Showing posts with label Halloween. Show all posts
Showing posts with label Halloween. Show all posts

Monday, August 31, 2020

Renfield from 'Dracula' (1931)

 Oh no, master. I wasn't going to say anything, I told them nothing. I am loyal to you master.






M.R. Renfield





 

 

 

 

 

 

 

 

M.R. Renfield

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

Health: 46
Karma: 26
Resources: Formerly Gd (10)
Popularity: - 4 (As a madman and last survivor of the Vespa/Demeter)


Talents

Knowledge: Law
Knowledge: International Law
Knowledge: London Area
Psi-Screen*


Powers
Madman and Vampire Thrall
Renfield is one of Count Dracula's first real 'London' victims. Rather than kill him or turn him, Dracula utilizes Renfield to ensure the safe delivery of his earthen boxes and the securing of properties around London (although, it was Jonathan Harker who actually made the trip to Castle Dracula). Renfield has gone mad due to the Count's influence, and has several key abilities and pseudo-powers accordingly:

  • Increased FASE: Renfield is shown to be far more agile and strong than the typical man, either due to his madness of Dracula's powers. Renfield can easily shrug off a man larger than himself or escape from a straight jacket.
  • Thrall of Dracula: Renfield is the thrall of Dracula - As such, Dracula can see through Renfield's eyes, and utilizes Renfield to perform tasks that Dracula cannot or chooses not to. Renfield is in telepathic communication with Dracula, although, Renfield has the tendency to speak out loud. The bond is considered mostly unbreakable, although Renfield can resist Dracula's control at times with a successful Yellow PSYCHE Feat. When in the thrall of Dracula, Dracula may spend his own karma to affect Renfield's results and behavior, and can actually spend karma *against* Renfield's results to enforce compliance.
  • Telelocation: Dracula: It is clear that Renfield knows where Dracula is at most times, and can find his way to his master at different points. The range of the telelocation is Rm (30). Dracula also knows where Renfield is at most points.

Contacts
Renfield's contacts before Dracula have nothing to do with him. After the travel to the Count's castle, Renfield has Dracula as a contact - but it is not an equal contact. Renfield theoretically has Dr. John Seward as a contact.

Limitations
Renfield has the following limitations:
  • Notoriety: Renfield is known as the sole survivor of the Demeter/Vespa, and was obviously mad from the experience
  • Dracula's Slave: Renfield is the (un)willing slave to Dracula, which means he must do Dracula's bidding at all times.
  • Madman - Renfield is obviously a madman, and is known as such.

Frankenstein's Monster from 'Frankenstein'

 Did you know I knew how to play this? From which part of me did this knowledge reside? From this mind? From these hands? From this heart? And reading and speaking. Not so much things learned as things remembered.

This version of Frankenstein combines the novel version and the 1931 James Whale movie version.

Frankenstein's Monster


 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

"Adam"

F: Ex (20)
A: Gd (10)
S: In (40)
E: Am (50)
R: Typ (06)*
I: Ex (20)
P: Typ (06)*

Health: 120
Karma: 32
Popularity: -15
Resources: Pr (4)


Talents:
Crime
Survival
Blunt Weapons

Powers:
Surgical Composite: Frankenstein's Monster is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the monster's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of his creation, the chemicals used to restore the flesh, or other unseen aspects, the Monster has Rm (30) resistance to physical attacks, Ex (20) resistance to energy.
  • Regeneration: The Monster is capable of regenerating with Gd (10) ability
  • Invulnerability: The Monster does not age or suffer from normal diseases or toxins.
  • Total Memory: The Monster possesses a near perfect memory, teaching himself to speak fluently within weeks of creation and capable of amassing and recalling information without problem.
  • Suspended Animation: The Monster is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.
  • Revival: Even if reduced to 0 health and 0 endurance, the Monster can be revived with the proper amount of electric current. For each rank of electric current the monster receives, he gains 1/2 endurance and health. Example: Ex (20) Electricity would grant him 10 health and Gd (10) endurance during his revival.



Contacts:
Theoretically, the Monster has no contacts.

Limitations:

  • Hideous: As described in the novel and represented in most media as completely hideous, the creature suffers a -1cs to all dealings. Normal humans will turn away and be spooked, with some branding the monster a 'monster' on sight.
  • Hunted: The Monster is hunted by locals and others who see him as inhuman.
  • Fear of Fire (movie version): The movie versions of Frankenstein display a noted fear of fire, which grants a +1cs to affecting Frankenstein. If Frankenstein's Monster fails a Psyche FEAT with a white result, he will become enraged.

Sunday, August 30, 2020

The Event Horizon from 'Event Horizon' (1997)

 'I thought it said "liberate me" - "save me." But it's not "me." It's "liberate tutame" - "save yourself." And it gets worse.'

A ghost ship in space, the Event Horizon's maiden voyage took it to someplace...else. When it returned, it wasn't simply a ship anymore, it was a living conduit to a realm of chaos and evil. Determined to take the crew from the rescue ship Lewis and Clark back to the hellish dimension it escaped from, the Event Horizon was the monster of the movie.




The Event Horizon



 


 

 

 

 

 

 

 

 

 

 

 

Type: Space Cost: Un (100) Control: Rm (30) Speed: Cl3000 Body: Am (50) Hull with breakaway areas that are In (40), Protection: Rm (30) in most areas.

In addition

R: Rm (40)
I: Am (50)
P: Mn (75)

Karma:165
Popularity: 40 (By 2047, everyone has heard of the Event Horizon's failed maiden voyage but are not aware generally of its return).
Resources: N/A* (See Below)

Talents:
The Event Horizon is a starship, but has gained a unique talent: Mystic Origin*


Powers:
Possessed Starship The Event Horizon was armed with a prototype gravity projector, allowing it to 'warp' space around it. Instead of traveling to its intended destination of Proxima Centauri, the ship was instead sent to 'a realm of chaos and evil (hell)'. The travel changed the nature of the ship, granting a malevolence armed with supernatural powers. The ship has the following abilities:

  • Gravitational Warp Drive: As per the speed of the ship, the Event Horizon can travel great distances and even dimensions. The gravity drive requires a recharge period, and can be activated either by the pilot or the Event Horizon itself. The central drive also can send individuals to the hell-dimension by engulfing them in the black viscous material that powers the drive.
  • Telepathy: The Event Horizon has telepathic abilities, allowing the ship to read the thoughts of those present and draw upon memories, no matter how personal or private. The ship is considered to have Mn (75) telepathic powers within itself, and can broadcast to specific individuals with much longer range (Up to Shift X to its creator).
  • Hallucinations*: Once the Event Horizon has uncovered fears, dark secrets, or guilt about an individual, it tortures them with images and memories of those truths. The Event Horizon can make an individual relive those moments or create new horrific images capable of driving individuals to madness or murder. Event Horizon's ability to do this is Monstrous (75)
  • Environmental Control: Interior: The Event Horizon has complete control over its interior environment, creating flames and other standard starship environmental hazards. The Event Horizon is considered to have Rm (30) environmental control over itself, with certain conditional situations (See Limitations).

Although not specifically shown or stated, it is possible that the Event Horizon has other 'abilities' gained from its turn in hell. In addition, the Event Horizon act as a conduit, and those passing to that dimension can be 'transformed' by the experience (As seen by Doctor Weir).

Contacts:
Theoretically, the Event Horizon has no contacts, although it could be suggested that the creator of the Event Horizon, William Weir is a contact.

Limitations:
The Event Horizon is bound by several key Limitations:
  • Bound by a hellish purpose: The Event Horizon's entire goal is to draw others to it and then transports them to hell or attempts to have them kill themselves. The Event Horizon is an elegantly evil trap, and does not attempt to change or deviate from this purpose in any way.
  • Still A starship: Despite its unique situation, the Event Horizon is still just a starship, and is bound by the physical aspects of itself including being overridden at times and bound by regular physics while in 'normal' space. The Event Horizon cannot change its shape or do something that a ship couldn't normally do.
  • Enabler: The Event Horizon cannot act simply to kill someone, it is bound by certain rules it would seem. The Event Horizon can drive people to madness and evil, but it cannot outright kill them, often requiring the victims to kill themselves or having an agent (such as Doctor Weir).

Doomhead from '31'

 'You know what they say, kemosabe, in Hell, everybody loves popcorn.


Doom-Head






 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 80
Karma: 60
Resources: Typ (06)
Popularity: 0*(See Below)

Talents:
Doom-Head has displayed the following Talents:
Unarmed Fighting
Sharp Weapons
Blunt Weapons
Firearms
Improvised Weaponry*
Knowledge: Torture
Knowledge: ‘31’
Knowledge: Psychological Warfare
Knowledge: Game Area
Tracking
Shadowing

Powers:
Doom-Head is the final ‘head’ released during the game of ‘31’, the most dangerous of the killers that the victims chosen for the game must face. In essence, Doom-Head is a normal person, and with most of the ‘normal’ people in my write-ups, he’s got unusual ‘pseudo-abilities’ that grant him greater advantages:

  • Unique Karma Rules: Doom-Head is the most dangerous of all of the hunters of ‘31’, and specifically has earned that title through tenacity, brutality, and viciousness. Doom-Head gains karma through taunting his victims, and doubles his normal award when he successfully kills a 
  • victim he is stalking. Unlike the other ‘heads’, Doom-Head may spend karma from a karma pool established by the three main figures of ‘31’ – Sister Dragon, Sister Serpent, and Father Napoleon Silas Horatio-Murder. The ‘31’ Karma pool is equal to the combined karma scores of the victims ‘playing’ the game, which will be spent to ensure Doom-Head makes critical rolls including vs. Death and the like until exhausted. Doom-Head will always spend Karma for kill results out of his personal score.
  • 31 Environment and Game: The ‘31’ environment and game are played over the course of 12 hours in a location which is completely inaccessible and out of the way, consisting of rooms, mazes, dangers, and of course, killers. Once ‘31’ has begun and Father Napoleon has started the game, exits are sealed and, in many cases, hidden, forcing those playing to search for both safety and escape. Those who are in the ‘31’ area seem to be disoriented and suffer -2cs to Intuition FEATS while traveling or navigating through the disorienting maze. The Head (and especially Doom-Head) do not suffer the penalty of the disorientation, as they have ‘played’ 31 enough to be used to the areas and aspects. The ‘Aristocrats can observe and bet on the progress of the ‘players’, often making bets accordingly. After six hours or if the number of the players is reduced to half, the Aristocrats allow Doom-Head to enter and exits are opened to the outside area. Doom-Head will stalk and murder any survivors, specifically seeking out the most wounded or vulnerable first and saving the strongest for last. Doom-Head gains a +1cs on top of his abilities for Stealth and ‘getting the drop’ on individuals while inside the ‘31’ play area.
  • Ignore Pain: Doom-Head can ignore his own pain, allowing him to act and stay conscious even if damaged through a simple Endurance FEAT, and can ignore any Stun effect that is not greater than his Endurance. Doom-Head can still be slammed and takes full damage from effects.

Contacts:
Doom-Head relies on the Aristocrats.

Limitations:
Doom-Head has the following limitations:
  • Bound to the rules of the game: Doom-Head is bound to the rules of ‘31’, and follows them to the letter – so when a victim actually ‘wins’ while Doom-Head is engaged with them, Doom-Head will immediately stop. Doom-Head follows the game to the letter.
  • Sense of Duty: Doom-Head follows the orders and implied commands of the Aristocrats with little question.
  • Secret ID*: Through implication Doom-Head has a ‘normal’ identity, which is never mentioned a factor.
  • Bloodthirsty and Sadistic: Doom-Head is a murderer who enjoys his work. Doom-Head will act in accordance with his bloodthirst.


Friday, February 8, 2019

Laurie Strode from 'Halloween'


Laurie Strode




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

Health: 56
Karma: 46
Resources: Pr (04)/Typ (06) – (Personal Resources/Family Resources)
Popularity: 0 (Before the Haddonfield Incident) 5 Afterwards

Talents:
Laurie is still a student, and possesses the ‘Student’* talent.
Laurie could consider to have Area Knowledge: Haddonfield and Local Lore: Haddonfield if one so chose.

Powers:
Laurie is a normal human, but displays several Pseudo-powers:

  • The First Final Girl: Laurie’s use of karma is unique throughout the first Halloween movie: When Laurie is threatened or terrified, she gains karma each time she encounters one of Michael’s activities or when spotting Michael. In addition, Laurie spends Karma when hiding from Michael or when defending from Michael’s attacks, gaining Karma whenever she believes she’s injured Michael. In addition, Laurie will automatically spend Karma if caught in a terrifying situation to at least a Green result. Laurie will also spend Karma to protect anyone in her charge, and will actual seize initiative to create advantages for her charges to escape.
  • Higher Endurance: Laurie has higher a higher Endurance that allows her to resist certain effects and continue to operate with successful Endurance FEATs. Laurie’s Endurance is not superhuman, but it does border maximum human.
  • Final Girl Will: A variation of Iron Will, Laurie can suppress her trauma and damage for some time, unknowingly doing so as she reacts to the onslaught o Michael Meyers. Laurie will ignore most damage below Gd (10) for several rounds, but will eventually collapse and have serious issues she will need to recover from.

Contacts:
Laurie was well-liked by the Haddonfield community, trusted to be a babysitter for several members of that community. In addition, it is assumed that Laurie could call on Samuel Loomis after the events of the first Halloween.

Limitations:
Laurie Strode has a few limitations – well, one big one:
  • Hunted by Michael: Whether by accident or by intention, Laurie is one of the targets of the monstrous serial killer Michael Meyers, and he will stop at nothing to kill her. Laurie is one of the few people to escape Michael Meyers, and was present during his last efforts in Haddonfield.
  • Cry Wolf:  Laurie often spots the danger before anyone else, recognizing there is something or someone wrong and often tries to tell authorities and others before anything happens. For whatever reason, No one really believes Laurie’s premonitions and ignores her feelings.

Notes:

This is Laurie through the first movie, ignoring the sequels, H20 and the 2001 movie where Laurie was ‘killed’. This is a personal decision for me, as I felt nothing that has followed (Yet) has been really on the same part as the first one. Laurie’s ‘Final Girl’ abilities are not real powers, but mechanics that would allow her to survive in that situation. In addition, the higher Endurance I feel is probably a bit high, but I think it can be justified throughout the film and situations. Finally, I would suggest that the ‘Cry Wolf’ limitation is not something that Laurie is conscious of, she’s simply reporting what she sees, which is 100% accurate and ignored anyway. I debated adding something about her ability to spot the threat, but I ended up giving her an Ex (20) Intuition instead. I places her Psyche as high as I did based on the events in the movie and how well she actually navigated them.

Thursday, October 4, 2018

Rose Red from 'Rose Red'

 Houses... are alive.





F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)
I: Am (50)
P: Am (50)

Health: N/A
Karma: 110
Popularity: - 15
Resources: See Below*

Talents:

N/A

Powers:

Psychic Node: Rose Red sits upon and has become a psychic node which draws on the misery, misfortune, and psychic powers of those inside to 'power itself'. As the land that Rose Red was built on had a history of blood, so does the house, ranging from suicides to disappearances to murders. Rose Red possesses the following attributes and abilities derived from itself, including:

  • Micro-Environment: As it was said in both the mini-series and the later 'Diary of Ellen Rimbauer', Rose Red is its own micro-environment, capable of altering itself or animating objects on its grounds with Rm (30) ability, depending on the amount of psychic energy present. For every level of psychic energy (Psyche) above Good (10) that enters Rose Red, Rose Red gains a +1cs rank to its ability. Rose Red begins at Gd (10), and increases to a maximum effect of Am (50)
  • Psychic Vampirism*: While not specifically stated, Rose Red represents a psychic vampire in the truest sense of the word, requiring psychic energy and/or lifeforce to continue existing. Rose Red not only feed on those present, it will occasionally abduct individuals and incorporate them as 'part of the house', becoming in turn manifestations of the house and existing in a similar state. Rose Red does this with the same power as the micro-environment
  • Regeneration*: Rose Red 'regenerates' damage depending on the amound of psychic energy inside of it, and can restore itself to perfect condition depending on the level of energy it possesses.
  • Telepathy: Rose Red is considered to have Pr (4) telepathy, and can interpret or 'read' individuals to understand their motives, desires, and fears. Rose Red will often use its micro-environment to ensnare individuals inside itself.
  • Thralls: For lack of a better word, Those ensnared or who die in Rose Red become thralls to it, either suffering an undead state or existing as puppet-controlled spirits. Rose Red has many such thralls, including most of the psychic investigators, Ellen Rimbauer, April Rimbauer, Sukeena, and a host of others. These Thralls can be harmed, as the still 'living' ones are withered and corpse-like. The Thralls will exist so long as the house is standing. Thralls have the following attributes:
    F: Pr (4) A: Pr (4) S: Pr (4) E: Pr (4)* (Depending on Rose Red's current power levels), R: Variable I: Variable P: Variable, though never higher than -2cs of Rose Red's current Psyche.
  • Growth: Rose Red continues to grow depending on the psychic power it possesses, capable of continuing its 'construction' with Fe (2) ability. When fully powered (at the Am (50) level) Sounds of active construction can be heard. Rose Red is limited to the plot of land it currently possess, but can reshape itself internally any way it sees fit.
  • Structural abilities: While the house has no FASE, it is considered to be made of Gd (10) and Ex (20) materials, and is approximately four to six areas in diameter.
Contacts:

None

Limitations:
  • Limited to location: Rose Red is bound to its location, and cannot move further nor expand past its borders. In addition, if Rose Red remains comatose, Rose Red can simply be torn down, although the powers which drive Rose Red are tied to the land. It is possible an exorcism could affect it (Although in the novel 'The Diary of Ellen Rimbauer', this was not successful.
  • Drive to expand: Rose Red is in constant need of expanding and growing, requiring psychic energy to do so. As such, Rose Red is constantly need of psychic energy, and will tempt, terrorize, or kill those it needs to.
  • Reputation: Rose Red has a high negative popularity due to the fact of its reputation.

The Overlook Hotel from 'The Shining'

“Sometimes human places, create inhuman monsters.” 





 


The Overlook Hotel is not a traditional monster per say, instead operating on a different sort of characteristics. The material strength of the hotel's main body is Ex (20), being comprised primarily of stone and timber. The hotel is heated through an immense boiler system located in the basement, and can be run in the winter by a single caretaker. The land on the hotel has a dark history, and acts as a spiritual vampire, requiring additional energy to sustain itself. The effects of the Overlook are as follows:

  • Negative Energy Sponge: The Overlook seems to draw dark energy to it, granting it the ability to act through agents and/or spirits that have become victims. For every negative karma event that happens on the grounds, the Overlook gains x2 positiveKarma, which will then be used to 'build up' it's RIP scores. If the events are performed by mystics, those with psychic abilities, or those who are sensitive to such things, the Overlook gains x4Karma. The Overlook stores this energy to maintain its other effects, as well as grant itself greater control over the events that occur within its walls.
  • Spirit Animation: The Overlook maintains the darkest of the spirits who have died on the grounds, granting them a semblence of their former lives. The Overlook effectively is using the spirits to promote its own actions, although several of the spirits seem to have greater power and personality. As such, the Overlook is considered to have anywhere between Gd (10) and Am (50) spirit animation, depending on how much energy it has drawn out.
  • Hallucinations*: The Overlook can generate hallucinations, such as forcing individuals to see walls of blood, animating topiary animals (In the beginning...) to stalk prey, make individuals see ghostly visages or horrifying murders, and other events. The Hallucinations begin at Pr (4) and can go as high as Am (50) intensity, depending on the relative negative energy within the Overlook.
  • Emotion Control*: The Overlook can manipulate the emotional states of the individuals who stay within the walls, granting it the ability to do two things: 1. Lower the effective Intuition of a specific target up to -4cs through a prolonged process. 2. Cause individuals great emotional distress and therefore make them more capable of causing individual negative karma actions, thus feeding the Overlook, causing an Intuition check against a Gd (10) intensity. The Overlook will select individuals to manipulate based on several criteria: Those who have limitations such as Dark Secret or are prone to negative actions, those individuals with bad history or are prone to violence, and those that have blood on their hands and are prone to negative activity.
  • Animate Object: Once the Overlook has over 200 points of energy, it gains the ability to actually animate the topiary garden as well as other objects and/or spirits within its walls, granting them form and substance. Such damage caused by those objects will be real damage, unlike the hallucinatory damage that might have been done previously.
  • Bonus effects against psionics: The Overlook can do real damage against psionically powered characters, allowing the Overlook's Hallucinatory effects to be real, rank of damage depending on the amount of negative energy that has been absorbed (As seen with Danny Torrance in room 217).


Limitation:
Negative Energy Dependency: The Overlook requires negative energy in order to maintain its powers and abilities. Without it, the Overlook is effectively inert (Allthough psychics will see and feel the residual negative energy of the place). For the Overlook to become active, it either needs a negative event (such as intentional harm or murder) or will require a psychic of Ex (20) psyche or better to enter the premises unguarded (IE Fail a psyche FEAT).

Caretaker: Despite it all, the Overlook cannot physically maintain itself nor can the spirits inside of it physically manifest themselves to dump the boiler or make repairs. Due to the ancient nature of the boiler downstairs, it must be physically dumped every day or risk explosive results due to pressure. The Overlook will attempt to see to its own continuity first.

Overzealous: The Overlook and the spirits within it tend to be overzealous in the attempt to gain more energy, and suffer a -2cs to reason FEATS when closing in on 'food', forgetting specific facts such as the need for the boiler to be dumped, etc.

Enemy: Danny Torrence: Little Danny Torrence is considered an 'enemy' of the Overlook (as well as a much desired target). My Write-Up of Danny Torrance as his adult version from two years ago (But not including the Dr. Sleep era)

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.

Tuesday, October 2, 2018

Manphibian from Marvel Comics










Manphibian (Real name unknown)

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

Health: 100
Karma: 70
Resources: Pr (04) currently
Popularity: - 5

Talents:
The Manphibian was a trained scientist on his homeworld, and has probably several scientific skills related to his field. The Manphibian has displayed the following:

  • Underwater Combat
  • Biology
  • Astrogation
  • Knowledge: Homeworld and species
  • Knowledge: SHIELD Howling Commandos
  • Knowledge: Monster Metropolis
  • Knowledge: Philosophy
  • Knowledge: Occult creatures


Powers:

Alien Physiology:
Manphibian’s alien physiology grants him several key advantages and abilities that allow him to be perfectly adapted to an aquatic environment. Manphibian’s adaptions include
  • Water Freedom and Breathing: Manphibian’s physiology allows him to breath water and grants him the ability to move throughout water as if unhampered. There does not seem to be a limit as to how long Manphibian can remain underwater, although as stated by his late brood, Manphibian may need fresh water at regular intervals. Manphibian can see underwater with little difficult, as well as adjust to the differences in depth and light.
  • Hyper-Swimming: Manphibian can swim much faster than a human, moving Ex (20) speed while in water.
  • Armored Skin: Manphibian’s armored scales provide him with In (40) protection vs. Physical attacks, as well as Rm (30) vs. energy. Manphibian’s scaled skin is resistant to slashing, and effects which normally halve effective body armor do not do so against his flesh. Manphibian has taken direct hits from rocket launchers with little impact, although it seems multiple impacts would damage him.
  • Natural Weaponry: Manphibian has powerful claws which can rend objects with Ex (20) ability, halving effective body armor. In addition, Manphibian has powerful jaws which he can use to bite with Rm (30) damaged, possessing serrated teeth.
  • Longevity: Manphibian’s species has extraordinarily long lifespans, as Manphibian has been alive for several thousand years. Manphibian’s offspring were still at early stage development in the 21st century, after being spawned prior to Manphibian’s departure from his home world.
  • Suspended Animation: Although not expressly stated, it would seem that Manphibian enters a state of suspended animation at times, such as the period when he first arrived on Earth until he was awoken by mining operations. Manphibian seems to enter suspended animation at times when situation warrants it.
  • Recovery and Regeneration*: Manphibian has some limited natural regeneration and recovery ability, granting him Gd (10) Regeneration. Manphibian has shown in his multiple appearances to be able to recover from damage very quickly.

Contacts:
Manphibian surprisingly has numerous odd contacts throughout the world. Manphibian is considered to be on good terms with the Legion of Monsters, Werewolf by Night, SHIELD special divisions, Hellstrom, Dr. Strange, General Thaddeus ‘Thunderbolt’ Ross, Elsa Bloodstone, and even the Punisher. It is assumed that Manphibian has contacts within his race as well.

Limitations:

  • Monstrous Appearance: Manphibian’s appearance can terrify those who do not know him, and he suffers a -2cs initial reaction bonus. As Manphibian’s race familiars each other, they are often mistaken for one another (except for females), leading to confusion of identity.
  • Devoted: Manphibian is a devoted father, mate, and friend to any he calls such, and will risk himself to help those in need. Manphibian will endanger himself if it means that those who he cares about require it.
  • Enemy: Manphibian has an unnamed enemy from his own world who murdered his mate and who Manphibian has pursued to Earth. Manphibian will stop at nothing to see his enemy brought to justice.
  • Dependents: Until their death, Manphibian was devoted to his brood and would do whatever he could to help them.
  • Code vs. Killing: Despite his apparent physical nature, Manphibian does not seek vengeance nor does he attempt to murder his opponents. Manphibian seeks justice, and will do what he can within the constraints of his people’s moral code to bring those people to justice. While he is capable of great physical power and damage, Manphibian recognizes the basic ignorance of those who judge him, and he does not seek to immediate maul or murder anyone, even if attacked.
  • Water Dependency: While not expressly stated for the adult, the brood of Manphibian required regular fresh water in order to exist. The requirement was similar to Atlantean requirements, but the brood of Manphibian never journeyed far from the source, and could not exist in the Monster Metropolis in the old Morlock tunnels due to lack of a freshwater source.

The Gunslinger from 'Westworld' (1974)

“Draw”




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

Health: 80
Karma: 32
Resources: N/A
Popularity: N/A

Talents:
As a robot, the gunslinger has the talents appropriate to whatever role it is given. When all of the Delos Corporation theme parks went berserk, the Gunslinger was loaded with the following talents:

Firearms
Quick Draw (+1 to Initiative)
Horsemanship
Brawling
Knowledge: West World area.
Knowledge: Culture of the West
Intimidation


Powers:
Robotic Construct

The gunslinger is a robot, constructed by Delos Corporation and made to behave and act as human as possible in a specific role. The Gunslinger’s role is that of the ‘black hat’, or bad guy, a role that the Gunslinger has been locked in since the malfunction within the Delos Corporation’s theme parks. As a robot, the Gunslinger is immune to disease or toxins, but can be burned by acids and the like. The Robot’s construction allows it to take damage and remain operating. Normally, the Gunslinger’s stats are reduced when encountering guests, in order to allow them to be able to ‘best’ it. The Gunslinger’s stats under the reduction are as follows:

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

Health: 24
Karma: 26

While in safe mode, the Gunslinger will lose fights and apparently be killed, recycled for the next day to repeat its process all over again. Once the errors begin in the theme park, the Gunslinger is no longer considered in safe mode, and has its full range of abilities appropriate for both its role and its construction.

The Gunslinger is constructed of a Gd (10) material and is considered to have some resistance to true damage at around Typ (06). The Gunslinger usually uses traditional optics, but has a full range of infra-red sensors which provide it with thermal imaging at Gd (10).

The Gunslinger will follow its program and pursue its ‘target’ with unexpected zeal, selecting the ‘dude’ which last bested it. As part of the system-wide error within Delos Corporation, the Gunslinger will ignore Delos Corporation protocols and will continue its pursuit until either destroyed or successful in killing its prey.


The Gunslinger is equipped with standard .45 pistols, six shots which do normal shooting damage. In the hands of the Gunslinger, the pistols add an additional +1 to initiative when the Gunslinger is facing down other robots in West World or when the Delos protocols are removed.

Contacts:
The Gunslinger has no contacts.

Limitations:

  • Robotic Construct The Gunslinger is a robot and as such, is limited by its programmed role. The Gunslinger has no originality and will follow the role in which it has been given to the letter. In addition, the Gunslinger cannot be reasoned with, its purpose is to provide the bad guy to the park’s visitors.
  • Limited Power Source Like all Delos constructs, the Gunslinger has a limited immediate power source, but has a backup system which operates in critical conditions. There is no stated time how long one of the Delos robots can operate, but it is assumed at least a day before requiring recharging.
  • The Delos Protocols Each Delos robot is programmed to serve human hosts and cannot harm them, ranging from the actual human-like robots to the animal constructs. All constructs in the Delos parks must follow the protocols, normally.
  • Delos infection At some point, a series of errors begin to happen within Roman World, spreading across the grids until all of the constructs and systems are in chaos. When this occurs, the robots are freed from the initial constraints and react differently, as all Delos protocols are effectively rendered void. In some cases, like the Gunslinger, the robots are locked into their roles and will pursue any activity associated with their roles.
  • Technology Limitation The Gunslinger is limited in its thermal vision to heat sources. As such, a greater heat source will ‘blind’ the Gunslinger and prevent it from detecting human body heat. The Gunslinger is considered to be at -2cs when attempting to discern human heat signatures if in the same area as a larger heat source. It should be noted however that if the Gunslinger can see normally, it will not use its thermal vision as a primary detection ability.
  • Unusual Looks During the events of the Delos crisis the gunslinger has its face burned away by acid. As such, the robotic nature of the Gunslinger is much more evident and it suffers a -1cs for concealment. The Gunslinger will not react to its appearance, as it is limited by programming.

Buttonhead from 'Night Breed'

Lie still... it's quicker this way 






 Dr. Philip H. Decker

F: Ex (20)
A: Gd (10)
S: Typ (6)
E: Gd (10)
R: Gd (10)
I: Ex (20)
P: Ex (20)

Health: 46
Karma: 50
Popularity: 2 / - 5
Resources: Gd (10)

Talents:

Sharp Weapons
Resist: Domination*
Law Enforcement*
Psychology
Sociology
Medicine
Forensics
Detective
Stealth

Powers:

Prior to his 'death' at Midian, Buttonhead had no powers.

Contacts:

Doctor Decker was a well-respected psychologist, law enforcement asset, and community leader, with various contacts in those areas and fields. As Buttonhead, Doctor Decker had none of those, and was actually a wanted serial murderer.


Limitations:

  • Secret ID: The general public, law enforcement, or anyone dealing with Doctor Decker had no idea he was a prolific serial killer.
  • Dark Secret: Doctor Decker is far from the kind physician, and is a sociopath monster who is insane.

Saturday, September 29, 2018

Agents Fox Mulder and Dana Scully from 'The X-Files'


’Trust No One‘








Fox Mulder






Fox William Mulder

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

Health: 42
Karma: 80
Popularity: 0/-2/5/-5/0 (Initially to the public, inside the FBI, Generally after the exposure for high-profile cases, as a wanted fugitive, after the 2nd movie)
Resources: Gd (10)

Talents:
Fox Mulder is incredibly intelligent, displaying the following skills:

  • Law Enforcement*
  • Firearms
  • Detective/Espionage
  • Knowledge: Government Conspiracies
  • Knowledge: Paranormal
  • Knowledge: Weird Facts
  • Knowledge: Historical Figures
  • Anthropology
  • Knowledge: Alien Abductions
  • Knowledge: Cryptozoology
  • Psychology
  • Forensics
  • Parapsychology
  • Knowledge: Baseball
  • Knowledge: Classic Movies and TV shows
  • Scholar

Powers:
Mulder is a normal human (as close as one can get in the series), but has displayed the following power-like effects:
  • Photographic Recall: Mulder possesses a near-perfect memory with perfect recall, cited often as per the series. Mulder can recall specific details regarding the X-files or anything he has seen or read with a simple Reason FEAT.
  • I want To Believe: Mulder is a true believer, allowing the desire to know the truth carry him through difficult encounters and near-death experiences. In situations where Mulder is faced with a result vs. death or life-threatening situations during a case , Mulder can substitute his Psyche for his Fighting, Agility, or Endurance. This can only be done once per event.
  • Partners: Mulder can spend his own Karma on Scully's behalf in most situations as necessary.

Contacts:
Mulder has several contacts during the course of the series run: The mysterious Deep Throat and later the mysterious X, the conspiracy group The Lone Gunmen, various law enforcement agents, conspiracy groups, Frank Black, Director Walter Skinner, and of course, Dana Scully.

Limitations:
Fox has the following limitations:
  • Devoted to the Truth: Mulder will pursue the truth even if it kills him, which it almost has on numerous occasions.
  • Powerful Enemies: Mulder has powerful enemies within the Alien Conspiracy.
  • Finding out the truth about Samantha: Fox is obsessed in finding out what happened to his sister Samantha, to the point he suffers a -1CS to Psyche when confronted with the possibility of knowing.
  • Devoted to Scully: Mulder would do practically anything for his partner Scully, especially later on.
  • Escaped Criminal: For a time, Fox Mulder was considered a wanted criminal who had escaped from prison's death row.
  • Spooky: Mulder is known to the law-enforcement community as a spooky guys - a nick-name that was given to him at Oxford and during his first days of the FBI.
  • Enemy: Cigarette-Smoking Man: His main nemesis and adversary.

Dana Scully







Dana Katherine Scully

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

Health: 46
Karma: 70
Popularity: 0/-2 (Normally/within the FBI after being assigned to the X-Files)

Talents:
Dana Scully is a very intelligent agent with the following skills:


  • Law Enforcement*
  • Firearms
  • Physics
  • Medicine*
  • Molecular Biology
  • Knowledge: Literature
  • Instructor*
  • Psychology
  • Forensics
  • markswoman*
  • Detective/Espionage
  • Scholar

Powers:
Scully is fairly normal, although several theories exist regarding her eventual life-span due to the chip implanted in her neck (During 2nd/3rd season):
  • Longevity/Immortal: Due to the actions of both by the Cigarette-Smoking Man and Alfred Fellig, Scully may have inadvertently gained a type of immortality or prolonged life. Although this was not confirmed, it is worth bringing up as others in the series have (including Clyde Bruckman who was able to see how a person dies and later members of the conspiracy). It's a theory, but it does have a great deal of suggestive evidence.
  • A skeptical Voice: Early on, Scully was the skeptic to Mulder's believer, often trying to find logical solutions to the cases in which they worked. When presented with a case that has some evidence in the scientific, Scully gains a +1cs to reason and intuition checks in order to provide logical solutions to issues. Later, Scully adopts more of a believer's mentality, but remains able to draw upon her skeptical voice during later events.
  • Partners: Scully can spend his own Karma on Mulder's behalf in most situations as necessary from about the end of season 1 onward.

Contacts:
Scully has a wealth of contacts in her professional careers as a doctor and physicist, including former associates and co-workers. Scully is close to Walter Skinner, her former boss at the FBI and later John Doggett, her partner while Mulder had disappeared.

Limitations:
Dana has the following limitations:
  • A skeptic's voice: It takes Dana some time to believe things that she has experienced and seen. Although Dana is no fool, she will try to rationalize some elements or find logical solutions.
  • Powerful Enemies: Scully has powerful enemies within the Alien Conspiracy.
  • Protecting Fox and William, her son: Dana seeks to protect Fox and their son William at any cost (Including leaving her son somewhere she or the conspiracy will ever find him. Dana is at a -1CS when attempting to act in situations where Fox or William are directly at risk.
  • Devoted to Mulder: Mulder would do practically anything for his partner Mulder especially later on..