Showing posts with label Comico. Show all posts
Showing posts with label Comico. Show all posts

Wednesday, September 23, 2020

The Elementals from Bill Willingham

 



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

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

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

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

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

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

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

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




Tuesday, June 23, 2015

Vortex from 'The Elementals'






Jeff Murphy


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

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

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

Powers:
Imbued with the elemental force of Air:

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

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

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

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


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

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

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


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


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

Wednesday, May 20, 2015

Morningstar from 'The Elementals'





Jeanette Sarah Crain

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

Health: 90
Karma: 50*
Popularity: 30*
Resources: Rm (30)*/Typ (06)* (Later Resources/Starting Resources)

Talents:
Law-Enforcement*
Detective/Espionage
Leadership*
Martial Arts: E
Aerial Combat
Mystic Origin*

Powers:
Imbued with the elemental force of Fire:
Jeanette was burned alive by an arsonist while working an investigation. Granted powers and abilities by the Avatar of Fire, Jeanette has gained the following abilities:
  • Fire Sheath: Jeanette can summon a fiery sheath around her, protecting her against damage and providing her with Am (50) Energy Sheath.
  • Fire Control and Generation: Jeanette has Mn (75) ability to control fire and manipulate fire with great ability, projecting flames as simple as a candle to as intense as an inferno. Jeanette's control is difficult at first, but grows with experience.
  • Flight: Jeanette can fly with Am (50) ability, and is able to perform complex aerial maneuvering with simply Agility FEATs.
  • Immunity: Fire and Heat: Jeanette is immune to all forms of fire and heat, and does not take damage from such.

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

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

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


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

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

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


Contacts:
Jeanette maintains connections within Law Enforcement, and later cultivates various other contacts as leader of The Elementals.

Limitations:
Jeanette has some key Limitations:
  • Arch-Enemy: Shapeshifter: Jeanette has a long-term and complex relationship with the villain ShapeShifter, who went out of her/his/its way to seduce and destroy Morningstar after a defeat. In Tommy Czerkha's future dream in the far future, Shapeshifter is Jeanette's constant companion. Early on however, Shapeshifter dedicates his/her/its attentions fully on destroying Morningstar.
  • Public Identity: The world knows that Jeanette Crain is Morningstar
  • Mysterious Destiny: Especially later on, Morningstar has a destiny both on her own and other worlds. Morningstar's future reputation blindsides her on more than one occasion.
  • Stubborn: Morningstar is slightly stubborn.

Tuesday, May 12, 2015

Monolith from 'The Elementals'



 

Tommy Czuchra

F: Gd (10)
A: Gd (10)
S: Typ (06)/Mn (75)
E: Rm (30)/Mn (75)
R: Ex (20)
I: Gd (10)
P: Rm (30)

Health: 56/170
Karma: 60
Popularity: 30 (It begins to drop the longer he's affiliated)/-20 (as Saker's General)
Resources: Gd (10)/Rm (30)/Mn (75) (As himself, as a member of Elementals, as a General in Saker's army able to command Saker's resources).

Talents:
Student*
Mystic Origin*
- Occult Lore
Knowledge: Elementals
Leadership*
Military (Later)



Powers:
Imbued with the elemental force of Earth:

Tommy was granted immense power as the avatar for the elemental form of Earth. As Monolith, Tommy could transform his form into the massively powered Monolith, granting him the following abilities:
  • Armor Skin: Monolith's rocky exterior could withstand great damage to Am (50) rank vs. Physical/Energy damage. Monolith could only be stunned through massive or mystical damage (As seen when the assassin Sanction blew a hole through him with a fairly high-tech rocket).
  • Immunity: In his Monolith form, Tommy was immune to disease, toxins, most radiation, and poisons. Although Tommy's undead also granted him immunity, Tommy takes no additional damage as Monolith.
  • Superhuman Stats: Tommy's Strength and Endurance would increase as Monolith, granting him a significant health boost.

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

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

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


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

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

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


Contacts:
Tommy had contacts with the other Elementals until his turn as well as the government agency F.I.S.H., and always had Lord Saker's interest. After Tommy's turn, Tommy gains Saker's remaining forces as contacts.

Limitations:
  • Inhuman Looks: Tommy as Monolith suffered a -1cs initial reaction effect.
  • 13 going on 30: Tommy's undeath makes him perpetually 13. As such, despite his true age, Tommy will always look 13, even thousands of years in the future.
  • Descent into Villainy: Tommy abandons his team (and later being Monolith), and is considered not only a criminal but a high-ranking member of Lord Saker's army.

Thursday, May 7, 2015

Fathom from 'The Elementals'








Rebecca Golden


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

Health: 100
Karma: 50 (See Below)
Resources: Rm (30)
Popularity: Initial 30, but the longer the Elementals remain active it begins to drop.


Talents:

Mystic Origin*
Heir to Fortune*
Knowledge: Popular Culture
Knowledge: Media Trends
Knowledge: High Fashion
Underwater Combat


Powers:

Imbued with the elemental force of water:


Rebecca Golden drowned while boating, only to find herself resurrected by the elemental force of water into its new avatar. While possessing great powers, Golden's new unliving nature and unusual looks provided many problems and ultimately led to several confrontations. Golden's powers as an elemental include:
  • Complete Adaptation for Water: Golden is considered to be completely adapted for aquatic life, granting her Hyper-Swimming and Water Freedom at Mn (75), as well as water breathing. As a side-effect, Golden's skin has turned a brilliant jade green, and her hands and feet are webbed making her the most distinct Elemental outside of Monolith in his stone form.
  • Water Body: Fathom can convert her body completely into water, allowing her merge with larger pools, escape captors through use of sinks and toliets, and even 'heal' herself. While in her hydro-form, Fathom cannot be spotted nor identified outside of mystical or mental means, in essence she's just water.
  • Hydrokinesis: Fathom can control water, drawing upon natural sources or water vapor in the air. Fathom does this with Mn (75) ability, and has show such uses as creating water blasts, water forms, water walls, mile-high tsunamis, and creating localized flash floods among other things. Unlike the rules for most power stunts, Fathom does not need to spend karma to develop new tricks, but she does need to do them 10 times before they become part of her standard base. See 'Undead Nature' for more details.

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

Along with their inability to 'live' normal lives, The Undead Nature of the Elementals prevents them from interacting with normal humanity for long periods of time. The longer that a member of the Elementals interact, the Judge must secretly roll a reaction/Intuition bonus. Humanity will mostly fill 'ill-at-ease' with the Elementals, but that feeling grows. The result of the reaction bonus is as follows:
  • White: Open Hostility
  • Green: Distrust/Anger/Disgust
  • Yellow: Unnerved but mostly normal. Will feel something is off
  • Red: No effect immediately.

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

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

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


Contacts:

Initially, Fathom maintained the contacts within her wealthy family and had the contacts within the Elemental group. Fathom also caught the eye of the lycanthrope Rat Man, whom she began a romantic relationship with. While he lived, Agent Porter Scott seemed to be one of the few humans that was able to work with the Elementals and maintain a good relationship.


Limitations:

  • Undead Nature: See Above as it as much a limitation as it is a benefit.
  • Enemies: The Elementals have a variety of enemies, ranging from Lord Sakar to Captain Cadaver. Each enemy is dedicated usually destroying the world/reshaping it, and are fully aware of the dangers the Elementals are. In fact, Lord Sakar was the reason the Elementals were formed in the first place, through Sakar's use of the Shadowspear, a weapon of great power and catastropic intent.
    Unusual Looks:
    Fathom has bright green skin and webbed hands and feet all of the time.
  • Globally Known: After the defeat of Sakar, the Elementals become globally known with public identities.

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.
  •