Showing posts with label Cosmically Powerful. Show all posts
Showing posts with label Cosmically Powerful. Show all posts

Sunday, August 30, 2020

H.P. Lovecraft's Cthulu

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"

 

Cthulu

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 F: Sh-X (150)
A: Pr (4)
S: Sh-X (150)
E: CL 1000 (1000)
R: Un (100)
I:  Un (100)
P: CL 1000 (1000)

Health: 1340
Karma: 1200
Resources: N/A
Popularity: - 30/ -100

Talents:

Theoretically, Cthulhu possesses every talent mankind has access to, specifically professional and knowledge talents, although in Call of Cthulhu no significant talents are displayed.

Powers:

Elder Alien Being: While often mistaken for a 'God', the manifestation of Cthulhu is actually an alien being, originally born in deep space and on Earth. Cthulhu is not a creature that one could completely catalog, displaying unusual physical characteristics and capable of many abilities when awakened, which occurs during certain planetary alignments and prompted by human cultists. Cthulhu is an age-old threat, whose full powers and extent of abilities are not fully marked in any of his Lovecraftian appearances. Cthulhu has displayed the following attributes:

  • Invulnerability: Cthulhu is invulnerable (CL1000) to standard forms of common damage, such as toxins, radiation, disease, deep space, great depths, environmental, aging, or any of the other normal means of damage. Cthulhu's body can be damaged, as seen when its head was destroyed by a ship ramming it, but it does not actually take damage unless done under certain undefined conditions.
  • Alien Mind: Cthulhu's mind is alien, granting it the ability of Telepathy, Mind Probe, Mind Drain, Psychic Shield, Mind Blast, and Dream Travel all at Mn (75). Cthuhu's alien mind prevents telepathic contact, granting it CL1000 Psi-Screen, while at the same time, anyone attempting to read Cthulhu's thoughts will suffer a Psyche FEAT against Un (100) intensity or suffer madness/be incapacitated for a length of time determined by the judge (While this part is not in the novel, it is probably as many of those who allowed Cthulhu to enter their thoughts in the short story were mad due to it).
  • Regeneration: Cthulhu can regenerate its body with Sh-Z (500) ability, as its head began to reform moments after it was struck by the small yacht and destroyed
  • Permanent growth: Cthulhu is well over 200' feet tall, having permanent growth
  • Self-Sustenance: Cthulhu does not need to eat, breath, or even sleep (Although it can be put to sleep) to survive.
  • Cosmic Awareness: As it stated within the story, Cthulhu is aware of everything within the universe, possessing Cosmic Awareness at Cl1000
  • Flight: While Cthulhu did not fly in the short story, it was clearly stated it possessed wings and had arrived on Earth from outer space. It would be safe to assume Cthulhu could fly with CL1000 ability, capable of warping to other worlds.
  • Natural Weaponry: Claws: Cthulhu possesses large claws, capable of rending most materials with Un (100) ability.
  • Multiple Attacks: As described as a kraken, Cthulhu is probably capable of multi-attacks, at least at Am (50)

Contacts:

Various human cults around the world
Other elder beings.
RPG companies.


Limitations:

  • Forced Slumber: Cthulhu is only active for a short time due to a special alignment of stars, which do not come into alignment often. As such, Cthulhu is forced into sleep amid the ruined submerged city of R'yleth. Cthulhu is completely in a state of suspended animation, and cannot interact with the world.
  • Enemies: Cthulhu's activities are often opposed by other beings.
  • Monstrous looks: Cthulhu is hideous and as such, makes any such checks at -4cs.


 

 

Just a quick note.

I wrote these stats back in 2010 and there were some debates. I'm simply reposting them here for consistency as I'm trying to pull all the stats I've done over the years in once location. I'm not modifying these stats in any way except to correct grammar and new images. 



Tuesday, September 25, 2018

Death from 'Final Destination'





 

Death is an invisible, relentless force that seeks revenge against those who evade its plans. Normally death is never felt nor is it encountered directly as entity or issue…but…. when those who are appointed to die through serious accidents or similar activities evade death (even unknowingly), death will become a remorseless force dedicated to rectifying the situation.

There are key situations with Death that occur to draw its ‘ire’:

Premonition: usually someone amid a large catastrophic accident has a psychic flash of the events that are about to transpire. These events follow a specific pattern and are usually most horrific. Victims of the events are shown to die in specific order – Either how they are arranged, proximity of themselves to the accident, or even the actual order of death with the last victim always being the person who had the premonition first.

Mechanically, the Judge has the players roll a Psyche FEAT secretly. These FEATS are arranged in order of success and rank. The highest actual roll followed by the highest rank determines the order in which Death had planned to take the characters. The person with the lowest roll has a flash/vision which lasts upwards of three minutes of a situation in which everyone dies…be it through natural or freak disaster. Should the character with the vision convince the people around him to leave or avoid the upcoming event, Death begins to ‘hunt’ the character along the established order.

Death Hunt: after 24 – 96 hours, Death begins to hunt the victims. No presence of Death is immediately detectable, save for perhaps a shadow or movement from the corner of the eye. Each victim must be aware of what is happening, but once aware they may make Intuition FEATS to spot situations in which Death may utilize or be encountered. Death will follow its list and attempt to set up situations which are gruesome and violent, murdering along that list until all victims that have ‘escaped’ it are dead. Death does not outwardly attack – instead what it does is create situations that will lead to fatal accidents by affecting the physical environment, unseen of course. Such things include opening a valve of compressed gas while working near flames, causing a lasik laser to malfunction, remove safeties from weapons, cause a freak garbage disposal accident, and weaken the restraints on parallel bars due a gymnastics event, and a sudden hit and run by a city bus among others. Each death is usually set up to be violent and extreme as revenge.

When Death moves on a character, the Judge makes a roll vs. Death against the character’s Endurance. If the Judge gains a success, the Judge waits for opportune moments to make the Character make a roll vs. Death against their Endurance Rank’s intensity with no Karma allowed. Should the character fail, they will encounter a situation which will be fairly normal, but immediately go into the dying process with the type of event being the manner of death (Slashing/Energy/Etc). The Judge is free to use whatever they wish to describe or enhance the scene.

The Rules of Death: Death must follow the rules as they are established – Although no one outside of a lone ME seems to know them immediately. Death must follow the order that was established in the accident, although Death is creative to interpret how to follow it. For instance, in the first Final Destination, Death followed the list according to seating arrangement. Should someone be able to ‘skip’ the order, Death skips them for a period of time. Another rule is that Death cannot take someone who is giving life, such as one with child. Death also does not kill those who are not ‘on the list’ (at least on the first few films). William Bludworth, owner of the Bludworth Mortuary seems to understand these rules and often cryptically offers the doomed victims the basics, but always informs them of the inevitability of death. It is fan-theorized that Bludworth is some sort of assistant to Death, but there is no proof of this.

As of the final film (and only the films…not the novel or anything else), there are no survivors still alive who have avoided Death. Perhaps that will change….

Tuesday, November 6, 2012

Anthony Fremont from 'The Twilight Zone'




Anthony Fremont

F: Fe (2)
A: Pr (4)
S: Fe (2)
E: Typ (6)
R: Typ (6)
I: Rm (30)
P: Rm (30)

Health: 12
Karma: 66
Popularity: (In Peaksville, OH) 100/-100 (But you'd better not let Anthony hear you)
Resources: (See Powers)

Talents:
Student*

Powers:
Reality Alteration*: Anthony Fremont has the ability to alter reality with a whim, posessing Cl1000 ability to do so. Anthony can permanently affect reality in a variety of ways and means, including:
  • Weather control, instantly changing seasons and/or environmental situations
  • item creation, including his favorite foods and/or his favorite items
  • changing individuals into new shapes such as removing aspects, massive transformations such as into beasts and/or jack-in-the-boxes.
  • sending a person away, 'Into the Cornfield', which is effectively destroying them.
  • Recreating individuals, objects, and/or environments at will

Telepathy: Anthony is a telepath, capable of reading surface thoughts without any issue with Rm (30) ability. Anthony cannot at this age probe deeper than surface thoughts (It simply doesn't occur to him to do so).

Environmental Awareness*: Not necessarily the power as it is normally described, Anthony is fully aware of the area he is in, allowing him to perceive subtle changes and interactions across a town-wide area. Anthony is rarely surprised by events, as her is usually fully aware of the world and microcosm around him.

Peaksville, Ohio: Anthony has separated his hometown from the rest of existence through his power, and can shape and change it as he see fits. within Peaksville, Anthony is fully aware of all transactions, and limits if not eliminates access to the 'outside' world. It is assumed that while in Peaksville, people age but do not die of natural causes (Usually eliminated by Anthony by being send to the cornfield.


Contacts:
Anthony has no real contacts, as everyone is secretly afraid of him. Anthony can usually call upon anyone within Peaksville to do as he sees fit.

Limitations:

Emotional Maturity: Anthony has the emotional range of a pre-teen, and cannot understand the scope of his actions. As such, Anthony reacts as a child would: badly to criticism and/or anger, seeking approval for his actions, and generally behaving as a bit of a brat. Some of the adults have found that they can manipulate Anthony to a limited degree by playing on these facts, but only so far.

Mortal Limitations: Despite the immense power that Anthony has, it is assumed that Anthony still is effectively a child, and suffers from the same limitations a child has.


Note:
"It's a good Life" was originally a short-story that was translated to an exceptional Twilight Zone Episode. There is a sequel that was made in 2002 for the UPN updated Twilight Zone series called 'It's still a good life', with an adult Anthony, and his daughter, who also possessed his powers.


"It's a real good thing you did Anthony....really good!"