Showing posts with label Ghosts. Show all posts
Showing posts with label Ghosts. Show all posts

Friday, April 17, 2020

Jack Torrance from 'The Shining'


'Here's Johnny'

John Daniel Edward Torrance

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

Health: 42/50
Karma: 36*
Resources: Typ (06)
Popularity: 0

Talents:
Jack Torrance has the following talents:
Teacher
Profession: Writer
Repair/Tinkering
Business/Finance

Powers:
Jack Torrance is a mostly normal person with a troubled background and a history of both drinking and violence. Although Jack has sobered up at the beginning of the novel, the ghosts of the Overlook and the pressures of both his past and solitude drive him slowly insane and make him susceptible to spiritual possession. Prior to becoming ‘The other’ or ‘the beast’ as outlined in the novel, Jack’s FASERIP are represented in the first column, while the time when Jack is ‘possessed’ is represented in the second column. Jack has some potential for the Shining, as stated in both in The Shining and Dr. Sleep, hence the higher intuition, which is further supported by the miniseries of the same name. Despite this, when fully possessed by the Overlook, Jack undergoes a subtle but important transformation:
Possessed:
Jack’s possession is not as obvious or as direct as one would assume. From the moment of Jack’s arrival in the Overlook Jack is slowly brought into the hotel’s sway, working to unravel his psyche and allow full possession of his facilities. When Jack is fully subsumed by the ghosts and hotel, Jack’s FASERIP change to reflect a manic desire to murder his family, especially his son Danny. In the novel, Jack is no longer referred as Jack, but rather as the monster. AS such, Jack is completely at the whim of the ghosts and has the following abilities:

  • Increased FASE: Jack’s Fighting, Strength, and Endurance go up while possessed, and while not superhuman, are greater than his normal abilities. Jack is able to take several mallet blows to the head and still function, as well as recovering from being knocked unconscious more quickly. Jack’s strength increases mainly due to his near manic insanity, and while fully in the thrall of the ghosts, Jack doesn’t require an Endurance FEAT when suffering great damage (Like trying to dump the boiler during the mini-series which burns him). Jack’s Intuition actually goes down representing the possession, and while Jack gains health from his increased attributes, he can no longer gain karma unless completing his goals set by the ghosts.
  • Psychic Potential: Although not directly stated, it’s implied both in the novel and the 1997 miniseries that Jack may have some small ability at the Shining, and due to his drinking and other problems he may have repressed it. In the cases where Jack is being ‘reached’ with psychic power, Jack gains a +2cs to overcome the possession he is under. In addition, Jack is able to exist at some level past death, appearing in the 1997 miniseries as a spirit to his grown son and in Dr. Sleep to help Danny against Rose the Hat. It is heavily implied also by Stephen King that Jack was more than represented in the 1980 movie version. Jack can perceive the ghosts of the Overlook without them necessarily manifesting, however this isn’t something that is as common as their purpose is to drive him further towards their goals.
  • Overlook Protection: The Overlook will occasionally aid or protect Jack in unusual ways. First, as seen in all versions of The Shining, The ghosts in the hotel will manifest to provide assistance in limited ways – such as freeing Jack from the freezer. Second, should an attempt to dissuade or ‘reach’ Jack be attempted, first Jack will make an appropriate Intuition/Psyche FEAT, and if he fails, the Overlook will then make a FEAT for Jack. Please see my write-up from several years ago on The Overlook for details

 Contacts:
Due to Jack’s previous history and drinking he has few remaining contacts. Along with the scandal that Jack had while teaching in college, Jack’s professional career is mostly destroyed.

Limitations:
Jack’s Limitations range from his personal limitations to the limitations as being the earthly force for the ghosts of the Overlook:

  • Alcoholic: Jack is a recovering alcoholic; whose past is violent and well-known to the authorities. Due to his drinking Jack accidentally broke his son’s arm as well as engaged in an affair with a student which ended his academic career. As such, Jack’s recovery is tenuous at best, and one of the things used by the ghosts of the overlook to drive him further towards destruction.
  • Karma Use: Jack cannot gain Karma through any normal activity while at the Overlook, and can only gain Karma while under the sway of the ghosts and completing their goals. Jack can spend from the Overlook’s karma pool while ‘The Monster’, as effectively Jack is just a part of the hotel at that point. Jack cannot spend Karma for kill results.
  • Insanity: Jack is considered ‘insane’ while possessed and has little memory of his activities early on when issues happen.
  • Dark Secrets: Jack is rife with dark secrets, ranging from accidentally hurting Danny to having an illicit affair with a student.
Notes:
This is a combination of all the current representations of Jack Torrance in The Shining. I drew a lot more from the novel than the Kubrick movie as for characterization, and added the 1997 miniseries aspects that were green-lit by King. I wanted to reflect the Jack Torrance who was the more complete version as presented by all three initial appearances.

One thing I wanted to make sure to capture was that Jack Torrance was in fact something else when he was possessed. I think that as King stressed this in the novel and in the 1997 miniseries, I felt that it was important to differentiate the FASERIP qualities. I also think that adding the karma and resistance from the Overlook was important.

Friday, September 7, 2018

The Spectrals from the movie 'Spectral'


’Each one is made from a real person. They're alive? They're not alive. They're not dead. They're just trapped somewhere in between.’

The main adversary in 2016’s Spectral
is not only a cool concept with some basis in science but also a new take on the supernatural enemy. How do you fight an enemy that cannot be touched and can reduce the human body to absolute zero? How can you hit an enemy that doesn’t move or obey regular of physics? Spectral is one part Poltergeist, one part Black Hawk Down and one part X-Files, and in my opinion 100% cool.





Typical Spectral



The Spectrals
Concentrated Bose-Einstein condensates
Using advanced science, the spectral forces are advanced 3-D ‘printed’ quantum energy beings who are controlled (or kept cohesive) through remote synaptic interfaces with human brains and nervous systems. The ‘spectrals’ have no immediate mass, able to pass through most solid matter (though not ceramic or iron), and are not considered truly ‘alive’. As they have no mass nor real strength to interact with their environment, they are considered ‘phased’. The unique state of the Bose-Einstein Condensates allows them several powers and abilities, listed below:

  • Phased State: The spectrals are considered to have a permanent phased state at Rm (30) intensity, allowing them to move through solid matter and human in most cases. Iron and ceramic seem to prevent them from moving (and can actually cause damage). As part of their immune state, Spectrals cannot take damage in the traditional way, and are considered immune to disease, toxins, aging, poisons, fire, heat, cold, physical, mental, and emotional damage/controls with Rm (30) ability. For the purposes of checks, the spectrals treat like Rm (30) constructs and apply that rank to their FASERIP for checks. Radiation control, iron or heavier materials, and/or plasma control will destroy spectrals due to their quantum energy state. Ionic powers such as Ionization will neutralize spectrals to power rank until the 3-D printer-like systems can bring them back. (See Limitations). After 30 points of damage is done to a spectral, it dissipates for 1d10 rounds before being ‘re-printed’ near the laboratory (See Laboratory).
  • Invisibility: Spectrals are invisible to the naked eye and cannot be perceived unless scanning for unusual energy patterns or waves. Due to their unique nature and the fact they are treated as ’constructs’, they cannot be perceived through  telepathic means of anything less than Am(50) intensity (Due to the location of the controlling nervous systems). Spectrals also negate Danger Sense through the weird quantum mechanical nature that they exists. That being said, anyone with energy detection abilities such as Radiation detection, Energy detection, or plasma control can detect spectrals and in the case of plasma control can actual render spectral visual. Magnetic control can not only do rank damage to spectrals but also render them visable.
  • Bose-Einstein Effect: Spectrals attack by passing through enemies and objects, which reduces the temperature to near zero in seconds in many instances. Spectrals kill humans through touching them, destroying sensative equipment by simply passing through. If a spectral does pass through a human, they suffer Am (50) cold damage and must make a FEAT vs. Death or being the dying process. 
  • Numbers: Spectrals roam in groups ranging from 3 – 50, but never any more than there are neuro-systems to control them. Spectrals lack a cohesive command structure, instead attack and defend key points or command points depending on the orders inputed into the central system. Spectrals operate best if they overrun targets, which is their primary means of attacking is en masse or in groups. This does not mean they possess a group mentality, it’s simply the commands given.
  • Erratic movement: Spectrals do not move in a linear fashion, often moving in odd multiple-motion effects. The odd movement grants a -2cs to hitting or tracking the actual spectral, making it much harder to spot or dodge.


Equipment:
Laboratory and Power Plant operational base:
The Spectrals are part of a rogue nation’s weapons research program which was using human brains and nervous systems to control 3-D printed Bose-Einstein Condesates. As such, the Lab/Power Plant  that houses both the ’printers’, command systems, and human remains which coordinate and control the spectrals has been reinforced and protected. The Lab is considered to be heavily shielded and armored, granting it the ability to survive up to Mn (75) damage without direct breach. Life-support systems and Bose-Einstein generators are powered by a central system which can feed independently off of a nearby grid, allowing for both indefinite use and to power the stored dynamos. Advanced medical scanners and full surgeons bay are available using state of the art (and perhaps a little better) systems, which allow the removal of subject’s brain and central nervous systems. As stated in the movie, unless the power is cut, the system and life support could maintain a subject for an indefinate period. Finally the bunker is protected from detection by Mn (75) methzdods, preventing psionic or traditional detection, although any character with sufficent Reason or engineering skills can determine that the needs of the power systems would make it the most likely location.

Limitations:
Spectrals suffer several key limitations due to their nature:
  • Tied to their cerebral systems: The spectrals are tied to their biological control mechanisms – their brains and nervous systems within the labratory. As such, if one was to turn off the life-support or suppress the activity of the systems, the spectrals disincorporate.
  • Vulnerability to Iron: Iron particulates interefer with the unique radiation of the Bose-Einstein Condensates, and as such does +4cs damage,disrupting the spectrals and preventing them from crossing/attacking.
  • Detection methods: Once the nature of the spectrals is understood, they can be detected and even revealed with modifications to standard sensors arrays.
  • Power Needs: The entire operation needed for creating and maintaining the spectrals requires a Mn (75) power source, usually a city-grid or something similar. While the labratory is shielded, the requirements do remain, and as such, the chief DARPA scientist is able to determine the location based on requirements.
  • Fail-Safe: The system which maintains both the spectrals and their human components have built-in failsafes which immediately terminates power first to the 3-D generators and then optionally to the life-support functions. The fail-safe is located within the labratory’s main computer system and cannot be remotely keyed in.
  • Unusual looks: When seen, the spectrals are unusal looking – angry ghostly humans who seem in agony or pain.

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 Titanic Ghosts from 'SOMETHING IS ALIVE ON THE TITANIC'

Ghosts of the Titanic



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: N/A
A: N/A
S: N/A
E: N/A
R: Rm (30)
I: Am (50)
P: Mn (75)

Health: 0* (See Below)
Karma: 155 (See Below)
Resources: N/A
Popularity: 0*

Talents:
As the 'presence' of the collected deceased passengers have created an 'entity', it theoretically has access to the specific skills of each passenger and subsequent victim. This skills are often used only when the mass as a whole is active, and are only used when the whole is in action.

Powers:
Gestalt Spiritual Mass: The spirits of the victims of the Titanic have become a united presence, determined to protect the tomb-like interior from any who seek to steal directly from the dead. The united spiritual energies of the ghosts include well over 2000 separate entities, who are all united in the defense of their final resting place. These spirits do not have form or mass individually, but as a whole can affect the living world. The presence has the following abilities:

  • Telepathy: The Presence can read the minds of all who are near the wreck with Am (50) ability, and use this knowledge to play upon the fears, doubts, and mistrust of all parties who seek to raid the interior of the ship. The victims must make a Psyche FEAT vs. RM (30) intensity to even notice that they are being 'read', although psychics, those with the ability to see spirits, or those who have encountered the 'presence' before can recognize it.
  • Image Solidification: The Presence can create constructs and creatures of solid mass and ability, ranging from full rooms aboard the doomed ship to giant squids and monstrous sharks. The 'Presence' can do this with Mn (75) ability, and can empower these constructs with appropriate FASE equal to the power rank and within the limits of a subject/victim's fear. Solid objects will not be 'alive' in the traditional sense, as their are only the manifestation of the 'Presence's' ability, and will not give off a 'scent' or any other normal sensory abilities until encountered (They will show up on Radar/Sonar, especially if the chosen victim is watching).
  • Environmental Control*: The Spirit 'Presence' can control the environment surrounding the wreck and the areas above it, including weather patterns, with Mn (75) ability. The 'Presence' even causes a non-season hurricane around the region in order to prevent the 'theft' of objects.
  • Theft Detection: The 'Presence' will know if objects are stolen from the interior of the ship, which is considered to be 'the resting place' of the dead. In essence, if any object or group of objects totaling over Ex (20) Resource value are removed, the 'Presence' will sense this, activate, and follow that person and affect the area around them to the limits of the 'range'. The 'Presence' will stop at nothing to not only punish those who would disturb the rest, but who would desecrate the resting place.
  • Spirit Storage*: The area is saturated with the spirits of the dead. Any who die in the region (Such as the ill-fated 1975 expedition) will join the dead in their restless vigil. Those who travel by Astral means or who perish while in the area must make opposed Psyche FEATs in order to escape the region, once it is active.

Limitations:
The Presence itself: The Presence has many limitations tied directly to its nature:
  • Geographically Tied: The 'Presence' is tied to the wreck of the Titanic itself, and cannot venture beyond 10 geographic square miles from wherever the ruins rest.
  • Inactive: The 'Presence' and the restless dead are not active usually. Only under the following conditions are they active: When someone who is seeking to rob the interior is present, when an escaped thief is in the area, and when other psychics are present. At other times, the collected spirits do not bother, hence why Ballard was not attacked. Artifacts outside the ship or in the debris field are not a concern to the collected spirits - It's the inner vaults that it cares about.
  • Vengeful: The spirits are very vengeful, and will attempt to reclaim any looted items but more importantly, anyone who has escaped the collected souls previously. The 'Presence' will target the majority of its wrath on specific individuals, and will attempt to draw them into situations in which they 'join' the rest of the dead.