Showing posts with label Criminal. Show all posts
Showing posts with label Criminal. Show all posts

Saturday, August 29, 2020

The Creatures with the Atom Brains (1955)

Typical Atomic Zombie (movie version)



F: Ex (20)
A: Gd (10)
S: Ex (20)
E: Am (50) *
R: Fe (02)
I: Pr (04)
P: Fe (02)*

Health: 90
Karma: 44
Resources: N/A
Popularity: 0*

Talents:
Despite their previous occupations and identities, the atomic zombies have no talents or real mental facilities to speak of.

Powers:
Cyber-Atomic Zombies:
The atomic zombies are victims of a German scientific experiment used by the gangster Frank Buchanan to get revenge on those who cost him both his empire and freedom. The creatures are living (or near living) beings who have been cybernetically enhanced and reanimated using a control implant and atomic energy. Although physically similar to how the atomic zombies were in life, they are completely mindless and controlled through a master control unit. The atomic zombies have the following abilities:

  • Increased FASE: The atomic zombies have greater than normal FASE attributes, specifically in Strength and Endurance. The atomic zombies also have an increase in Health*, but this is related to their dependence of atomic energy. (See Limitations).
  • Invulnerability: While charged, the atomic zombies are considered to have Invulnerability of Ex (20) to all physical and environmental effects. Within the context of their first major appearance, the atomic zombies were assaulted by the army who used everything from small arms fire to explosives and grenades with no effect. The atomic zombies are considered to also be immune from stunning effects as they shrug off even effects that should stun them with no perceptible impact. Finally, the atomic zombies seem to have greater resistance to slams, as they do not seem to suffer any effects from slam attacks. In addition, the atomic zombies are considered unkillable while powered, and ignore death results.
  • Passive Skills: Although the atomic zombies have no real skills to utilize on their own, they can be commanded to perform certain skills, such as being told to drive a car, etc. The atomic zombies may maintain such mechanical skills if they are trying to return to the power source or are commanded to do so. Passive skills should be any skill that does not grant a bonus to action or FASERIP.
  • Remote Viewing and communication: The atomic zombie implants allow Buchanan to observe and communicate where the atomic zombies are located. The range is Rm (30) transmission, and is limited to what the zombie can see or hear, so someone who is out of range, hidden, or simply out of sight cannot be seen. When communicating the zombies are initially heard with Buchanan’s voice, although the later zombies speak in their own words.


Contacts:
The atomic zombies have no real contacts, although if it is not known that a particular person is an atomic zombie, Buchanan may still be able to use their contacts for a short time (as he did with Dave Harris).

Limitations:
Atomic zombies have the following limitations based both on their creation, their obvious state, and the general purposes that they are used for:
  • Atomic Dependence: The atomic zombies must be recharged, and as such, have only a small window of opportunity before they must return to their lab of origin for recharge. After 6 hours of operation, the atomic zombies begin losing power and will unconsciously return to their place of origin. The atomic zombie will ignore their immediate situation, mission, and/or location to return to the laboratory. The zombies require an hour of recharge if severely depleted. FASE begins to drop 1 rank per hour until recharged (Although none of the creatures ever get to that point in the movie).
  • Radioactive: The atomic zombies are radioactive and can easily be detected with devices capable of picking up Typ (06) radioactivity or better. In addition, due to the nature of the atomic energy used, any who work with it are also bathed in radiation and can be detected. Lead-lined buildings can shield the detection, but only for so long.
  • Control Unit: The atomic zombies are controlled from a central command unit. Whomever controls that unit controls the zombies. In addition, if the control unit is destroyed, the atomic zombies immediately drop in their tracks, effectively destroyed.

Friday, February 15, 2019

Dr. Caligari and Caeser from 'The Cabinet of Dr. Caligari'


Dr. Caligari

 'Cesare, I am calling you. I, Dr. Caligari, your master. Awaken for a moment from your dark night.'




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

Health: 38
Karma: 80
Resources: Typ (06)/Pr (04)*
Popularity: 0/-5/5*

Talents:
Caligari had the following talents:
  • Psychology
  • Medicine*
  • Knowledge: Occult History
  • Knowledge: Esoteric History
  • Knowledge: Area
  • Knowledge: Administration*
Powers:
Caligari had superior knowledge in the dealings of the mind, granting him near total hypnotic control over Cesare. Caligari is considered to have the following abilities:
  • Hypnotic Control: Caligari has complete hypnotic control over Cesare in the Hollywood type of Hypnotism that allows Caligari to order Cesare to kill with impunity. Caligari’s control over Cesare is near complete – As such any attempt to interfere or control Cesare will be against a combined Psyche of both, In (40) effort. In addition, Cesare will have no real reaction outside of Caligari’s commands. It has been suggested that Caligari could have hypnotized many other along the way (See Limitations), from the point of view of Francis, this is a certainty.  
  • Cesare: Caligari’s somnambulist Cesare is his servant and slave, commanded by Caligari to commit terrible acts and murders. Cesare is considered to have the following FASERIPS: F: Ex (20) A: Gd (10) S: Gd (10)* E: Rm (30) R: Typ (06) I: Pr (04) P: Ex (20)/Fe (2) (Against others/ Against Caligari) Health: 80 Karma: 40/12, Popularity: 2/-5. Cesare has the equivalent of Iron Will* at Ex (20), ignoring the physical, mental, and emotional effects on his body while under the thrall of Caligari. In addition, Cesare will literally fall down dead while still trying to enact Caligari’s will, as seen in the film. Cesare cannot be stunned in the traditional sense, but can be stunned or slammed regardless.

Contacts:
Caligari has contacts throughout Italy, and specifically in the Asylum that is he ran prior to his unmasking as a madman and criminal.

Limitations:
Dr. Caligari has several limitations:
  • Known Criminal and Madman: Caligari is a known deranged madman and criminal once his activities have been discovered. In fact, Caligari is committed to the same intuition he was once the administrator for.
  • Obsession: Caligari is obsessed with the stories and personage of an Italian mystic of the 12th century named Caligari whose story he mirrors in activity.
  • Unusual Appearance: Dr. Caligari is an older man who still stands out in a crowd, but Cesare is very strange looking and suffers a -2cs to all reaction and social interactions.
  • Imaginary****: Dr. Caligari is not real, but the delusions of a man named Francis is has imagined those around him in the institution as being part of a grand story. Caligari in fact is Francis’s doctor, while Cesare is a peaceful quiet inmate who seems rather shy and withdrawn.  Caligari’s abilities and FASERIP are different, and he is not a sinister character but rather a sympathetic doctor trying to help his patient. (One of the first twist endings in cinema)

Tuesday, October 2, 2018

Count Carl Von Bruno and the Black Castle from 'The Black Castle'

“Doctor, you're an expert on medical science. Isn't it true that the Ancient Romans were pain worshippers”







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

Health: 50
Karma: 40
Resources: Rm (30)
Popularity: 15/-5 (Among the courts of Europe/Amid his own subjects and enemies)

Talents:
Count Von Bruno has displayed the following skills:
Swordsmanship
Marksman
Knowledge: Ancient History
Knowledge: Nobility and Society
Knowledge: Africa (1700s)
Knowledge: European Politics
Knowledge: Philosophy
Knowledge: Engineering
Knowledge: Torture
Firearms
Military

Powers:

None, Count Von Bruno is considered to be an above average man whose real abilities are his capabilities for cruelty. Von Bruno is capable of being extraordinarily cruel, his anger and cruelty being his most defining features. Von Bruno holds those who scarred him to be held accountable to him, and delights in his revenge and murderous plans. Von Bruno has several effects such as:
  • Henchmen: Von Bruno employs a variety of henchmen, criminals, thugs, torturers, and servants who carry out his plans and goals. At any one time, Von Bruno has 1-3 such individuals nearby, most which are unsavory sorts. Von Bruno will pay, hire, or extort assistance for carrying out his plans.
  • Devious Mind: Von Bruno can arrange situations in which his targets return to his castle or fall into his grasp, ranging from providing evidence of other wrong-doings or simply threatening to harm an innocent. Von Bruno is gifted, and may make an appropriate Reason FEAT when attempting to discover, coerce, or convince someone to play into his hands.
  • Maniacal Endurance: Von Bruno has the endurance of a madman, recovering from damage seemingly at a faster rate. Von Bruno can recover Endurance ranks as if he has the power Recovery when dealing with a hated opponent or target.
Contacts:
Von Bruno has contacts with other nobility in Europe, although few tend to deal with him due to his cruel nature.

Limitations:

  • Cruel Count Von Bruno is known for his cruelty, and it is an obvious if not openly commented trait. Von Bruno is at a -1cs to Psyche FEATs when presented with the opportunity to be merciless and cruel to avoid doing so.
  • Scarred Count Von Bruno is scarred and has lost the use of his eye due to the actions of the British during the war. Von Bruno is -1cs to social engagements when first encountered.
  • Reputation Von Bruno’s reputation precedes him, with many whispering about his activities and actions. Von Bruno cannot make a positive popularity check despite being well-known as his reputation has spread across Europe.
  • Vengeful Von Bruno is extraordinarily vengeful, willing to use anyone or anything to gain his vengeance, and turning against even his most loyal aides when it suits gaining revenge against an enemy. Von Bruno’s need for vengeance blinds him to everything, including danger, reducing his Intuition by -1cs when facing the object of his vengeance and -2cs when Von Bruno feels he’s about to have the moment of vengeance.  



The Black Castle is a fortress which has been further modified with secret passages leading to torture chambers, dropaway rooms into pits with either spikes or crocodiles, and narrow corridors which can disorient and misdirect individuals. Those trapped inside the Black Castle must make an Intuition FEAT -1cs while attempting to navigate its underground interiors. If the character fails, they encounter a deathtrap appropriate for the age. The castle’s mazes and dungeons are known to several servants and Count Bruno himself. 

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.

Saturday, September 15, 2018

Spellbinder from 'Batman Beyond'








Dr. Ira Billings

F: Gd (10)
A: Gd (10)
S: Typ (6)
E: Gd (10)
R: Ex (20)
I: Ex (20)
P: Rm (30)

Health: 36
Karma: 70
Popularity: 0/-5/-15 (As Dr. Billings Prior and Post capture, and as Spellbinder)
Resources: Pr (4) to Ex (20)

Talents:
Electronics
Psychology
Holography
Teacher
Medicine*
Photonics


Powers:
Spellbinder Suit: While it is debated on whether or not Spellbinder's suit was the main source of his hallucinatory powers or gadgets associated. For the sake of this write-up, I'm including the suit as the main source of powers. Spellbinder utilizes sophisticated technology and an incredible knowledge of the human psyche to hypnotize and confuse opponents. Spellbinder can create sophisticated holograms that affect an individual directly, creating realistic hallunicatory effects. Spellbinder's suit has the following abilities:

  • Hallucinations: Spellbinder can create Am (50) intensity hallucinations
  • Illusion Casting: Spellbinder can create realistic illusions with Rm (30) ability
  • Hypnotism: Through use of sensory pods on his outfit, Spellbinder can hypnotize opponents with Rm (30) intensity, granting a +2cs against individuals with heightened senses. With a Power FEAT, Spellbinder can create powerful post-hypnotic commands.
  • Body Armor: Spellbinder's suit provides Gd (10) body armor versus physical and energy attacks.
  • Blending: By altering the photonic aspects of the suit, Spellbinder can render himself nearly invisible with Ex (20) ability

Contacts:
Ira Billings has no contacts.

Limitations:

  • Public ID: As being unmasked to the Neo Gotham PD, The world knows Ira Billings is Spellbinder.
  • Arrogance: Spellbinder often feels himself superior, and will often ignore simple issues based on his 'superior' intellect.

Tuesday, November 6, 2012

Seth Gecko from 'From Dusk til Dawn'

Seth Gecko






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

Health: 70
Karma: 60
Resources: Ex (20) due to his bank heist.
Popularity: - 10/ -15 (Seth Gecko had a ten state task force looking for him at one point)

Talents:
Crime*
Guns
Marksman*
Knowledge: Criminal Underworld
Knowledge: Human Nature
Intimidation
Sharp Weapons

Powers:
None, although Seth has some considerable willpower and attitude.

Contacts:
Richard 'Richie' Gecko (While alive)
Various criminal contacts
Possibly the only other survivor of the Titty Twister slaughter, Kate Fuller


Limitations:
  • Wanted fugitive: Seth Gecko is an incredibly violent and wanted fugitive. As such, a manhunt has been established for his capture.
  • Loyalty: Seth is by contrast, extraordinary loyal to those who have proven themselves, such as his brother Richie and the Fullers prior to their destruction at the hands of the vampires.
  • Enemies: It's assumed that if any of the vampires survived that Seth would be a prime target for his actions (and indeed, it is suggested in the old PS game From Dusk 'til Dawn

Monday, March 28, 2011

The Super-Skrull, The Skrull Powerhouse

The Super Skrull






K'lrt of the Skrull Empire

F: Remarkable (30)
A: Excellent (20)
S: Rm (30)/Mn (75)
E: Amazing (50)
R: Excellent (20)
I: Good (10)
P: Excellent (20)

Health: 100/175
Karma: 50
Resources: Personal Typ (6)/Skrull-Backed Am (50)
Pop: -20/-10/50 (On Earth, in Space, and among the Skrulls general populace).

Powers:
Skrull: K’Lrt is a member of the shape-shifting skrulls, further modified by Skrullian science and as such, can perform the following feats:
- Shape-Shifting: Am (50) ability
- Imitation: Am (50) ability to appear as an identical copy of any living person.
Mental Training: K’Lrt has undergone additional training which grants him the following abilities:
- Hypnotic Mind Control: Rm (30) ability to control the minds of others upon eye contact.
Super-Skrull: K’lrt has been genetically altered with the powers of the Fantastic Four. These powers include:
MR FANTASTIC:
- Elongation: Mn (75)
- Plasticity: Mn (75)
THE HUMAN TORCH:
- Fire Generation: Monstrous (75)
- Fire Control: Monstrous (75)
- Fire Sheath: Monstrous (75)
- Resistance to Heat and Flame: Un (100) resistance to fire and heat.
- Rocket Flight: Am (50) ability to fly.
THE THING:
- Armor Skin: By mimicking the Thing's hide, he gains Am (50) rocky body armor. The Super Skull also takes on a rocky-like exterior when he uses the Thing’s power.
- Superhuman Strength: K'lrt's strength goes to Mn (75), affecting his Health score, when using the Thing's powers.
THE INVISIBLE WOMAN:
- Force Field: Am (50) ability to project a force field up to 2 areas away
- Invisibility: Rm (30) ability to become invisible.

Talents:
Martial Arts C, E
Detective/Espionage
Pilot
Astro-Navigation
Military
Knowledge: Stellar Empires
Knowledge: Skrull Operations
Knowledge: Kree Operations

Contacts:
Nova
The Annihilators
The Skrull Empire

Limitations:
Skrull: As with most recent events, K'lrt is a member of an unpopular stellar race and is often met with resentment and harsh attitudes. K'lrt suffers a -1cs reaction bonus simply being a Skrull.

Warrior Code: K'lrt is the champion of the Skrull Empire, and as such holds himself in a very proud manner. As such, K'lrt will not engage in certain activities against those who have earned his respect, such as Nova, and will even go against his leadership if necessary.

Power LImitation: K'lrt used to rely on several means to use his powers, and required 'recharging' in his earlier appearances. K'lrt is also limited that he can only use two of the Fantastic Four's powers in combination at any one time, at least, he was. It is uncertain if K'lrt still has the limitation in question.

Friday, August 28, 2009

Harley Quinn

Harley Quinn






Doctor Harleen Quinzel

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

Health: 100
Karma: 50
Resources: Typ (6) as a solo, Ex (20) when part of the Secret Six
Popularity: -10/-15 in Gotham City

Talents:
Crime
Acrobatics
Tumbling
Guns
Psychology
Knowledge: Metahuman Psychology
Knowledge: Gotham City
Knowledge: Batman Villains
Blunt Weapons

Powers:
Enhanced Stats: Harley is stronger, more agile, and capable of greater feats of endurance than a woman of her build and age due to several factors: Insanity, Amazonian Training, Poison Ivy's treatments, and the infusion of Olympian power (As seen in her comic, Countdown to 52, and Secret Six). Harley's agility is almost second to none, in some cases rivalling other characters such as Batman, the Ragdoll (who is triple jointed), and Catwoman.
Resistance: Poison, Disease, and Toxins: Harley possesses Am (50) resistance to Poisons and Toxins due to Ivy's treatments, as well as a greater degree of resistance to disease. Harley's body eliminates toxins within it (Secret Six) thus granting her limitless endurance for a human being.
Recovery: Harley has Ex (20) recovery, and can recover from near fatal wounds far faster than a normal human being.
Accute Sense of Balance: Harley has an almost inhuman sense of balance, capable of maintaining her equillibrium through difficult positions. While not a power per say, it does explain Harley's inhuman ability to land and balance.
Regeneration*: Harley has the ability to regenerate damage with Gd (10) ability due to Ivy's treatment.

Contacts:
The Joker (Mr. J, Puddin')
Poison Ivy: (Ivy, Red)
Catwoman II: (Holly Robinson)
Catwoman I: (Selina Kyle)
Secret Six: While tentative, she still maintains some connection.


Limitations:
Wanted Fugitive: Harley is a wanted fugitive, due to her actions during No Man's Land and other times.
Insane: Harley is marginally insane, either by the work of the Joker or through her own dementia.
Devoted to Mr. J: Harley is devoted to the Joker, even though he has tried to kill her numerous times.
Loyal: Harley is loyal to her friends, such as the second Catwoman or Poison Ivy, especially Poison Ivy.
Public ID: Harley's identity is known.