Showing posts with label Eldritch Evil. Show all posts
Showing posts with label Eldritch Evil. Show all posts

Sunday, September 13, 2020

Liquid 'Satan' from 'Prince of Darkness' (1987)

 Prince of Darkness








F: N/A
A: N/A
S: N/A
E: N/A
R: Un (100)
I: Un (100)
P: Un (100)

Health: *
Karma: 300
Popularity: - 20 (in future)
Resources: *

Talents:
Mystic Origin*


Powers:

Eldritch Horror: The liquid mass which is identified as Satan is considered to be an eldritch horror in the truest sense: It is an alien, unfathomable evil which exists to release the powers of the Anti-God into the waking world. While contained, 'Liquid Satan' is inert, existing in the real world as a swirling neon green liquid, always seeking means to escape its prison. The powers of the Prince of Darkness are limited by three major factors: The approximate closeness of the celestial alignment, the length of time released, and whether or not if a host is present. The Prince of Darkness has the following abilities when active:

  • Immortal: The Prince of Darkness cannot be destroyed or harmed in a conventional way, and remains in a liquid state until it possesses a host, which it will do the moment that it is freed. For all intents and purposes, the Prince of Darkness is immortal and invulnerable from real harm.
  • Possession: The Prince of Darkness can possess a host, destroying the spirit of the individual and replacing their RIP with its own. When the Prince of Darkness does so, it assumes the FASE of its host, and can act within the mortal world. It will continue to alter its host to fit the needs to free the Anti-God (No FASE increase, just more cosmetic), and will not release the host unless the host is destroyed (See below). The Host is granted Mn (75) regeneration and recovery, capable of regenerating limbs and recovering from other damage. In addition, the host body is effectively immortal so long as the Prince of Darkness resides in it.
  • Mass Possession: The Prince of Darkness is capable of mass possession of those individuals with Psyche ranks below Poor (4), capable of possessing up to 20 at a time without issue once active. In addition, the Prince of Darkness can liquefy, destroy, or transform its possessed minions (cosmetically), working to increase fear or terror with RM (30) ability
  • Possession: By entering individuals, The Prince of Darkness can possess specific individuals with Am (50) ability, reducing their RIP to Pr (4) and rendering them little more than zombies. The individuals are now tied directly with the the Prince of Darkness, being more than mental zombies to its will.


Dimensional Travel*: During a specific celestial alignment, the Prince of Darkness can open a door into the anti-matter universe where the Anti-God dwells. This dimensional opening must have a full length mirror for operation and must occur during the celestial alignment.


Limitations:

  • Unable to speak: the PoD may not verbally communicate even through its thralls
  • Thrall dependence: even more than other cases, the thralls and possessed victims depend on the PoD to remain active. If it is imprisoned or leaves a 6 square area presence, they die immediately.
  • Servant of a dark power: the PoD is merely the servant of the Anti-God

Contacts:

The Anti-God

Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

Friday, September 14, 2018

The Leviathan Cult from 'Dark Shadows'




The water shall nourish each grain of sand, wedged between ancient sacred stones, and guide us to a threshold of a time to be, and restore our flesh and bones.

Possibly one of the more dangerous threats that faced the Collins family was the Leviathan Cult. Made up of beings from the primordial, the cult played in the background of Dark Shadows over a period of episodes, culminating in the rise of their leader, the defeat and attempted resurrection, and even attack in different timelines. What makes the cult dangerous is their utter dedication to their dark lords, the complete mastery over events, and their ability to bide their time.
The Leviathan Cult




The Leviathan Cult is made up of countless members across the globe from every walk of life. The purpose of the cult is to return to control of the Earth to its eldritch non-human denizens. To this end, the Leviathan Cult utilizes magic, connections, agents, and artifacts to bring about their control. Most of the appearance of the Cult in Dark Shadows deals with the return of the cult's master, a mysterious being whose presence is kept in an artifact called The Naga Box. Through use of blackmail, mind-control, magic, and other means the Leviathan Cult managed to force Barnabas Collins to do their bidding, ultimately meeting their end when Collins joined forces with their leader in the cult's destruction. Although Resources are not necessarily addressed, it is clear that an Cult of this size operating as long as it has would require significant resources. That being said, I would place the cult’s total resources at Mn (75), with accessible resources depending on the individual and the current purpose.

Typical cult members run the gambit of statistics and abilities. The cult seeks out people of importance and either converts them directly (with the use of the Naga Box) or through deals and pacts made. The Cult has many members versed in the occult, and every member (converted or not) have the following talents due to their membership in the cult:
  • Occult Lore
  • Knowledge: Leviathan Cult
  • Knowledge: Dark History of the Naga
  • Knowledge: Areas of Power

Leviathan cult members identify themselves with either lockets or rings bearing this symbol:






The Naga Box





The Naga Box is an artifact of great power, storing the life-essence of the Cult's leader and possessing great powers of its own. The Naga Box can act as a device of spirit storage at Un (100) rank, allowing those of greater power to work through the box as if a conduit. Any person who stares into the box must make a Psyche FEAT vs. Am (50) intensity or be converted into a Leviathan Cultist. The powers that drive the Leviathan Cult can use the box to enact mystical effects, ranging from Am (50) to Mn (75) level curses or effects. The box and its denizen will not function if it would endanger the purpose of the Cult, such as reveal powers. Such effects included cursing Barnabus Collins with vampirism again. For some reason, some people were unable to be converted due to something about their genetic structure. The Judge’s discretion on what that means, but some people simply are impossible to convert with use of the box.

The box is considered indestructible unless taken to a Leviathan altar where it can be destroyed as it becomes vulnerable. Although initially considered one of a kind, it was revealed that a second box existed and was nearly used to revive the cult after its destruction. Once the box is destroyed, those converted to the Leviathan Cult immediately revert back to normal with little or no memory of their actions while part of the Cult.


The Altar of the Leviathan




The Altar of the Leviathan is a mystical artifact which is used in the summoning and preparation for the birth/return of the Leviathan leader as well as other key functions. The Altar of the Leviathan is as old as the cult itself, and even without the Cult it remains and exists, although the Altar itself can only be summoned and used by a true cultist.

The Altar’s unique abilities include:
  • Teleportation*: The Altar itself can travel from place to place whenever it is summoned, crossing real time, alternate timelines, and dimensions with Un (100) ability. The Altar cannot be ‘summoned’ by normal means, requiring a high-ranking member within the Cult to do so (The leadership of the Cult).
  • Pocket Dimension*: The Altar has a small cavern-like sub-dimension underneath of the mail altar itself, which is accessible as the Altar can separate and open. The cavern is where the leader of the Leviathans resided until released into the Naga Box, and can hold a small group of people comfortably. The area is never seen, but those who enter do so either to be punished, to be transformed into a true Leviathan (also never fully seen), or to be converted into the Cult. Those that are inside the Altar when it disappears and travels travel with it, as Barnabus did when he entered in the 1790s and reappeared in the 1970s.
  • Conversion to the Cult: Much like the Naga Box, the Altar could convert someone into a Leviathan Cultist by having the person either enter the cavern-dimension underneath the Altar or by being used as part of ceremony on top of it.
  • Site of Magic*: The Altar is the main sacrifice and mystical point for the Leviathan Cult, and as such any magics attempted by the Cult at this location gain a +1cs to effectiveness. The Altar functions so long as the Cult functions, and destroy one the other is also destroyed. The Altar, the Naga Box, and the Cult are all tied together in this way. The Altar is the only location that has proven capable of destroying the true Naga Box.

Cult Limitations:
While the Cult is well-connected and powerful, they have several limitations to their abilities and ultimately to their goals:
  • Fear of Werewolves and Ghosts: The Leviathan Cult fears werewolves and ghosts to such the degree that they attempt anyone who may either be a werewolf or is a werewolf. Werewolves are immune to the manipulations of the Cult, and seemingly cannot be controlled or manipulated. Furthermore, magics and charms used by the Cult seemingly have little to no effect on Werewolves when they have changed into their bestial mode. With spirits and ghosts, it is strongly suggested that the Cult’s activities cannot affect the truly dead (Although undead like vampires can easily be controlled). The Cult attempts at many points to destroy focal points and objects belonging to spirits as they fear spirit. Much like werewolves, the Cult’s magic has little effect on the dead.
  • Resistance: As stated earlier, some humans are simply unable to be controlled by the cult. Theorized by Dr. Julia Hoffman to be related to some sort of genetic mutation, some humans cannot be swayed by the box or altar to join the cult.
  • Secret: The cult is only truly effective when they are secret. Knowledge of the cult and discovery causes the cult to retreat, unless situations are in motion for large events or planned activities (such as raising their lord or capturing Barnabus Collins for use, etc).
  • Reputation: Although secrecy is very important, those in the mystical circles are aware of the cult and aware of both their goals and reputation.

Known Leaders of the Leviathan Cult
Several individuals have had high leadership positions within the Leviathan Cult. Most notably the cultists known as Oberon and Haza, Barnabus Collins (When under the sway of the cult), and Jeb Hawkes – the destined leader of the cult who ultimately turned against it.

Wednesday, November 6, 2013

The Einwetok from 'Nomads' (1987)

The Einwetok




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Varies
A: Varies
S: Varies
E: Varies
R: Varies
I: Varies*
P: Varies
Health: Varies
Karma: Varies
Popularity: 0* (Although if recognized as what they are, it can run -5 for academics, -10 for mystics, and -20 for those knowledgeable about demonology/Inuit mythology).
Resources: Pr (4)

Talents:
The Einwetok have a variety of skills, which is assumed to be because their group grows. The skills displayed or assumed to be possessed include the following:

Mystic Origin*
Most Fighting Skills, although rarely possessed by any one member.
Motorcycles
Demonology
Knowledge: Sites of Carnage
Knowledge: Violence in History
Knowledge: Inuit Lore
Knowledge: See Powers


Powers:
Inuit Spirits of Violence: The Einwetok are Inuit spirits which dwell within the fringes of society, revel in violence and acts of carnage, and hunt down any who discover their true nature. While it is assumed that the Einwetok are simply fringe tricksters, they are vicious, capable predators who increase their numbers through what is assumed a psychic/physical attack which 'adds' to their tribe. The Einwetok have shown the following abilities:

  • Psychic Vampires: Unlike the traditional idea of the 'soul vampire' or something similar, the Einwetok seem to draw on fear and violence, converging on points where great acts of murder have occurred, and taunting innocent victims for the purposes of 'feeding'. The Einwetok draw on the energy of a place, which one assumes sustains them in place of food, rest, or healing. The Einwetok can draw energy from a place with Rm (30) ability, with no overt action necessary. The Einwetok mark a particular place with a 'shrine' for their own purposes.
  • Large Numbers: A typical Einwetok 'tribe' consists of between 8 and 20 members, each with their own ability FASERIP within the 'tribe', each member an Einwetok. Einwetok travel in these 'packs', usually through conventional means, and usually ignored by most of society. They Einwetok are not a collective - They are a group of violent spirits in human form with their own agendas and desires, but are bound by specific cultural and psychic needs, the more violent the action the better. It is why the Einwetok do not have a 'typical' set of stats - Members usually represent the gambit of humanity.
  • Predatory Senses: Einwetok seem to have some sort of enhanced senses, including the ability to determine specific 'presences' and scents with Ex (20) ability. Einwetok search out specific prey as a group, and when a specific individual is sought, they pursue that individual with RM (30) tracking ability.
  • Blending*: Not to be confused with the normal illusionary blending, this type of blending is more unique to an urban or society setting. Simply put, the Einwetok are ignored by most people, or are simply ignored by most society - overlooked as either homeless or violent gang members. It seems to be an actual powered effect, and the more members of the Einwetok present, the greater the presence is, which works at Ex (20) intensity level with an average group of 6 - 8.
  • Non-Detection: Along with the Einwetok's ability to be ignored by greater society, the Einwetok do not show up on conventional technological means. The Einwetok cannot be photographed or video-captured, they are simply not there. Mystical means or direct detection will reveal the Einwetok, but they cannot be recorded.
  • Einwetok Creation: Although not specifically stated, it is assumed that Jean-Charles Pommier becomes an Einwetok upon physical death. If this is the case, it would explain the various cultural members of the Einwetok, as members are 'added' to the collected tribe. If this is the case, then when a victim is selected, the Einwetok pursue that victim for between 3 -5 days. At the end of the time, the Einwetok physical kill the victim. Individuals who are near the victim upon their death can gain post-cognitive flashes and memories of the victim as they expire (assumed to be consumed/added to the Einwetok). Alternatively, as the Einwetok are simply spirits in human guises, they assume the guise of the most recent murder victim. For the purposes of mechanics, the Einwetok will target individuals who have either an Ex (20) Intuition or lower and/or a Ex (20) Psyche or lower.
  • Knowledge: Although not directly stated (but suggested in Director's Commentary), the Einwetok amass their knowledge from the human experience and through the possession/introduction/conversion/subversion/eating of their victims. As Einwetok are spirits of violence, it would safe to assume they are masters of it, but that is up to the GM as to their specific knowledge.

Contacts:
The Einwetok have contacts only with Einwetok.

Limitations:
The Einwetok have specific apparent limitations, some seemingly to do with how their specific groups work, which is fairly complex:
  • Attracted to places of violence: The Einwetok cannot help but be attracted to places of violence. This is how their are first identified and later discovered
  • Horrific visage: Although not really shown, it is assumed that the Einwetok look horrific in their 'real' spiritual forms, and suffer -2cs to all reactions.
  • True Nature: The Einwetok cannot hide what they truly are from anyone with the ability to see them, anyone who makes a successful Psyche FEAT (RM Intensity or higher), or their victims. The Einwetok will always be spotted by those who can see them.
  • Prey Specification: The Einwetok are clearly interesting in harassing/hunting those who know them. As such, the Einwetok will always pursue those individuals above all others.

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.




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!"

Tuesday, October 27, 2009

Darkness from 'Legend' (1985)

Mother Night! Fold your dark arms about me. Protect me in your black embrace. I sit alone, an impotent exile, whilst this form, this presence, returns to torment me!





Darkness, the Dark One, the Dark Lord, His Infernal Majesty

F: Mn (75)
A: Rm (30)
S: In (40)
E: Mn (75)
R: Rm (30)
I: Mn (75)
P: Mn (75)

Health: 220
Karma: 180
Popularity: -100
Resouces: Shift X (150)


Talents:
Mystic Origin*
Demonology
Weapons Master*
Knowledge: Culture
Knowledge: World Knowledge
Knowledge: The Balance
Leadership*:
Seduction:



Powers:
Demonic Form: Darkness is the epitome of Darkness and evil, and as such is physically powerful and almost indestructible. Darkness's powers are more subtle than other representations of the Lords of Darkness, and while capable of many actions and activities, is still bound by the rules of 'The Balance' between light and dark. Darkness cannot act outside of his fortress at the beginning of the movie, and is bound to remain there, away from humanity and suffering from the light, relying on minions outside of his tower. As such, Darkness's nature allows him many benefits, such as:
  • Immortality: Darkness does not seem to age or grow old, and appears the same undefinable age. True death seems ultimately beyond Darkness, as the rules of The Balance states, "There can be no good without evil"
  • True Invulnerability: Darkness is incredibly hard to damage, granting him Am (50) True Invulvernability to standard methods of damage, but not complete (See Darkness's limitations).
  • Environmental Awareness: Shift X (150) ability to sense the goings on in his tower when he's focused. Darkness knows every element of his home and reacts accordingly.
  • Raise Undead: Darkness can raise the dead who line his halls to do his bidding or defend his tower with Un (100) ability.
  • Shadow Shaping: Darkness can manipulate the shadows his in his tower, creating near solid creatures and/or objects with Mn (75) ability, such as beings, illusionary images of loved ones, or shadowy dancers.
  • Telepathy: Darkness can read the minds of those touched by guilt, avarice, darkness, sin, or whatnot with Rm (30) ability
  • Teleportation: Darkness can gate from one part of his tower to another with Un (100) ability.
  • Resist: Fire: Darkness is completely immune to fire and heat.
  • Clairvoyance: Darkness can see things far away with Un (100) ability, also possessing Claudience at Un (100), allowing him to communicate with his servants as they do his bidding.
  • Spirit Communication: Darkness can communicate with the dead with Un (100) ability.
  • Magic Control; Darkness can control magic within his realm with Un (100) ability.
  • Hypnotic Control: If a person has sinned, Darkness can slowly mesmerism them from a distance as he did Princess Lily with Am (50) ability, swaying them to accept their role and sin, slowly corrupting them.
  • Telepathic Shield: Cl1000 protection from psionic attacks and to read his mind.
Servants: Darkness has multiple servants who range the gambit and are utterly devoted to him, under penalty of death (or worse).

Contacts:
Darkness has few true contacts, outside of favorite servants and the powers above him.


Limitations:
While Darkness is powerful, whose abilities cannot be fully listed, there are clear limitations:
Sunlight: Darkness cannot abide sunlight, which not only wounds him but could destroy him. Light is Darkness's opposite in 'the balance' and is capable of truly wounding him. The slightest ray causes serious damage, bypassing the TI and other resistances.
The Balance: Darkness is bound the rules of 'The Balance', which means he cannot force anyone to do anything that they do not choose for themselves, such as vanity in touching a unicorn or forcing them to sin.
Bound to his Tower: Curiously, Darkness cannot leave his tower and is bound within. While his powers are immense inside his tower, Darkness cannot leave and must rely on agents and operatives to carry out his will.
Vulnerability to magic wielded by an innocent: Darkness was vulnerable to the attacks from Jack, and it is perceived that Jack's innocence and opposite role in 'the balance' was the reason.




Monday, October 12, 2009

The Tall Man from 'Phantasm'

'You play a good game boy, but the game is finished, now you die.'


Few characters represent the unrelenting specters of evil that the Tall Man from the Phantasm movie series does. The Tall Man's purposes and origins seem straightforward enough: Eldritch and unseen masters use the Tall Man as agent in plans to create an army of resurrected dead.

At first, a straightforward plan and purpose, but nothing in the Phantasm series is so clear cut. Ranging from the obsession to the survivors of the first movie to the unusual lengths the Tall Man has gone to allow them to survive, it is clear that the Tall Man and his masters are a greater threat than one would initially guess.

Played with relish by Angus Scrimm, the Tall Man represents a different sort of horror icon during the 1980s, akin more to Pinhead from the Hellraiser series than the slashers that dominated the 1980 horror movie landscape. From the undead creatures to the famous sentinel spheres, the Tall Man represents a level of threat that many of the other horror icons don't: Death isn't necessary the end of the horror, and certain, not the end of the story.

So, the Tall man


The Tall Man




The Tall Man, possibly Jebediah Morningside

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Mn (75)
P: Mn (75)

Health: 120
Karma: 160
Resources: Mn (75) (See Below)
Popularity: -20 (in Occult Circles)

Talents:
Knowledge: Dimensional Entities
Knowledge: Forensics
Knowledge: Funerary Sciences
Mystic Origin*
Driving
Knowledge: Demonology
Medicine*
Business/Finance: Funeral Parlors

Powers:
Agent for a Dimensional Entity: The Tall Man is an agent of a dimensional entity, whose sole purpose is to raise an army of the dead and to conquer the world. While apparently cliche, the simple fact is the Tall Man is believed to be simply an extension of the entities themselves, and as such, cannot be killed through convention means. While the Tall Man is capable of being defeated, permanent death seems beyond the veil for the Tall Man, as he (or another aspect) emerges from the dimensional void shortly thereafter. As such, the Tall Man has the following abilities:

- Undead Control: Mn (75)
- Serial Immortality: Even if the Tall Man is destroyed, he will return from the dimensional void in 1-10 rounds.
- Resist: Pain: Cl1000: The Tall Man does not feel pain of any sort (as seen in all four of the movies), and while he can take damage, he will never show any signs of it hurting him.
- Spirit Storage: Mn (75) (See Sentinel Spheres)
- Spirit Control: Mn (75) (See Sentinel Spheres)
- Dream Travel: Am (50) ability to appear in the dreams of victims and adversaries (As seen in Phantasm I, II, and IV).
- Reanimate Dead: The Tall Man, through a chemical process and dimensional entreaties can raise any corpse. The corpses are shrunken in the process, appearing like short, grotesque dwarf-like creatures called Lurkers which obey the Tall Man's orders. The process includes the removal of all organic fluids from the body and the replacement with a unknown yellow substance. The 'lurkers' have the following stats:

Lurkers


F: Gd (10) A: Gd (10) S: Gd (10) E: Ex (20) R: Pr (4) I: Pr (4) P: Pr (4) Health: 50 Karma 12

These lurkers have no memory or connection to their previous identities and cannot be reasoned with. They can use weapons and be 'killed' again through conventional means. The 'dwarves' tend to swarm over opponents.
- Telekinesis: As seen in Phantasm IV, The Tall Man seems to possess telekinetic powers of Am (50) intensity, but rarely uses them, prefering to use agents and sentinel spheres.
- Telepathy: The Tall Man posseses some level of telepathy, probably at Ex (20) ability to read the minds of those around him.
- Telelocation*: The Tall Man is always aware the location of his enemies and those who have thwarted him, especially Mike and Reggie, and can locate them across dimensions.
- Dimensional Travel*: The Tall Man transverses dimensions through the use of dimensional portals found in his base of operations, leading to otherwordly locations as well as distant points in the past. The exact nature of the dimensional doors are not known, but it is believed they lead to the Tall Man's masters.

The Sentinel Spheres:


F: Ex (20) A: Rm (30) S: Pr (4) E: Rm (30) R: Varies I: Varies P: Varies
Health: 84
Karma: Varies
Powers:
Flight: Ex (20)
Body Armor: In (40) body resistance
Natural Weaponry: Blades: Ex (20) damage, halves body armor.
Natural Weaponry: Drill: Rm (30) damage, halves body armor.
Laser: Only in the 'Gold' spheres: RM (30) energy damage.

The Sentinel Spheres seem to be bound to the spirits of the Tall Man's victims, although not all the spheres serve him. The Spheres are the primary guardians and weapons of the Tall Man, The spheres haunt the halls of the Tall Man's morturary, as well as serve to act as both watchdogs and other things.

Contacts:
Un-named Dimensional Masters


Limitations:
Enemies: The Tall Man has many enemies, chief among them Reggie Bannister and Mike Pearson.