Showing posts with label Halloween 2013. Show all posts
Showing posts with label Halloween 2013. Show all posts

Wednesday, November 5, 2014

Randall Flagg from 'The Stand'

‘Hope you guessed my name. Oh. Nothing. Just a little classical reference. Actually, my name is Flagg, Randall Flagg.’




Randall Flagg



Walter O' Dim, Randall Flagg, the Walkin' Dude, The Midnight Rider, The Man in Black, The Grinning Man, the Tall Man, The Adversary, He who walks behind the Rows, The man with no face, the Monster, Marten Broadcloak, and many many more.

F: Ex (20) (As perceived)
A: Gd (10) (As perceived)
S: Rm (30) (As perceived)
E: Rm (30) (As perceived)
R: Ex (20)
I: Am (50)
P: Mn (75)

Health: 90
Karma: 145
Popularity: 0*/-30/40/- 20 (Within the general population, within the Denver Free Society, Within the Las Vegas population, general mystics and/or members within various dimensions)
Resources: Mn (75) (See Below)

Talents:
Mystic Origin*
Knowledge: Mystical Forces
Knowledge: Mystical Places
Knowledge: Human Atrocities
Knowledge: Crime
Knowledge: Human Nature
Knowledge: Demonology
Knowledge: Mystical Entities/Individuals
Knowledge: Dimensions
Knowledge: Dark Magic Rituals
Knowledge: Bindings
Scholar*

Powers:
Dark Wizard and semi-Demon: Randall Flagg is an experienced wizard and part demon, whose skills and abilities make him incredibly formidable. Either due to his knowledge and experience as a wizard or through the later becoming a demon, Flagg has the following abilities:
  • Mystical Prowess: Flagg is capable of manipulating mystical forces wtih Mn (75) ability, including such effects as producing flames, changing objects from one form to another, creating powerful illusions, dream-traveling, dimensional travelling, reading minds, mental assault, post-cognition, pre-cognition, shape-shifting, and mystical bindings among other things. Flagg has used his magic to manipulate situations to his advantage on numerous occasions.

    Demonic Being: Flagg's nature as a demon grants him several additional abilities, including:
    • Immortality: Unless killed through extraordinary means, Flagg cannot be killed in the traditional means. Flagg has survived both the attack from weapons forged from Excalibur to a nuclear warhead explosion, and returned much later. Whenever Flagg suffers white result vs. death, Flagg gains an immediate Psyche FEAT. If successful, Flagg is believed destroyed and simply reappears elsewhere....even another dimension or location where he is not recognized.
    • Inhuman Shape: Flagg's true shape is inhuman and demonic during the course of The Stand with side-slitted eyes, horns, and fangs among other horrifying features. At one point, Flagg's visage is so terrifying it causes several living creatures to fall down dead. Flagg's appearance grants him fear generation at Typ (06), and forces an Endurance FEAT at Typ (06) as if struck by a stun effect when first encountered.
    • Superhuman Attributes: If you look at Flagg's FASE you will see 'as observed' attached. The FASE were the suggestions of different aspects presented in the book and 1994 TV Miniseries, but theoretically are higher and/or lower depending on which incarnation Flagg finds himself in.
    • 'Incarnation Awareness': Flagg comments many times that he has lived multiple lives and remembers many of those incarnations of himself. Although never really different, Flagg is fully aware he has lived before in times of turmoil or as individuals responsible for great acts of violence and evil.


Contacts:
Flagg has no real contacts he can reliably call upon, as eventually either he betrays them or causes situations to happen to lose them (See Limitations). Flagg however can 'make friends' very, very easily with his charisma and ability, and has caused the destruction of more than one world through his ability to manipulate people into giving him what he wants.

Limitations:
Obsessed with Destruction and Chaos: Flagg is nearly obsessed with destruction and creating chaos, usually leading to the destruction of communities, societies, and species. Flagg's goals have always been to usurp powers that be, then seed chaos and destruction.
Power-Mad: Flagg is also dedicated to gaining enough power to essentially replace the powers that be, and will play 'The long-game' as necessary to achieve that.
Short-sighted and Arrogant: Despite Flagg's power-hunger, he incredibly short-sighted to the nature of people and arrogant to believe himself able to handle any issue or problems that might arise. Flagg's arrogance has led him to failure more than once. Flagg suffers a -1cs to Intuition bonuses when confronting opposition's ability to match him, and a -2cs when engaging enemies withing a position of power (such as when Roland faced him with the real gun, the witnesses during the last few moments of Las Vegas during The Stand, or the events in Eyes of the Dragon.

Notes:

This Randall Flagg is primarily from The Stand and as represented as such. While I love the full history of the character, I think I needed to keep Randall Flagg focused on when he was first encountered rather than the later aspects. Although several of his powers and his limitations are found throughout every appearance and incarnation, this write-up was mainly drawing from two sources: The TV Miniseries and the novel.

Perhaps one day I'll tackle the Dark Tower, but I'd have to get through my Bond write-ups and my 1980s write-ups first ;P

Wednesday, November 6, 2013

Diana 'Sugar' Hill from 'Sugar Hill' (1974)

Diana 'Sugar' Hill



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Diana 'Sugar Hill

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

Health: 46
Karma: 60
Resources: Ex (20)
Popularity: 0

Talents:
Business/Finance
Crime
Occult Lore*
Knowledge: Area
Streetwise
Firearms
Knowledge: Rituals
Knowledge: Voodoo

Powers: Voodoo Priestess: Although not initially a voodine, Sugar makes a deal with Baron Samedi to gain power in exchange for her soul. Sugar is granted mystical powers, which allow her the following abilities:

  • Zombie Animation: Sugar can raise and control the dead with Rm (30) ability. Bodies must be prepared properly according to tradition in order the ritual to work, and Sugar must make a power FEAT in order to successfully raise someone initially. Later on, Sugar must simply make a FEAT check and requires no additional preparation.
  • Undead Control: Baron Samedi has granted Sugar the ability to control undead raised by himself or others with Rm (30) ability. Sugar simply needs to make a power FEAT in order to take control of the zombies in question.
  • Ritual Magic: Sugar has gained the abilities of an experienced voodoo priestess, and is considered to have sympathetic magic of Rm (30) ability.
  • Spiritual Connection: Sugar is connected to Baron Samedi due to the deal that they have made. As such, Sugar is 'protected' by Baron Samedi until such time that the specifics of the deal have been met (Sugar's soul in this case). In such cases, Baron Samedi is treated as an ENTITY PATRON of Sugar, and will act on her behalf.

Contacts:
Sugar has connections through her inherited club, The Haiti Club, and also has a connection with Baron Samedi.

Limitations:
Driven by Revenge: Sugar is driven to get revenge for her boyfriend, and will do whatever it takes in order to do so.
Pact with Baron Samedi: Sugar has promised her soul to Baron Samedi in a pact for power. As such, when her revenge is completed, Sugar's soul (or someone similar) is forfeit to the Baron. Sugar doesn't seem to be too bothered by this, as seen in the movie.

Eugene Victor Tooms from The X-Files Episode 'Squeeze'








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

Health: 100
Karma: 50
Popularity: 0 (Prior to being captured)/- 10
Resources: Pr (04)

Talents:
Knowledge: Animal Control Operations
Law Enforcement: Local
Knowledge: Baltimore Area
Knowledge: Chimney Sweep
Knowledge: Human Anatomy
Knowledge: Quick Study


Powers:
Mutant: Eugene Tooms is believed to be a mutant, whose unique mutations grant him a malleable body, increased reflexes, strength, and endurance, as well as having a low metabolic rate. Tooms's unique physiology grants him several abilities and powers:
  • Plasticity: Tooms has Pr (4) plasticity, allowing him to fit through small entrances and passages that would be impossible for a normal human. Tooms's bones seem to be very elastic, allowing Tooms to squeeze into areas much like a snake.
  • Lower Metabolic Rate: Tooms's metabolism is several times lower than a normal human, granting him an extended lifespan and possibly other abilities. As such, Tooms can enter a state of suspended animation for thirty (30) years at a time, emerging for short periods to gather resources and foodstuff.
  • Natural Predator: Tooms is a natural predator, having greater than normal senses at Gd(10). Tooms can detect prey in near darkness and by sound.
  • Natural Weaponry: Tooms can tear into a human body rather easily, able to do so within seconds to retrieve vital organs (specifically the liver). Tooms's attack is considered Ex (20) intensity.
  • Bile Production: Toomes excretes bile when preparing for hibernation, building a 'nest' of sorts in small, hard-to-reach area. Tooms's bile hardens to Gd (10) material strength within 1 - 10 rounds.

Contacts:
Tooms has no contacts


Limitations:
  • Prey Dependency: Tooms must have the iron-rich livers of humans in order to survive, and hunts with viciousness during his wake cycle. As such, Tooms will go to great lengths to acquire food'.
  • Known Serial Killer: After his capture in Squeeze, Tooms is revealed to be a known psychopath and probably serial killer, and has been publically identified as both. Tooms also follows certain serial killer behaviors, such as trophy collecting.
  • Enemies: Although Tooms is incredibly careful, Tooms has made enemies among law enforcement, including ultimately Fox Mulder and Dana Scully.

Tallahassee from 'Zombieland' (2009)

Tallahassee

'Time to nutt up or shut up'



 

 

 

 

 

 

 

 

 

 

 

 

 

'Tallahassee'


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

Health: 76
Karma: 36
Popularity: 0
Resources: Pr (04)

Talents:
Guns
Marksman
Blunt Weapons
Sharp Weapons
Brawling
Improvised Weapons
Knowledge: Zombies
Knowledge: Southern Culture
Knowledge: Tracking
Knowledge: Bill Murray Films
Knowledge: Survival
Twinkies Philosophy

Powers:
Bad-Ass Zombie-Killer: Unlike other characters trapped in a zombie apocalypse, Tallahassee is the sort of figure that actually thrives in the environment, and you just know that he's not going to be bit, eaten, or caught without some sort of way out. Either through the fact that he has found his chosen calling or the fact of redneck luck, Tallahassee is without a doubt one of the greatest zombie killers that has ever graced film, TV, or books. Tallahassee has the following effects, which are not really powers:

  • Zombie-Enemy: Tallahassee is +1cs to attacking zombies with anything on hand, able to get bullseyes with green results. Tallahassee can kill non-sentient zombies with a Red FEAT, and will spend karma to do it. Tallahassee also is not affected by any of the psychological effects of zombies, such as moaning, appearance, etc.
  • Dumb Luck: Tallahassee has the same dumb luck ability that Daryl Dixon has, in that when the odds are against him, Tallahassee can spend karma after a dice roll, in zombie-related combat effects. In addition, Tallahassee has the ability to find resources in the nick of time, such as a truck full of guns and/or Bill Murray. If Tallahassee is without resources, he can make an Intuition check to spot something like the aforementioned gun-truck-depot.
  • No Biters: Tallahassee will either intentionally or unintentionally spend karma to prevent zombies from biting him, even if faced with insane groups.
  • Situational Awareness: When facing zombies (and only facing zombies), Tallahassee will intuitively aware the best ways in and out of a place, the best place for an ambush, and the best place for a last stand. This only works when facing zombies, as he was caught by a 12 year old girl by surprise.


Contacts:
Tallahassee has contacts with the other survivors - Columbus, Little Rock, and Wichita. 

Tallahassee would have been able to use him as a contact as well, probably.

Limitations:
Hatred of Zombies: Tallahassee really hates zombies, due to the loss of his son, and will take his aggression out on them in unique ways (Door to the head/banjo zombie are two really good examples). Tallahassee will not hesitate to plow through a group of zombies if given opportunity.
Loyalty: Although unwilling to admit it openly at first, Tallahassee is incredibly loyal to his fellow survivors, even going on the suicide-level mission to save Wichita and Little Rock.
Twinkies: Tallahassee is on a quest to get twinkies, and will almost endanger himself to do so:
There's a box of Twinkies in that grocery store. Not just any box of Twinkies, the last box of Twinkies that anyone will enjoy in the whole universe. Believe it or not, Twinkies have an expiration date. Some day very soon, Life's little Twinkie gauge is gonna go... empty.




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.

Eric Draven from 'The Crow' (1994)

Eric Draven





 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: In (40)
A: In (40)
S: Ex (20)
E: In (40)
R: Typ (06)
I: Am (50)
P: Rm (30)

Health: 120
Karma: 86
Popularity: (As a member of Hangman's Joke) 2, - 5 (Among Detroit's criminal element after his rising).
Resources: Fe (2) (He is legally dead)

Talents:
Musician
Firearms
Knowledge: Detroit Area
Knowledge: Streetwise - Detroit
Brawling

Powers:
The Risen Dead: Eric Draven was returned from the grave a year after his murder to avenge himself and his fiancée Shelly by supernatural means attributed to a crow. Draven was returned with supernatural abilities to carry out his specific goal. These abilities included:

  • Enhanced FASERIP: Eric Draven was far more agile, strong, and durable than he was in life, hence his increased FASE.
  • Spiritual Connection: The Crow: Although apparently a regular crow, the particular Crow that returned Eric was far more than that. The Crow shared an empathic link with Draven, which explains his greater than normal Intution and Psyche. The crow was the anchor for Draven's power, and as such, anything seen, experienced, or felt by the crow was also experienced by Draven.
  • Undead State: As Draven was essentially undead, he was immune to poisons, toxins, and disease. While the crow was alive, Draven did not need to make stun/kill result checks as he was already dead (Although he could still be slammed and would take 'damage'). Draven healed his End Rank of Damage each round, sealing up wounds within seconds. While Draven was not immune to the damage effects, he could make a simple Endurance FEAT to ignore their effects. Draven also 'regenerated' regardless if resting or in combat, and recovered Endurance Ranks 1 per Round. Draven did not need to eat or sleep after his return.
  • Empath: Although not necessarily apparent, Draven was an empath, capable of sensing emotions ranging from deeply hidden trauma to current emotional states. Draven is able to transfer emotional trauma between himself and others, heal others of crippling injuries and addictions, and 'read' a person's intent or connections. The use of Draven's Empathy requires an Endurance FEAT, which Draven will spend Karma on if the situation warrants (such as completely curing Sarah's mother Darla of Morphine addiction or transferring Shelly's memories into Top Dollar). Draven could also 'read' an object similar to psychometric or postcognition by touch - Items with specific emotional connection to Shelly or Draven during life would be easiest to identify, but would require a Psyche FEAT as the flooding emotions would have a physical/psychic impact on Draven. As an aspect of his empathy, Draven also possessed a type of combat sense which would allow him to anticipate the actions of those around him, most notably seen when facing Tin-Tin. All of these effects are at Am (50) intensity.
  • Hyper-Leaping: Draven could leap between Gd (10) and Ex (20) distances, covering blocks as necessary (and as shown in the police chase). Draven could make a simple Agility FEAT to land without damage or notice.
  • Karma-Loss Immunity: Draven does not lose Karma for killing opponents, and actually gains Karma for killing those responsible for his murder. Draven will not kill indiscriminately, nor will he put innocents in danger. (See Limitations)

Contacts: Although Dead, Draven could rely on two individuals for help and assistance: Sgt. Albrecht (The lead investigator into Draven and Shelly's murder) and Sarah, a young girl that Draven had mentored and considered a friend. Theoretically while Draven was alive, he had connections within musicians circles as a member of Hangman's Joke.

Limitations:
Tied to the Crow: Draven's return was due to the Crow which he was empathically connected to. As Myca, Top-Dollar's Sister/Lover figured out, the crow was the source of all Draven's power. When wounded, it effectively removed the majority of Draven's powers, and made him 'normal'. Draven's FASERIP drops to the following:
F: Typ (06) A: Typ (06) S: Typ (06) E: Typ (06) I: Typ (06)* P: Typ (06). In addition, Draven can be hurt and will not regenerate from damage, nor will Draven be able to access his more combat oriented Empathic powers. As the crow was wounded and not killed, it is uncertain what would happen to Draven should the crow actually die.
Enemies: Draven has several enemies during the short time of his resurrection, including the man who green-lit his murder, Top Dollar, and the majority of the Detroit City Police Department.
Obsession/Purpose: Revenge: Draven is dedicated to finding those responsible for the murders of Shelly and himself, and will go to great lengths to avenge himself on them, even poetic. Draven will kill without remorse any who are responsible, but will go to great lengths to preserve the innocent.
Purpose Completed: Once Draven has completed his purpose, he will return to his rest. Draven will not remain in the land of the living once his goal has been reached, and will simply return to the graveyard in which he awoke.

Thursday, October 17, 2013

The Kanamits from 'To Serve Man'

Please, Mr. Chambers, eat. We wouldn't want you to lose weight.


From there, I would suggest the red wine.


Kanamits
Typical member, played by Richard Kiel






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

Health: 90/100
Karma: 100
Popularity: 50/-50 (On Earth, after the real intent is discovered)
Resources: Mn (75)

Talents:
Astrogation
Engineering
Chemistry
Physics
Astrophysics
Navigation
Medicine*
Repair/Tinker
Knowledge: Earth Customs
Knowledge: Kanamit Customs
Psychology
Cooking
Knowledge: Exotic Cuisine

Powers:
Kanamit Physiology: Kanamits (as portrayed solely in the TV Episode) are 9' giants with several advantages over normal humans:
  • Telepathy: Kanamits are telepathic and communicate solely through psionic means. Kanamits are also capable of understanding and communicating in any known verbal language, and can sense surface emotions and immediate intentions with Rm (30) ability. While Kanamits are not hive-minded, the do share a psionic connection with one another, and can immediately communicate with each other over great distances. The exact limits are unknown, but believed to be around Rm (30) range.
  • Superior Physiology: Kanamits are much more powerful than humans, capable of great feats of strength and can easily cart a struggling adult male of approximately 200 lbs up a ramp and into a ship without any issue whatsoever.
  • Kanamit Resistances: Kanamits seem to be more resistant to damage, toxins, and disease with Ex (20) ability, probably capable of resisting damage up to small arms fire based around the evidence as provided.
  • Superior Technology: Kanamits possess Mn (75) technology capabilities, including advanced medical breakthroughs, terraforming, renewable energy, and of course, space travel. A typical Kanamit ship can reach their own system within weeks at sub-light and warp space. Kanamits also have a variety of weaponry, but would rather help those that they see a certain potential in with kindness and peace...

Limitations:
Reputation:It's assumed that Kanamits have a reputation amid other spacefaring races for their particular methods and excellent table manners.
Unusual Looks:Kanamits are 9' tall bald humanoids and look indentical
Dietary Necessities: The Kanamits have very specific dietary needs, and will go to great lengths to cultivate necessary resources.


The Accountant from 'Drive Angry'


'Satan is simply the warden of a very large prison. Quiet man actually, thoughtful and he's well read. And I happen to know the idea of sacrificing children in his honor annoys him greatly.'







 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Accountant

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
Popularity: 0/-20 (In true occult circles)
Resources: Typ(06)/Cl1000 (In hell)

Talents:
In theory, the Accountant has had unlimited time to hone his skills, but for the purposes of the write-up, the skills shown during Drive Angry include:

Administration
Firearms
Marksman
Driving
Mystic Origin*
Human Psychology
Knowledge: Hell's bureaucracy
Tracking
Shadowing
Law
Law-Enforcement*
Knowledge: Hell
Knowledge: The Damned
Knowledge: Ritual
Sharp Weapons
Thrown Weapons
Thrown Object*

Powers:
Demonic Nature: The Accountant is the chief administrator/soul retriever for Hell as it is presented in the movie. Hell is represented as an immense prison, and as such, the Accountant is suggested to be the 'head guard', sent to retrieve the more difficult cases. As such, the Accountant's Earthly form is purely suggestive, as it is easily implied that he could be far stronger and/or physical if necessary. For the purposes of the write-up, the Accountant is very similar to an angel in The Prophecy series such as Gabriel, in that the following is similar:

  • The Accountant is completely immune to normal types of damage, such as toxins, disease, physical damage, energy damage, radiation, aging, and other aspects. In addition, the Accountant doesn't suffer stun effects from normal damage, but can be slammed and even incapacitated. The Accountant can be harmed by mystical means, and usually does not recover lost health when assaulted by such.
  • Omni-Knowledge: Hell's Business: The Accountant is completely aware of the prisoners who have escaped from Hell, although he does not seem to possess knowledge about specifics, thoughts, or purposes. The Accountant also has a running tab of when individuals will be arriving in hell, down to specific dates. The Accountant is considered to have this ability at Un (100).
  • Hypnotic Control: The Accountant can affect hypnotic control over groups and individuals with Rm (30) ability, gaining an additional +1cs for specific effects (such as using human nature among officers of the law to convince them he is a FBI agents).
  • Hell-Sense: The Accountant seems to have the ability to track individuals who have escaped hell or bound for it with Rm (30) ability. The sense works more like the power telelocation, in so far he has a general idea of where an escaped individual is going.
  • Sense Evil: The Accountant can determine a person's nature with a look with Mn (75) ability, and is able to determine how much a person is affected by good/evil.
  • The Coin: The Accountant carries a roman coin that he uses as a prop and can conform to specific items, such as an FBI ID or what have you. The origin of the coin is unknown, but it is suggested that it is either one of the coins used to pay Charon or one of the thirty pieces of silver paid to Judas. The other suggestion is that the coin is the method that the Accountant passes from Hell into Earth.
  • Mystic Sense: The Accountant can sense magic with Rm (30) ability

Contacts:
The Accountant is an employee and confidant of Satan.

Limitations:
Limitations to Authority: the Accountant is limited by the authority and scope of his role. The Accountant cannot for instance take direct action outside of the requisition of the escaped damned, unless assaulted or directly challenged. In addition, the Accountant will not seek to abuse his abilities simply to abuse them, it's against 'the rules'

Completely Dedicated: The Accountant is completely dedicated to his job, which is to maintain order and to retrieve escapees. The Accountant is not above adhering to the exact 'letter of the law', and is not mindless as to simply follow the pursuit of an enemy. The Accountant for instance allowed John Milton to save his granddaughter before being taken back to hell, but made it clear that he would be going back as soon as that was accomplished.

Loyal:The Accountant thinks highly of his boss, and is considered to be loyal.


The God-Killer




The God-Killer is a five barrel gun which was stolen by John Milton from the desk of Satan himself. The weapon is unlike anything seen before it is bone-handled and has only five bullets - It is never said how it can be reloaded, but it as assumed such can be done by higher (or lower) powers. Each bullet has the Latin phrase 'DEUS VELOX NEX' carved into it (God's swift death). During the movie, three shots are fired for certain - One at the Accountant (Which leaves a scar as it misses), one at a flunkie, and one at the main bad guy. A shot from the God-Killer has the following effects:
  • Total Destruction: The God Killer will completely destroy a being with ShZ ability. The target must immediately make a psyche FEAT against that intensity, may not use Karma, and must make a Red to resist its effect. The bullet bypasses normal defenses to rank, and completely eliminates the target through an explosion of mystical energy. Parts of the target may be left, but slight pieces.
  • The God-Killer cannot be fired easily by the living or even the Undead/Damned/Ascended. The God-Killer requires a Psyche of at least Ex (20) to fire. A Living person (Not dead/undead/etc) must have a Psyche of at least Am (50) to remain conscious, or be rendered unconscious for 1-10 rounds. A person with a Psyche below Typ (06) must make an Endurance FEAT or begin the dying process.