Showing posts with label Earth-2. Show all posts
Showing posts with label Earth-2. Show all posts

Wednesday, November 6, 2013

The Alien Horror from 'Horror Express' (1972)


The Alien Horror


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

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

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

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

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

Contacts:
The Alien Horror has no contacts

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




Monday, February 21, 2011

Huntress (Helena Wayne version)

Huntress




Helena Wayne
F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm (30)
R: Rm (30)
I: Rm (30)
P: Rm (30)

Health: 80
Karma: 90
Popularity: 20/10 as Helena Wayne
Resources: Am (50) (as sole heir to Wayne Industries, Waynecorp, and the Wayne Foundation)

Talents:
Detective/Espionage
Stealth
Crime
Martial Arts A, B, C, E
Blunt Weapons
Bows
Marksman*
Sharp Weapons
Law*
Thief
Escape Artist
Knowledge: Superheroes and Villains
Knowledge: Gotham City
Knowledge: Bat-Family
Business/Finance
Acrobatics
Tumbling
Multi-Lingual
Acting
Disguise
Thrown Weapons

Powers:
None

Equipment:
Body Armor: Provides Gd (10) protection vs. Physical and Energy
Cape: Provides Ex (20) protection vs. Physical, energy, and Fire
Utility Belt: Huntress carries a variation of her father’s utility belt, which includes:
• Smoke Bombs: Ex (20) intensity, 1 Area
• Tear Gas: Ex (20) intensity, 2 areas
• Batarangs: Gd (10) slashing or thrown damage, 2 area range
• Gas Mask: Up to Lvl III Intensity, Ex (20) protection vs. Gas/toxins
• Full first aid kit, including anti-toxins and stimulants
• Flashbangs: Ex (20) intensity light, Gd (10)intensity stun effect.
• Knives: Huntress carries up to three knives which can be thrown with Gd (10) damage
• Lockpicks
• Portable computer tied into her headquarters
• Restraints
• Flashlight
• Full thief’s toolset, including glasscutters and the like.
• Multi-tool
• Grappling gun: Similar to Batman’s, with 200’ of monofilament rope. Huntress also carries spare cartridges when needed

Contacts:
Gotham City Police Department
Robin (Earth-2)
Power Girl (Earth-2)
Justice Society of America (Earth-2)
Various underworld contacts
Alfred (Earth-2)


Limitations:
  • Code Vs. Killing: Huntress will never willingly take a life if it can be avoided.
  • Secret ID: The world at large isn’t aware that Huntress is Helena Wayne.
  • Legacy: Huntress feels she must live up to the legacy of her father and mother.