Showing posts with label Experiment. Show all posts
Showing posts with label Experiment. Show all posts

Thursday, February 28, 2019

Dan McCormick - the Man-Made Monster from 'Man-Made Monster'







Dan McCormick

 "By successive treatments their bodies can be so electrolyzed that they are no longer subject to the pains and frailties of ordinary mankind."



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

Health: 52*
Karma: 26
Resources: Typ (06)
Popularity: 0*/2/-5 (As Dan McCormick prior to his trial/as Dynamo Dan/As a criminal after his trial)

Talents:
Performer (As Dynamo Dan the electric man)


Powers:
Electrical Resistance/Absorption:
Dan McCormick is discovered to have a near immunity to electrical damage, and as such, is used after the discover by evil scientist Paul Riggs as a guinea pig for additional electrical experiments. Dan’s abilities are tied directly to his absorption of electricity, which has a startling effect on him:
  • Energy Sponge: Electricity: Dan can absorb up to Mn (75) electrical energy, which seemingly grants him a degree of energy invulnerability. Charges of Rm (30) or less simply absorbed with no noticeable effects outside of his ability to apparently become immune. Effects of Rm (30) to Am (50) reduce Dan’s psyche and reason by -1cs and give him the ‘Electrical Dependence’ limitation (see Limitations). Dan’s Strength Increases by +2cs and his Endurance increases by +1cs for a limited time. Dan is considered to have a version of Self-Sustenance when charged, requiring only the regular ‘doses’ of electricity to function. Dan is incredibly suggestive in this state, and is easily enraged.
  • Electro-Touch: Dan is capable of producing In (40) electrical charges by touch, allowing him to electrocute normal individuals through contact. Dan cannot control the intensity or effect of his touch, and cannot spend Karma to prevent a kill result due to his actions.
  • Super-Boosted Electrical abilities: When Dan is sent to the electric chair through the conviction of his actions, Dan is ‘super-charged’ for a limited amount of time, granting him an additional +1cs to his strength (Maximum Rm (30) and an additional +1cs to his Endurance (Maximum Monstrous (75). Dan also gains the additional health due to his adjusted attributes. Dan will also be able to ‘heal’ damage by absorbing electrical sources, and has a glow about him which grows in intensity as additional energy is absorbed.

Contacts:
Dan has few contacts, and none that will help him once he is convicted of murder regardless of the reason.

Limitations:
Dan has several limitations due to his unique mutation, which include:
  • Electrical Dependence: Once Dan has been ‘overcharged’, Dan is addicted to the electrical energy and is considered Addicted, suffering a -1cs to his Psyche each time that he begins something similar to withdrawal to not seek out an appropriate energy source to ‘recharge’.  
  • Finite Power: Dan has a finite amount of additional electricity that he can absorb at any given time, usually 5X his current Health score or 200 points, whichever is greater. Dan uses 20 points per hour in simple actions, and spends points for his additional effects or abilities (such as his electro-touch or new power stunts). Dan must ‘recharge’ himself through treatments given by Dr. Paul Rigas or through direct access. Dan can only drain up to 200 points at any one time, but suffers no additional effects if ‘over-charged’ or exposed to greater electrical sources.
  • Enemy: Dr. Paul Rigas – Rigas has turned Dan’s simple mutation into an addiction and dependency which Rigas hopes to use to study and create others like Dan. As such, Rigas is considered to be an ‘enemy’ although he does provide Dan with his electrical treatments as it is Rigas’s actions which lead Dan to crime (and even to a conviction to the electric chair). Rigas will stop at nothing to see how far Dan would transform for his own projects, regardless of who dies or how it affects Dan.
  • Glow: Dan emits a powerful glow when he is supercharged, making him suffer a -2cs to hide or conceal himself, as well as a -2cs to all social related FEATS.


Dren from 'Splice'


Dren







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

Health: 100
Karma: 80
Resources:  Shift 0*
Popularity: -0

Talents:
Dren has no real talents.

Powers:
Created Biological Lifeform
Dren is a created lifeform, which was created from samples of human, kangaroo, manta ray, horse, salamander, frog, bird, and fish among others. Dren is an amalgamation of those creatures, possessing additional abilities to further mutate and change, granting Dren the following abilities:
  • Environmental Adaptation: Dren can grow and adapt in her environment, growing gills and the ability to breath water, etc. This does not mean that Dren cannot adapt to hostile environments, but rather her adaption is constant – drawing on the various DNA strands that she is made up of.
  • Aquatic Adaptation: Dren is already adapted for marine life, allowing her Gd (10) Water Freedom and Gd (10) Hyper Swimming.
  • Poison Stinger: Dren is equipped with a stinger which grants her a 9’ reach and is equipped with a stinger which mirrors a manta ray. Dren’s stinger can inject Ex (20) intensity poison which will do 20 pts of damage a round for 1 – 10 rounds, requiring an Endurance FEAT vs. poison intensity each round. On a critical result, the poison will do -1cs to Endurance each round until it runs its course. In addition, the stinger/tail is prehensile, allowing Dren to manipulate it as if it were a limb.
  • Natural Weaponry: Dren possesses claws that seem retractable and can-do Ex (20) edged damage, halving effective body armor.
  • Enhanced Senses: Dren’s senses are considered to be superhuman, allowing Dren to track opponents through smell, see in near darkness, hear subsonic sounds, and sense body heat with Ex (20) ability.
  • Flight: Dren later develops wings, capable of Gd (10) flight.
  • Shapeshifting – Limited: Dren’s body adapts as necessary to the situation, allowing Dren to change at one point from female to male. As of the movie, Dren’s shape shifting is related to permanent changes linked to its Environmental Adaptation ability.
  • Enhanced Speed: Dren has the ability to move with quick sudden movements and bursts of speed. Dren is considered to have Gd (10) hyper-speed for one round at a time.


Contacts:
For a time, Dren could count its creators as contacts, but that quickly became impossible. Dren had no other contacts.

Limitations:
Dren had several limitations that progressed as Dren evolved. These limitations included:
  • Driven by instincts. Dren was remarkably smart, but was driven by instincts which would overwhelm Dren’s normal nature. Dren could be provoked or react to situations and as such, Dren would have to make a Psyche FEAT at -1cs.   
  • Unusual Appearance: Dren has a very unusual appearance, including reversed knees, a tail, eyes slightly apart, and other distinctive features. Dren suffers a -1cs to social interactions due to her unusual nature.
  • Non-Verbal: Dren communicates through trills and expressive reactions, but for the most part is non-verbal. Dren’s only words were ‘Inside You’, and even that required effort. Dren does seem to understand English and communication, but cannot usually speak.
  • Aging: Dren ages very quickly, growing from development to an adult in a matter of weeks. It could be assumed that Dren will continue to age quickly and suggest a shorter lifespan, but that is only a possibility. It is more accurate to think that Dren simply grew fast to adulthood, but it is a matter for the Judge to determine.
t.

Wednesday, November 6, 2013

Andre Delambre from 'The Fly' (1958)

Doctor Andre Delambre


 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)/Gd (10)
A: Gd (10)/Ex (20)
S: Typ (06)/Gd (10)
E: Gd (10)/ Rm (30)
R: Rm (30)/Gd (10)
I: Gd (10)/Ex (20)
P: Ex (20)/Pr (04)

Health: 32/70
Karma: 60/34
Popularity: 5 (In scientific circles)/-10 (Due to appearance)
Resources: Ex (20)

Talents:
Biology
Electrical Engineering
Structural Engineering
Physical Engineering
Repair/Tinkering
Physics
Computers
Chemistry
Experimental Engineering

Powers:
Transmogrified
Dr. Delambre is a brilliant scientist who developed a means of teleportation. Unfortunately, a small housefly ended up within the machine, which combined the two beings into new configurations. The fly ended up with a tiny human head and arm, and Dr. Delambre ended up with a fly's head, arm, and brain. Delambre's statistics show the pre and post transformation aspects, with the following additional abilities:

  • Enhanced Vision: Dr.Delambre's head has been replaced by a fly's, and as such, gains Gd (10) enhanced vision, as well as circular vision.
  • Stealth: Despite his limited agility in his transformed state, Dr. Delambre has the ability to sneak up on individuals with Gd (10) ability
  • Horrific Visage: Dr. Delambre is hideous, and forces those who see him initial to make a Gd (10) intensity Psyche FEAT or be stunned for 1-4 rounds. The effect can only happen once.

Contacts:
Dr. Delambre's family is well-connected, and he can count on his wife Helene and brother Francois.

Limitations:
Humanoid Fly: Dr. Delambre cannot hide what he is, and must cover up with a hood and glove in order to do so. In addition, for each three days Dr. Delambre remains in his state, he loses -1cs Reason until reaching Fe (2). At such time, Dr. Delambre is ruled by his instincts, and will react accordingly. Dr. Delambre will seek to ensure this does not happen, and if reaching Pr (4), he will seek to end his life.