Showing posts with label Halloween 2009. Show all posts
Showing posts with label Halloween 2009. 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 

Sunday, September 13, 2020

Pinhead from 'Hellraiser' and the Lemarchand Configuration Box

Pinhead




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Formerly Captain Elliot Spenser.

F: Ex (20)
A: Ex (20)
S: Ex (20)
E: Mn (75)
R: Ex (20)
I: Mn (75)
P: Mn (75)

Health: 135
Karma: 170
Popularity: -20 as Lead Cenobite
Resources: Am (50) to Mn (75) in the Netherverse.

Talents:
Mystic Origin*
Knowledge: Demonology
Knowledge: The planes
Knowledge: Cenobite Lore
Knowledge: Dark Secrets
Knowledge: Torture
Knowledge: Human anatomy
Knowledge: Human Desires


Powers:
Lead Cenobite: Pinhead's powers derive from both being a cenobite and the position of lead cenobite. As such, Pinhead has several key abilities, some of which are:
- Invulnerability: Gd (10) True Invulnerability to damage.

  • Self Revival: Even if Pinhead is killed or destroyed, he will return.
  • Telepathy: Rm (30)
  • Invulnerable to Toxins, Disease, aging, poisons, and other such.
  • Self-Sustenance: Pinhead does not need to eat, breath, or sleep
  • Illusion Casting: Rm (30) illusion casting
  • Teleportation: Am (50)
  • Gateway: Between worlds and dimensions with Mn (75) ability
  • Combustion: Rm (30)
  • Hooked Chains: Pinhead can manifest and control multiple hooked chains that can strike, reshape, or extend to two areas of length doing Am (50) slashing damage, which also halves effective body armor, body resistance, Armor skin, and True Invulnerability as well as bypassing force fields. The chains are capable of entangling with Rm (30) strength, and also do additional damage from struggling due to the hooks (+1cs for each round of struggle). The Chains are considered one of Pinhead's most noticeable and powerful attacks.
  • Summon and control Cennobites: Pinhead can summon and control lesser cenobites, all who must make a Psyche check against Pinhead's psyche to resist. Unless of equal rank, such as the Channard or Angelique.
  • Create other Cennobites: As seen in the third movie, Pinhead can create cenobites through a process of tapping into the dark desires of an individual and forcing them into becoming a cenobite through killing them. Pinhead must make a psyche FEAT in order to create a Cenobite, and once risen, the new fledgling Cennobites will be under his complete control.



Contacts:
Cennobites: Pinhead has multiple contacts within Cenobite society, serving as their most visual member and lead, although it is debated he is the Cenobite leader (as stated in Hell-bound Heart).

Limitations:
Although Pinhead is extraordinary in power, there are key limitations:

  • Bound by Netherverse rules: Pinhead cannot violate certain rules, and does not do so, punishing his charges who do so. Pinhead must appear when the Lamentation Configuration is solved.
  • Human Nature:Pinhead is vulnerable and loses his protections when reminded of his human life as Captain Spenser. The more Pinhead is forced to remember, the weaker he becomes.
  • Unusual Looks: Pinhead suffers a -1cs reaction bonus.



The Lemarchand Lamentation Configuration Box:




 

 

 

 

 

 

 

 

 

 

An ornate puzzle box originally described as completely smooth and then re-imagined with gold inlay, the Lemarchand Lamentation Configuration Box was designed as the ultimate puzzle, and when ultimately solved would unlock pleasures unseen...which later turned out to be the realm of the Cennobites and netherverse. The Puzzle box is made of simple wood and inlay, with barely noticeable means to manipulate it. Once solved, the box opens up, taking on a new configuration which also sounds a distant and loud bell. Within 10 rounds, A gate opens and the cenobites arrive.

The box:
Material: Ex (20) material, faintly radiates magic. Requires Ex (20) ability to solve it or 1-6 months. The box opens a gateway within 10 rounds of opening it, summoning Pinhead and other cenobites.


Note:
As with Darkness, Pinhead is difficult to fully stat properly due to how he has been represented, but the high psyche and intuition are clearly justified, especially in view of the nature of what the cenobites are. I placed his Endurance at Mn (75) purely based on the otherworldly nature, the requirements for having a high endurance to be lead cenobite, and again, how he has been represented so far.

Monday, August 31, 2020

The Bride from 'Bride of Frankenstein' (1935)

It's a perfect night for mystery and horror. The air itself is filled with monsters.


The Bride of Frankenstein




 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Eve', 'Eva'


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

Health: 70
Karma: 50
Popularity: 0
Resources: Fe (2)


Talents:
None


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

  • Body Resistance: Either due to the unique nature of her creation, the chemicals used to restore the flesh, or other unseen aspects, the Bride has Ex (20) resistance to physical attacks, Gd (10) resistance to energy.
  • Regeneration: The Bride is capable of regenerating with Gd (10) ability
  • Invulnerability: The Bride does not age or suffer from normal diseases or toxins.
  • Total Memory: Like the monster, it is assumed that the Bride would possess a near perfect memory for things.
  • Suspended Animation: The Bride is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.



Contacts:

  • Doctor Frankenstein: Creator
  • Doctor Septimus Pretorius: Co-Creator
  • The Monster Adam: Designated 'Mate'



Limitations:

  • Blank Slate: The Bride is a blank slate upon her first awakening, with no knowledge nor skill. As with Adam, it is clear that she could be made to learn quickly and could ultimately surpass her creator's intellect and knowledge.
  • Unusual Looks: While outwardly exotic, the Bride has several scars across her body representing the surgical aspects used to bring her to life.

Thursday, March 14, 2019

Daniel 'Doc' Torrance from 'The Shining'

Daniel Torrance
Redrum, Redrum








F: Gd (10)
A: Gd (10)
S: Typ (6)
E: Gd (10)
R: Gd (10)
I: Rm (30)
P: Am (50)

Health: 36
Karma: 90
Popularity: 0
Resources: Typ (6)

Talents:
Psionic Combat*
Occult Lore*

Powers:
Psionic Prodigy: Daniel Torrance is a powerful psionic, capable of feats not normally seen. Daniel's abilities include:
  • Telepathy: Ex (20)
  • Astral Perception: Rm (30)
  • Empathy: Rm (30)
  • Postcognition: Rm (30)
  • Incarnation Awareness: Daniel Torrance has the unique ability to communicate with himself in the past, and as such, appears as a manifested vision only younger Danny is aware of.
  • Astral Project: Rm (30)
  • Dream Travel: Danny can travel into his own dreams and into others (as seen in the novel) with Rm (30) ability
  • Telekinesis: Danny can manifest his emotions in telekinetic force with Ex (20) ability
  • Psionic Manifestation: Danny can create objects and give force to psionic manifestations with Am (50), such as making hedge creatures come to live, give form and substance to the dead, and create force to illusions.
  • Precognition*: Daniel has In (40) precognitive abilities, some from conversations with his future self, others through dreams.
  • Postcognition - the 'Shining': Danny can perceive the past and items with history with In (40) ability. Danny does not necessarily need to touch an item to gain said powers.
  • Total Memory: Daniel has some degree of perfect recall with Gd (10) ability


Contacts:
Richard Halloran: Family Friend, fellow psionic, and mentor.


Limitations:
Age: Daniel's powers are represented here as a young adult. As a child, Daniel is considered not to have access to most of these powers, and is also considered to have the 'uncontrollable' aspect.

Tuesday, October 2, 2018

Ginger Fitzgerald from 'Ginger Snaps'







Ginger Fitzgerald

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

Health: 22 / 38 / 60 / 100
Karma: 18 / 20 / 48
Popularity: 0
Resources: Typ (6)

Talents:
Student*

Powers:

Werewolf: Ginger is infected with Lycanthropy, slowly transforming into a werewolf over the course of several days and stages. Ginger slowly will change fully into a large wolf, and along the way will inflict damage and violence in her wake. Ginger, much like the previous write-up of imhotep, gains powers during the slowly stages she transforms:

  • Stage One: Initial Stage, no change
  • Stage Two: (Reflected in the second set of FASERIP), Gains Heightened Senses Pr (4), Regeneration Pr (4), and slowly physically begins to transform. She also gains Natural Weaponry: Claws Gd (10), and infect individuals with lycanthropy.
  • Stage Three: (Reflected in the change in FASE) Gains Heightened Senses Gd (10), Regeneration Gd (10), Recovery Gd (10), Natural Weaponry Claws Ex (20),
  • Stage Four: (Reflected in the change in FASE), All powers go to Ex (20), gains Natural Weaponry: Bite RM (30).

Contacts:

Brigitte Fitzgerald

Limitations:

  • Monk's Hood: Ginger is capable of being cured by the herb Monk's Hood
  • Unusual Looks: As the changes progress, Ginger becomes less and less human. The changes are occasionally painful and are very noticeable.

Wednesday, November 7, 2012

Count Dracula from 'Dracula' - Jack's Definitive Version

Count Dracula

 

For the first part, I wanted to distance this write-up from the Marvel write-up, which is difficult if not impossible to divorce from because of how ingrained the media portrayal of Dracula is to the character. It's impossible to sort out the original Dracula from how he has been featured, from the Bela Lugosi version in 1931, to the Christopher Lee Hammer films, and even the anime version. The original version, the supporting characters, and the story set the standard in 'modern' horror, influence writers from HP Lovecraft to Stephen King. King wrote Salem's Lot as a deconstructed Dracula in modern times, and indeed Kurt Barlow is in many ways a modern version of the Count.

In Edwardian England, Dracula was a gothic romance, an invasion novel, and a pulp all rolled into one. While borrowing elements from the older Sheridan Lefanu Carmilla, which many consider Stoker lifting a great deal from, such as the strong Dutch doctor Van Helsing (Van Hessilus) and more as seen in the novella Dracula's Guest. The novel of Dracula influenced the silent film Nosferatu, which in turn influenced the 1931 Dracula, and set the stage of the 'Hollywood' vampire. Dracula has the distinction of being the most filmed fictious character, with well over 200 movies featuring the character. In media, Dracula also has the distinction of being the lead character in the longest running villain-centric comic, Marvel's Tomb of Dracula, as well as being adapted into anime in both Vampire Hunter D and Hellsing, as well as one of the earliest Western Comic adaptations into anime with Tomb of Dracula.

Important Dracula facts:
  • Bela Legosi was buried wearing his Dracula cape.
  • The Marvel version of Dracula is based visually from a production starring Jack Palance.
  • Dracula Guest actually features another vampire, and is more in-line with Carmilla.
  • Dracula has been represented with a heavy to moderate accent, but in the novel it is clearly stated he spoke perfect english with only a slight inflection.

This write-up will focus primarily on the novel version of Dracula with very little influence by other sources, at least I hope, although I'm probably influenced by my recent viewing of 1992's Bram Stoker's Dracula Vlad Dracula

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

Health: 140
Karma: 110
Resources: Rm (30)
Popularity: - 10


Talents:
Amassed during generations of study and learning, the Dracula from the novel include several skills not often associated with the later representations of the character. These skills include:
  • Sharp Weapons
  • Leadership
  • Horsemanship
  • Occult Lore
  • Alchemy
  • Business/Finance
  • Athletics
  • Multi-Lingual
  • Demonology
  • Area Knowledge: London
  • Area Knowledge: Styrian Mountains
  • Military
  • Area Knowledge: Eastern Europe
  • Cultural
  • Crime
Dracula however is capable of possessing far more skills, as he has existed for hundreds of years, and kept very current on 'modern' society.
Powers:
Vampire: Dracula is a vampire, an undead being that requires the lifeblood of the living to continue to exist. As a vampire, Dracula has many abilities which compliment his formidable will and various skills. Dracula is caught between life and death; existing but not living. As such, Dracula may perform the following:
  • Vampirism: Dracula requires blood to sustain his youthful appearance and fortify his powers. Dracula must feed constantly to maintain his youth, requiring 1-4 pints of blood every three days to remain youthful. Dracula gains health by feeding off of an individual in equal exchange, renewing his youth and vitality. Dracula not only drains health, he drains endurance ranks, allowing him to renew not only his health but his endurance.
    Dracula can infect another being with vampirism, by reducing their endurance to half and forcing them to ingest his ‘blood’, essentially replacing their lost endurance with equivalent of his own lifeblood. The process requires the consumption of 20 points of health from Dracula to the host for the process to begin. Once begun, the victim begins the process of becoming one of the undead over a 7 – 10 day period, with some of the markings and weaknesses of a vampire. Should the victim perish during the period, they will become one of the undead between 1 – 3 days of death, becoming a lesser vampire in the thrall of Dracula. Dracula’s bite by itself will not transform someone into a vampire, nor does his preference seem to work on men as seen by the crew of the ship [the Demeter], who died to the man with none returning as vampires.
  • Shapeshifting: Dracula has the ability to change his shape in a variety of ways, including into a rat, wolf, bat, owl, and a fine fog-like mist. Dracula can grow and shrink from his normal size to a particle, capable of entering or exiting through any crack or crevice. Dracula can reduce his mass to Sh 0 and gain natural weapons: Bite and Natural weaponry: Claws (both at strength) while in his animal forms.
  • Undead State: Dracula is wholly immune to damage from normal means, requiring blessed weapons, holy objects, or the other means to damage a vampire to truly damage him. Dracula cannot be harmed through physical attacks that are not magical in nature, suffering no loss of health, stun/slam/stagger effects, and will not suffer kill results, within acceptable reason. For the most part, Dracula is considered to have Am (50) resistance to damage, as well as not having the need to breathe, sleep, or sustain himself outside of the need for blood.
  • Hypnotism: Dracula’s ability to mesmerize his opponents is phenomenal, even functioning while incapacitated or ‘asleep’. Dracula can mesmerize and control the actions of those around him by simply making eye contact, possessing Am (50) ability to do so. Dracula can plant post-hypnotic commands with a simple FEAT against the opponent’s Psyche, rather than Intuition.
  • Vampiric Control: Dracula can command and control those individuals who have either been turned into a vampire or infected by Dracula directly. Dracula can command those undead with a simple Psyche FEAT, and can influence the actions of individuals that Dracula has forced to drink his blood or drained. Dracula is considered to have telepathy equal to -1cs of his Psyche rank with his victims, and is capable of both reading their minds and using them in a form of clairvoyance and Claudience as to activities and such. What Dracula do thralls see and hear, Dracula sees and hears.
  • Weather Control: Dracula can control the weather with Rm (30) ability, causing massive storms, impenetrable fog banks, and winds. As seen in the early arrival at the Borgo pass and later onboard the Demeter, Dracula can easily cause the weather to bend to his will.
  • Necromatic Magic: Although only addressed In Dracula’s Guest and the early stages of the novel itself, Dracula had learned ancient mystical arts such as necromancy and alchemy, and it was suggested that Dracula had used such to become a vampire. While Dracula did not display such powers overtly, Dracula could be considered proficient in mystical abilities. Dracula was stated as being a student at Scholomance, the legendary school in the Hungarian mountains that was run by the Devil.
  • Wall Crawling: Dracula is capable of scaling sheer surfaces ‘Like a spider’, with Rm (30) ability, often cited by Jonathan Harker as being reminiscent of a large spider or bat.

Contacts:
Dracula, despite the potential to having legions of the undead at his beck and call, is rather limited to who he can call upon for assistance. The local gypsies that serve Dracula could be called upon, and while abroad Dracula made use of various agents such as movers, shippers, barristers, and the like. Despite it all, Dracula has no real contacts or allies.


Limitations:
Despite all of his powers, Dracula is limited in several ways:
  • Unholy Nature: Dracula cannot stand the presence of the relics of divine faith: crucifixes, holy water, the sacramental host, and other items. Dracula can be repelled and even driven away from areas which are sanctified accordingly. Dracula will suffer a -2cs in the presence of holy objects.
  • Rules of the Undead: Dracula is bound by certain rules that govern his status: First, Dracula cannot cross running water and can only cross at low tides. Second, Dracula cannot enter a place or location without being invited (Leading many to speculate it was the necessity of Jonathan Harker’s visit). Third, Dracula must rest on his home earth to regain strength, which means he must have large crates of his home soil with him. If the soil is blessed or sanctified, then it is unable to be used. Finally, while Dracula can endure sunlight, he is locked into the form he has taken prior to dawn and cannot shapeshift until dusk. In addition, if Dracula is at rest, he is completely incapacitated, and can only truly find rest during the daylight hours.
  • Dracula's Arrogance: Dracula is extraordinarily arrogant, and he's been thrown off his plans and plots, and often times in the novel that his own arrogance was his undoing.