hunter Rose had, become more prevelant as the series (and Christine's madness) progress.
  • Violent Nature: Grendel is always at the source of great violence, and will take the more violent way (Especially in Christine's case) when possible. Christine will spend karma on kill results.
  • Enemy: Argent: Grendel is the enemy of Argent, the Native American werewolf who battled Hunter Rose. Christine becomes obsessed with Argent leading to her final battle.
  •  
     

Wednesday, November 5, 2014

Dad Meiks from 'Frailty'

’ There's nothing to be afraid of. We've been chosen by God. He will protect us. He's given us special jobs to do. We don't fear these demons, we destroy them. We pick them up one by one, and we pitch them out of this world. That's God's purpose for us. The angel called us "God's Hands.’



Dad Meiks



Dad Meiks/Adam Meiks, the 'God's Hand' Killer

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

Health: 36/56
Karma: 46 / 56
Popularity: 0 (as Dad Meiks ), - 15 (as God's Hand Killer - But not widely known to be Dad Meiks - See Below)
Resources: Typ (06)

Talents:
Dad Meiks is considered to have the following skills:
Construction
Edged Weapons
Hunting/Stalking

Adam Meiks also has the following skills:
Edged Weapon
Firearms
Detective
Law-Enforcement*
Area Knowledge: West Texas
Hunting/Stalking

Powers:
God's Hand's Killer: Dad Meiks (Later Adam Meiks) believes that he has been tasked a mission by the angels to hunt down demons and those who are corrupt, killing them. Dad Meiks has been provided weapons and abilities to do so, or in fact simply insane and believes that he does. There is enough evidence to suggest that Dad and Adam Meiks are indeed empowered somehow, and that grants them the following abilities:
  • True Sight: Dad Meiks believes he has been given the ability to see demons in human form and things hidden from normal sight. Dad Meiks can be assumed to have Ex (20) True Sight* through touching the figure in question. Dad Mieks can also determine whether a person is good or bad through a handshake or physical contact.
  • Non-Detection: For some reason, while Dad Meiks is serving as the God's Hand Killer, he cannot be properly photographed or recorded. Dad Meiks stated that so long as the Meiks family is performing God's work, they will not be caught by the authorities, and this seems to have some validation. Dad Meiks is considered to have Rm (30) protection vs. recording or mechanical observation, and those who encounter Dad Meiks during the 'hunt' must make a Psyche FEAT vs. Am (50) intensity in order to recall specifics about the man. Case in point: Adam, who shares the same ability was actually approached by several different people whom knew his involvement and was not recognized despite meeting them earlier.
  • Gloves: The first of three tools 'provided' by the angels, the gloves prevent Dad Meiks from being discovered or influenced by demons, making him 'immune' to their effects. The gloves could provide Rm (30) protection from mind and emotional affecting abilities, as well as mystical protection.
  • The Lead Pipe: Believed by Dad Meiks to be capable of knocking out demons, the pipe could be capable of doing Rm (30) mystical blunt damage and also capable of forcing any infernal creature or possessed individual to make an Endurance FEAT vs. Stun at Rm (30) intensity.
  • Otis: The large double-bladed Axe seems empowered to destroy demons and their human forms. The axe in the hands of the God's Hand Killer does Rm (30) edged damage (significantly more than a regular axe), as well as doing +2cs damage to infernal beings. Otis also prevents infernal beings from spending Karma on a death result.
  • True Faith*: It is possible that the Meiks are empowered by angelic forces, and as per Dad's original discussion, are protected by those forces. The Meiks have true faith and therefore are nebulously protected by unseen forces. It is assumed that the Meiks faith grants them protections and abilities accordingly at Rm (30). (See Notes).


Contacts:
Dad Meiks had no real contacts, except for the angels who charged him with his work (theoretically)
Adam Meiks is a sheriff and is assumed to have many contacts both in the local community and in law-enforcement.

Limitations:
  • Well-Known Killer (Sort of): The God's Hand Killer is well-known to law-enforcement, although it is assumed that the identity of the killer is Fenton Meiks . Law-Enforcement has established a task force of sorts regarding the murderer, but has no concrete or clear evidence to suggest Adam Meiks is the killer.
  • Zealot: Both Adam and Dad are considered to be zealous about their work, as they are true believers. Once a 'demon' has been identified, The Meiks will stop at nothing to bring them to judgment. In the end, Adam killed Fenton out of devotion to that belief.
  • Serial Murderers: Regardless of the supernatural elements, the Meiks family follows the pattern for serial murder, including a dumping area and specified rituals. The Meiks bury their dead in the 'flower garden' on their property.


Lisbeth Salander from 'The Girl with the Dragon Tattoo'






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

Health: 64
Karma: 70
Popularity: (As Salander) 0/15/20/-5 (Depending on the book, and during her trial, as well as the attempts to smear her), (as Wasp to the internet community) 20
Resources: Pr (04*)/Rm (30) (Prior to the first book, and then after the first book through most of series),

Talents:
Lisbeth Salander has many skills, including:

  • Computers
  • Knowledge: Hacking Community
  • Crime*
  • Detective/Espionage
  • Martial Arts E
  • Pilot: Motorcycles
  • Blunt Weapons
  • Research*: With enough time, Lisbeth can be fluent in information on any topic.
  • Resist: Domination*
  • Business/Finance

Powers:
Although Lisbeth is human, she has shown fairly superhuman abilities, ranging from her photographic and eidetic memory to her inhuman endurance. As such, it would be fair to suggest Lisbeth has the following abilities:

  • Iron Will: Lisbeth can take a great deal of abuse and simply keep going, such as the beating at the hands of her father to digging herself out of her own shallow grave after being shot in the head. Lisbeth could be considered to have Ex (20) Iron Will to ignore pain and Death FEATs.
  • Total Memory: Lisbeth has a perfect memory, which allows her to quickly memorize information and recall it exactly. Lisbeth's effect with her total memory allows her use her Reason to recall information.
  • Linguistics: Although not specifically stated, it is heavily implied that Lisbeth has a knack for languages, able to learn the basics in a few conversations and able to carry out conversant dialogs with simply exposure. Lisbeth can use her Reason to 'learn' a new language (normal terrestrial languages only).
  • Recovery: Along with Lisbeth's inhuman endurance, Lisbeth recovers from near death effects far faster than someone of her build and size. Case in point: Lisbeth recovered from multiple assaults and even the shot to her head within a stated remarkable time. Lisbeth is considered to have Gd (10) recovery.

Contacts:
Lisbeth has a few contacts throughout the books, most notably:
Dragan Armansky: Her boss at Milton Security (A world-wide security firm)
Various hackers and members of the Hacker's Republic
Miriam "Mimi" Wu: Former Girlfriend
Mikael Blomkvist: Reporter and occasional ally

Limitations:
  • Anti-social: Due to the long abuse and situations encountered within the series, Lisbeth is very untrusting and anti-social. Lisbeth's attitudes include a general distrust of people (men specifically), a disposition for violence (especially in dealing with violent crimes against women), untrusting of society or systems, and specifcally unwillingness to compromise.
  • Criminal Record: Due to the events of her childhood, Lisbeth has a criminal record and is under the guardianship program.
  • Watched: Lisbeth is observed by the Section, a special government branch assigned to watch her father.
  • Enemies: Lisbeth has many, many enemies including her father (A former GRU defector who she attempted to burn alive), her 1/2 brother, the Section, and Svavlsejo Motorcycle club among them.


Thursday, October 17, 2013

The Accountant from 'Drive Angry'


'Satan is simply the warden of a very large prison. Quiet man actually, thoughtful and he's well read. And I happen to know the idea of sacrificing children in his honor annoys him greatly.'







 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Accountant

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

Health: 140
Karma: 110
Popularity: 0/-20 (In true occult circles)
Resources: Typ(06)/Cl1000 (In hell)

Talents:
In theory, the Accountant has had unlimited time to hone his skills, but for the purposes of the write-up, the skills shown during Drive Angry include:

Administration
Firearms
Marksman
Driving
Mystic Origin*
Human Psychology
Knowledge: Hell's bureaucracy
Tracking
Shadowing
Law
Law-Enforcement*
Knowledge: Hell
Knowledge: The Damned
Knowledge: Ritual
Sharp Weapons
Thrown Weapons
Thrown Object*

Powers:
Demonic Nature: The Accountant is the chief administrator/soul retriever for Hell as it is presented in the movie. Hell is represented as an immense prison, and as such, the Accountant is suggested to be the 'head guard', sent to retrieve the more difficult cases. As such, the Accountant's Earthly form is purely suggestive, as it is easily implied that he could be far stronger and/or physical if necessary. For the purposes of the write-up, the Accountant is very similar to an angel in The Prophecy series such as Gabriel, in that the following is similar:

  • The Accountant is completely immune to normal types of damage, such as toxins, disease, physical damage, energy damage, radiation, aging, and other aspects. In addition, the Accountant doesn't suffer stun effects from normal damage, but can be slammed and even incapacitated. The Accountant can be harmed by mystical means, and usually does not recover lost health when assaulted by such.
  • Omni-Knowledge: Hell's Business: The Accountant is completely aware of the prisoners who have escaped from Hell, although he does not seem to possess knowledge about specifics, thoughts, or purposes. The Accountant also has a running tab of when individuals will be arriving in hell, down to specific dates. The Accountant is considered to have this ability at Un (100).
  • Hypnotic Control: The Accountant can affect hypnotic control over groups and individuals with Rm (30) ability, gaining an additional +1cs for specific effects (such as using human nature among officers of the law to convince them he is a FBI agents).
  • Hell-Sense: The Accountant seems to have the ability to track individuals who have escaped hell or bound for it with Rm (30) ability. The sense works more like the power telelocation, in so far he has a general idea of where an escaped individual is going.
  • Sense Evil: The Accountant can determine a person's nature with a look with Mn (75) ability, and is able to determine how much a person is affected by good/evil.
  • The Coin: The Accountant carries a roman coin that he uses as a prop and can conform to specific items, such as an FBI ID or what have you. The origin of the coin is unknown, but it is suggested that it is either one of the coins used to pay Charon or one of the thirty pieces of silver paid to Judas. The other suggestion is that the coin is the method that the Accountant passes from Hell into Earth.
  • Mystic Sense: The Accountant can sense magic with Rm (30) ability

Contacts:
The Accountant is an employee and confidant of Satan.

Limitations:
Limitations to Authority: the Accountant is limited by the authority and scope of his role. The Accountant cannot for instance take direct action outside of the requisition of the escaped damned, unless assaulted or directly challenged. In addition, the Accountant will not seek to abuse his abilities simply to abuse them, it's against 'the rules'

Completely Dedicated: The Accountant is completely dedicated to his job, which is to maintain order and to retrieve escapees. The Accountant is not above adhering to the exact 'letter of the law', and is not mindless as to simply follow the pursuit of an enemy. The Accountant for instance allowed John Milton to save his granddaughter before being taken back to hell, but made it clear that he would be going back as soon as that was accomplished.

Loyal:The Accountant thinks highly of his boss, and is considered to be loyal.


The God-Killer




The God-Killer is a five barrel gun which was stolen by John Milton from the desk of Satan himself. The weapon is unlike anything seen before it is bone-handled and has only five bullets - It is never said how it can be reloaded, but it as assumed such can be done by higher (or lower) powers. Each bullet has the Latin phrase 'DEUS VELOX NEX' carved into it (God's swift death). During the movie, three shots are fired for certain - One at the Accountant (Which leaves a scar as it misses), one at a flunkie, and one at the main bad guy. A shot from the God-Killer has the following effects:
  • Total Destruction: The God Killer will completely destroy a being with ShZ ability. The target must immediately make a psyche FEAT against that intensity, may not use Karma, and must make a Red to resist its effect. The bullet bypasses normal defenses to rank, and completely eliminates the target through an explosion of mystical energy. Parts of the target may be left, but slight pieces.
  • The God-Killer cannot be fired easily by the living or even the Undead/Damned/Ascended. The God-Killer requires a Psyche of at least Ex (20) to fire. A Living person (Not dead/undead/etc) must have a Psyche of at least Am (50) to remain conscious, or be rendered unconscious for 1-10 rounds. A person with a Psyche below Typ (06) must make an Endurance FEAT or begin the dying process.