Showing posts with label Genius. Show all posts
Showing posts with label Genius. Show all posts

Saturday, October 10, 2020

Erik, The Phantom of the Opera

 The Phantom of the Opera



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Erik'


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

Health: 70
Karma: 100
Popularity: -10 (during the reign as 'The Phantom of the Paris Opera House')
Resources: Difficult to fully adjust, but believed Ex (20) in 1910

Talents:

  • Multi-Lingual*
  • Mesmerism
  • Performer
  • Instructor
  • Martial Arts: A, C
  • Sharp Weapons
  • Architecture
  • Physics
  • Stagecraft
  • Chemistry
  • Acrobatics
  • Tumbling
  • Blunt Weapons
  • Weapon Specialist*: Punjab Lasso
  • Escape Artist
  • Sleight of Hand
  • Stage Magic
  • Trance
  • Detective/Espionage
  • Area Knowledge: Paris
  • Area Knowledge: Istanbul


Powers:
None

Contacts:
Despite his appearance and activities, Erik does maintain a healthy network of connections throughout the world.

Limitations:

  • Hideous Appearance: Erik's face is often described as 'The living dead', causing him to suffer a -1cs to reactions or dealing with him.
  • Wanted Criminal: Erik is wanted in connection to the murders associated with the events of the novel.

 

Originally Published on classicmarvelforever.com on 30 October 2009 

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. 

Saturday, September 15, 2018

Shriek from 'Batman Beyond'






Walter Shreeve

F: TyP (6)/ Ex (20)
A: Typ (6)/ Ex (20)
S: Typ (6)/ Rm (30)
E: Gd (10)/In (40)
R: Rm (30)
I: Pr (4)/Rm (30)
P: Ex (20)

Health: 28/110
Karma: 54/80
Resources: Ex (20)
Popularity: -15

Talents:
Metallurgy
Engineering
Crime
Computers
Electronics
Repair/Tinkering
Acoustics and Auditory sciences
Cybernetics
Battlesuit Design

Powers:
Shriek’s Battlesuit:
Shriek employs a state of the art battlesuit which amplifies/controls ambient sound, allowing him to perform a variety of abilities and stunts. Shriek’s systems allows him to control sound from the ultrasonic to audible white noise over a massive scale. Shriek’s suit allows the following properties:

  • Body armor: Shriek’s suit is comprised of a dense material providing Rm (30) protection from Physical and Energy attacks, although there are key locations that provide only Ex (20) protection from physical attacks. Due to the unique properties of the metals used in the construction, the suit is considered to be resistant to sonics up to Mn (75) intensity.
  • Sonic Control: Shriek possesses Mn (75) sonic control while in his suit, capable of the following power stunts:
    • Generate sonic pulses and kinetic attacks of Am (50) intensity
    • Manipulate ambient sounds to create vertigo fields of In (40) intensity
    • Partial animal control: Through manipulating the ultrasonic frequencies, Shriek can pacify or enrage animals with heightened senses of hearings (IE dogs, cats, etc). Shriek can incite such with Am (50) intensity
    • Sonic force field: Shriek can generate ‘hard sound’ force fields of In (40) intensity
    • Whiteout: Shriek can negate or distort certain sound frequencies, such as human speech, SONAR, or other sound dependent systems with Rm (30) intensity.
    • Increase Range: Shriek can manipulate standard sound-waves to increase his range to a city-wide level. Shriek cannot increase the range of his hard sound or sonic pulses, but can manipulate the other abilities.
    • Absorb Sound: Shriek can absorb and store ‘sound energy’ with Am (50) intensity, allowing him to absorb such attacks and increase his power stunts by one rank. The side-effect is that Shriek must make both a power FEAT and an Endurance FEAT to do so.
    • Carrier Wave: Shriek can create a means to ride Hard Sound waves, allowing him to also affect an area with a RM (30) ability.
    • Remote Sensing: Shriek can ‘listen’ in to any verbal or sound transmitted communication with Rm (30) ability
    • Vibration: Through concentrating his sonic manipulation, Shriek can cause vibration damage with In (40) intensity.
  • Communicate w/ cybernetics : Shriek can interface with standard computers with Ex (20) ability, using carrier signals.
  • Protected Senses: After his accident, Shriek utilizes a device which grants him standard hearing, but also protects his hearing with Rm (30) ability


Contacts:
Shriek has no contacts.

Limitations:

  • Deaf: Without a special set of earphones, Shriek is deaf due to his first encounter with the new Batman
  • Obsessive: Shriek is obsessed with the New Batman since his first encounter.
  • Criminal Record: The authorities of New Gotham are aware that Walter Shreever is Shriek.

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.

Wednesday, October 5, 2016

Rhoda Penmark from 'The Bad Seed"

I don't know what you're talking about. I don't feel ANY way at all”







Rhoda Penmark

F: Pr (04)
A: Pr (04)
S: Fe (02)
E: Typ (06)
R: Gd (10)
I: Gd (10)
P: Typ (06)

Health: 16
Karma: 26
Resources: Fe (02) (personally), Gd (10) (her parents are fairly well off)
Popularity: 0

Talents:
Rhoda has the Student* talent.


Powers:
Innocent Facade
Rhoda has no powers per say, but is capable of cold-blooded murder, lying, and maintaining her innocence even under the most difficult situations. Although not infallible, Rhoda has learned to use her age and innocence to her advantage, allowing her to substitute an Intuition FEAT to either observe the best way to avoid a situation or to bold-faced lie. Rhoda has convinced many of the adults who know her that she is completely and blissfully unaware of the truth of the murders she has committed, and only through careful observation and study are her lies found out. Rhoda is completely charming but feels no emotional connection to her activities and actions.

Contacts:
Rhoda is well-liked, and would normally have her parents as contacts. As her mother Christine begins to suspect the truth, Rhoda can rely on her less and less. Rhoda has no real contacts outside of her parents and immediate neighbors.

Limitations:
Rhoda has many limitations due to her nature, her age, and her inexperience. These limitations include:

  • Age: Despite her intelligence and nature, Rhoda is only eight years old.
  • Sociopath: Rhoda is a sociopath of the first order, manipulating those around her with no real feelings of her own. The only time Rhoda really reacts is in desiring something, in which Rhoda will murder and lie with ease to achieve her ends.
  • True Nature: Rhoda’s true nature is discernible to those who can spot it, and as such Rhoda has a -1cs to affect or sway individuals into believing her lies.

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.

Wednesday, November 7, 2012

Dr. Herbert West from 'The Re-animator' series






Dr. Herbert West

F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: In (40)
I: Ex (20)
P: Rm (30)

Health: 36
Karma: 90
Resources: Varies from Pr (4) to Ex (20)
Popularity: Varies from 0 to - 10

Talents:
Chemistry
Medicine*
Knowledge: Forensics
Knowledge: Multi-Lingual
Psychology
Crime* (As with the third movie)
Knowledge: Administration

Powers:
Science (Iron) Will: Herbert West is near manic in his determination to conquer death, and is completely unfazed by the horrors he has unleashed. As such, West is considered to have the ability simply to shrug off horrors with Rm (30) intensity for the good of science, as well as physical discomfort and the occasional murder of a supervisor while re-animating their body/head as two separate entities.

The Reagent: A development of West's, The Reagent will reanimate a dead being with Am (50) intensity, granting them a semblance of life, although depending on the dosage administered, it will lead to horrific mutations. By West's own admission, the formula isn't completed or refined, and only in the third movie has it come close to being 'perfected'. Any being raised will immediately make a Psyche FEAT at -4cs requiring a Red FEAT to gain control of themselves, otherwise, they'll go on a rampage seeking to destroy whatever they can. When faced with individuals who have connections to the re-animated corpse, the corpse may make an additional Psyche FEAT to gain control for 1-10 rounds. The Reagent goes to work immediately: Once administered, it will work within 3 rounds. West has further perfected The Reagent so that it can animate body parts or a sewn together corpse.

Contacts:
West has only one contact, his old friend Dan Cain whom he ultimately sways to his way of thinking.

Limitations:

  • Obsession: To suggest West is obsessed is an understatement. West is completely devoted to his goals, suffer a -2cs to any situation which forces him to choose between his research and anything else. At the end of the first movie, West is willing to be killed to save his research, murder his co-workers, and even co-opt his friend's life to see things through.
  • Felon: West is a convicted Felon by the third movie, with the country knowing what his research not only did but what it could do.

Tuesday, November 6, 2012

Darkman from the 'Darkman' movies





Dr. Peyton Westlake

Note: Westlake's stats are included prior/post accident.

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

Health: 42/100
Karma: 60
Resources: Pr (04)* (See Below)
Popularity: 4 (As Westlake's reputation as a scientist), 10/-10 (Urban Legend and/or to crime)


Talents:
Medicine*
Chemistry
Crime
Jack of All Trades - A little explanation: Westlake is a genius who seems to pick up any skill he needs fairly easily, thus he does not suffer the penalty to try skills untrained.
Repair/Tinker*
Brawler

Powers:
Impervious Will: Westlake's body has suffered 4th degree burns, and as such, had to have experimental surgery done to shut down the pain receptors. As a side-effect, Westlake has gained the following pseudo-powers:
  • Immunity to Pain: Westlake cannot feel pain, and will not react to any intensity below Gd (10).
  • Westlake's physiology has changed due to the increased production of adrenaline, thus granting him the bonuses to his stats (and providing the limitation - See Below)
  • Immunity to stun: Westlake cannot be stunned in conventional means, granting him the ability to act even if a stun or K.O. effect is applied. Mechanically, Westlake gains a second endurance FEAT for every stun effect, successfully resisting on a Green FEAT or better. Westlake can still be slammed and damaged as normal.
  • Iron Will: Due to either Westlake's impervious will or the bio-physical aspects of his condition, Westlake can push himself to ignore effects that would otherwise incapacitate him. It is also Westlake's will which allows him to not fall into complete psychosis.

Synthetic Skin: Westlake's greatest creation is a sythentic skin which mirrors real skin in every way. The sythentic skin can be molded and crafted into a variety of appearances, granting Westlake the following abilities:
  • Imitation: Westlake can craft 'masks' of individuals so perfectly that they cannot immediate determine that they are fake. While Westlake is limited to someone near his build and/or gender, Westlake's masks have fooled individuals with Ex (20) ability, allowing Westlake to conduct business as the individual without being found out.
  • Healing: Westlake has invented a skin in the past which has none of the limitations and can act to perfectly heal a person suffering from extreme damage and/or effects. This special skin grants the Recovery power of Ex (20), and effectively bonds to the damaged areas. Westlake has only perfected this special skin once.

Karma Loss Immunity:
Westlake's situation as a hero is very unique: Westlake suffers no karma loss for killing, destroying property, stealing, or any other actions so long as they are against 'villains' or criminals. In addition, Westlake's standard resources are Pr (04), but can be influenced by what he steals from criminals, and can go as high as Ex (20) in certain situations. Westlake maintains a rigid version his basic moral code (See below in 'limitations')

Contacts:
Westlake had a number of contacts in both the scientific and social environments, but all of them believe him dead.
Darkman has no contacts, as he severed his last contact with his ex-fiance to protect her.

Limitations:
Psychotic: Darkman is nearly psychotic and is not above using extreme violence to achieve his ends. While Darkman suffers, he is not without a moral code, which he follows obsessively - Vengeance against evil at all costs, protect the innocent. Darkman can easily be provoked emotionally, and empathy attacks gain a +1cs against him. In addition, any emotional stimulus of Gd (10) or better will cause Westlake to overreact, as was seen in the original film. Westlake cannot control his anger or rage, and will react as if the slightest event is as important as the most extreme.

Hideous Looks: Darkman suffers from 4th degree burns, and is considered hideous. Any social FEAT is at a -2cs when dealing with Darkman unmasked.

Hunted: Darkman is a hunted figure, by both police and criminals. The police for the most part do not believe in Darkman, but the criminal underworld does, and will stop at nothing to stop him.

Power Limitation: Synthetic Skin: Darkman's synthetic skin suffers from a serious flaw, and that is that it breaks down after 90 minutes after being exposed to light. The skin completely dissolves after three rounds. The only successful attempt to replicate the skin to resist this was used by Westlake to heal a child.

Obsession: Justice: Initially, Darkman was dedicated to restoring himself to normal through perfection of his synthetic skin. After the end of the original film, Darkman has become obsessed with punishing the guilty, and will stop at nothing to achieve his goal.

Henry Frankenstein from 'Frankenstein' (1931)






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

Health: 60
Karma: 80
Popularity: 10 within the medical/scientific world
Resources: Rm (30)

Talents:
Medicine*
Astrophysics
Physics
Engineering
Energy Research
Philosophy
Surgeon
Multi-Lingual
Firearms
Chemistry


Powers:
Obsession: Simply put, Henry Frankenstein is beyond obsessed, and it takes a great deal when he is pursuing his scientific goals to force him to quit. Henry's obsession works similarly to Iron Will, in that it allows him to keep going when everything says stop, and allows him to overcome the frailty of the flesh as well as surviving events that should kill a man. Henry has this ability at Gd (10), which explains how he was able to recover taking several beatings from the monster, tossed over the side of a windmill, hitting the windmill on the way down, and then slamming into the ground - while able to make a full recovery in days.

Contacts:
Unlike the other representations of Frankenstein, Henry Frankenstein has numerous contacts, including:
Baron Frankenstein - His Father
Elizabeth Frankenstein - his bride
Victor Moriz - Family Friend
Fritz - Hunchback Assistant
Dr. Waldman - Mentor and friend

Limitations:
  • Dark Secret: Early on, the secret of the monster's origin is not known, and Henry isn't keen to reveal it. It is only during the sequels that the origin of the monster is realized, and Dr. Frankenstein's name is associated to it.
  • Obsession: Dr. Frankenstein suffers from great obsession, which among other things lures him into creating a second monster (The Bride). Frankenstein suffers a -1cs to any reaction at stopping or halting his work, and later a -1cs to stopping in his hunt for the creature.
  • Loyalty: Frankenstein has shown great loyalty to his contacts, willing to revisit his work in order to save Elizabeth for example. As such, Frankenstein can (and has been) manipulated into action through their coercion.

Dr. Moreau from "Island of Lost Souls' and 'The Island of Dr. Moreau'




F: Gd (10)
A: Typ (06)
S: Typ (06)
E: Gd (10)
R: In (40)
I: Rm (30)
P: Ex (20)

Health: 32
Karma: 90
Resources: Ex (20)
Popularity: 3 in scientific circles

Talents
Medicine*
Biology
Zoology
Chemistry
Multi-Lingual
Editic Memory
Vivisection
Genetics/Evolutionary Theory
Knowledge: Scientific Theorists
Knowledge: Culture
Knowledge: Reknown Scientists
Knowledge: Medical Theory
Trainer*
Animal Handling*


Powers: None, although Moreau's surgical, biological, and medical experience place him as one of the world's foremost experts on what would be later known as genetics and recombinant theory of evolution.


Contacts:
Montgomery: Assistant and associate
M'Ling: Converted animal to assistant
Any of his creations (Prior to the failing of the Law)
Lota/Maria/Aissa - Panther/human hybrid, and adopted daughter.

Limitations:
  • Coldly Scientific: In nearly all of the appearances of Moreau, he remains a detached figure whose single-minded pursuit of scientific breakthrough makes him oblivious to morale action, suffering, or anything short of his goals. In such cases, Moreau actually suffers a -1cs to his Intuition to either recognize the danger of his actions or to empathize with his subjects or guests.
  • Unethical: In most portrayals, Moreau is represented as unethical, and is willing to break the law or subvert and manipulate people when necessary. As such, it is implied in most adaptations that Moreau is not only shunned by the scientific community, but also perhaps wanted for his actions.
  • Arrogance: In addition to his inability to empathize, Moreau is often portrayed as incredibly arrogant, caring very little for others and often becoming infuriated if questioned. Moreau's arrogance can get the better of him, granting a penalty of -1cs to actions when enraged.

Murder Legendre from 'White Zombie'

Murder Legendre





 



Unknown, believed to be Murder Legendre
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: In (40)
Health: 60
Karma: 80
Popularity: -5 (in Haiti)
Resources: Ex (20)

Talents:

Occult Lore
Crime
Knowledge: Languages
Knowledge: Haiti
Knowledge: Voodoo
Knowledge: Human Nature
Knowledge: Herbology
Sharp Weapons
Business/Finance

Powers:
Voodoo Master:
Legendre is a master of what is considered 'Hollywood Voodoo', and can perform feats of astounding skill and abilities based around that concept. Legendre has the following abilities as a Voodoo master:
  • Zvumbie Animation and control: Legendre knows how to create Zvumbies through the use of chemicals and native plants, thus granting him a near army under his control. Legendre affects individuals through either having them drink the potion or through direct exposure, which causes them slowly to become enslaved to his will. A victim must make an Endurance FEAT vs. poison at Ex (20) intensity, or slowly begin to succumb to the effects. The effects reduce the target's Reason, Intuition, and Psyche to Fe (2) for the duration of the effect, placing them under Legendre's will. Legendre has been shown with dozens of zvumbies, who act as guardians and workers in his sugar mill and personal holdings
  • Hypnotism: Legendre has master mesmerism, and can ensnare targets through staring into their eyes with Rm (30) ability. Legendre can cause hallucinations, control the actions of those not immediately bound to his will, seemingly project his thoughts, and plant post-hypnotic suggestions.
  • Sympathetic magic: Legendre can create dolls and fetishes which are used through enchantment and/or ritual to force a target to do as he pleases, cause them great pain, or to bind them into actions. Legendre is capable of doing so with Rm (30) ability.
  • Imposing Aura: Legendre conducts himself with an imposing aura, which makes many think twice about the man. Legendre is considered to have fear generation at Fe (2) in his dealings, possibly a side-effect of his hypnotic powers.


Contacts
:
None

Limitations

  • Will: If Legendre's will is broken and/or he is knocked unconscious, his zvumbies lose their driving control and shuffle around aimlessly. In addition, any hypnotic suggestions or abilities used against an enemy are broken.
  • Arrogant: Legendre possesses a degree of arrogance, often taunting his victims and keeping his worst enemies as servants. As such, Legendre is at -1cs when provoked.
  • Wanted Criminal: It is heavily implied that Legendre is wanted for unspecific crimes in the past.

Monday, October 1, 2012

John Doe from 'Se7en'


It's disturbing how easily a member of the press can pay for information from men in your precinct. I visited your home this morning, after you'd left. I tried to play husband. I tried to taste the life of a simple man. It didn't work out, so I took a souvenir..


John Doe





John Doe

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

Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 0*


Talents
Knowledge: Religion
Knowledge: Library Sciences
Shadowing
Knowledge: Human Behavior (While not trained in psychology, it would be safe to say John understands humanity)
Unarmed Combat: (Not specified, but he did defeat a trained police officer in hand to hand)
Knowledge: Trivia
Knowledge: Forensics
Knowledge: Law Enforcement Procedure
Knowledge: Local Area

Powers:
John has no powers per say, but has several qualities that might appear to be superhuman or at least, beyond the normal skein of things:
  • Indomitable Will: John is a committed individual, and ignores certain effects including appeals to bait or 'read' him with Ex (20) ability. While it does not confer the damage absorbing abilities of Iron Will, John can ignore effects with a successful FEAT roll.
  • Prediction: John understands the human mind and condition with effortless ability, being a highly functional sociopath. As such, John can predict human behavior with Gd (10) ability based on facts learned about the person, enabling him to understand motivations and characteristics of a target.
  • Ordinary: John is extraordinary at appearing ordinary, down to the use of the name 'John Doe'. John is capable of covering his tracks with Gd (10) ability, allowing him to mask his intentions, involvement, observation, and even purpose until he is ready to reveal it.

Contacts:
None

Limitations:
Obsession: John is obsessed with completing his goals, to the point that he will sacrifice himself to see them achieved. As such, John enters into a situation completely committed, and cannot be dissuaded or convinced otherwise.