Showing posts with label Halloween 2014. Show all posts
Showing posts with label Halloween 2014. Show all posts

Sunday, September 13, 2020

Maximillian from 'The Black Hole' (1979)

 Maximilian, the time has come to liquidate our guests...‘




Maximilian

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Maximilian, Advanced Prototype.

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

Health: 150
Karma: 56
Popularity: 0
Resources: N/A

Talents:
As a robot, Maximilian can be programmed with whatever skills its creator determines it to have. In The Black Hole, Maximilian displayed (or was alluded to have) the following skills:

  • Knowledge: Cygnus Operations
  • Knowledge: Robotic Construction
  • Leadership* (Other Robots)
  • Administration: Cygnus
  • Edged Weapons
  • Starship Operations
  • Pilot
  • Aerial Combat
  • Computer Operation
  • Astrogation
  • Energy Weapons
  • Marksman*

Powers:
Robotic Construction: Maximilian is an advanced prototype of rogue genius Hans Reinhardt, built to serve as the first officer, chief enforcer, and silent assassin of its creator. Maximilian was designed for several purposes, and as such, has the following abilities:
  • Robotic Immunity: Maximilian does not need to eat, sleep, or breath. Maximilian is immune to disease and toxins, and can survive in the rigors of space.
  • Armored: Maximilian's outer construction is built to last, granting him In (40) protection against most energy and physical attacks. The outer shell can be pierced by objects such as high intensity drills (As V.I.N.C.E.N.T. did) or effects which could halve effective body armor rank. Maximilian's outer hull provided complete protection of its systems including and not limited to extreme pressure and temperature, in which it received a +1cs to resistance.
  • Multi-Armed: Maximilian possessed six separate 'arms', armed with fine actuators to serrated whirring blades. Maximilian could use its limbs for effect multiple actions, granting it up to three additional actions per round.
  • Serrated Blades: As stated previously, Maximillain's arms were equipped with claw-like blades which could be made to spin. Maximilian could do Ex (20) edged damage, halving effective body armor and protection.
  • Lasers: Maximilian was armed with lasers which could do Rm (30) damage.
  • Communication Systems: Maximilian was built with a transceiver which would allow it to communicate with its creator via ship systems and other robots in the S.T.A.R series. Maximilian could also interface with systems within the ship with Ex (20) ability and range.
  • Flight: Maximilian was always hovering, and possessed Ex (20) levitation and flight. Maximilian could maneuver at its Agility rank with a simple FEAT.
  • Higher Willpower: As shown in Max's RIP, Max was not a standard robot (Few robots go to hell). Max had its own Psyche score, and unlike other robots, was not hampered by the negatives often associated to cyborgs and robots. Max could even ignore the cries of its creator to save it.

Contacts:
Maximilian had only one contact, its creator Reinhardt.

Limitations:
Maximilian had several clear limitations:
  • Silent: Maximilian had no vocalization ability, and could not communicate with individuals.
  • Aggressive: Max was naturally aggressive, often attempt to provoke its 'guests'
  • Self-Survival: Max was ultimately willing to abandon its creator for its own survival.
  • Bloodthirsty: Maximilian was bloodthirsty, and would seek to kill when allowed. Max would spend Karma for kill results.

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).

Thursday, October 4, 2018

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

Sharknado Mechanics from 'Sharknado'

“Sharks in a tornado. Sharknado. Simply stunning.”






Sharknado Effect:

Essentially, there are two components for a Sharknado — An F-5 tornado and unusual currents which produce agitate sharks. The F-5 tornado is considered to have Am (50) strength and can maintain itself by drawing on heat-charged waters for anywhere from 1 — 50 turns. As a side-effect, the weather conditions and warmer waters produce an agitation amid most sharks in a 400 mile radius. The agitation enrages the sharks to the point of attacking indiscriminately, while at the same time drawing up the sharks into the central funnel of the tornado. Unlike most tornadoes (Technically at this point it’s a waterspout), the tornado does not cause a vacuum — instead creating a perfect environment in which the sharks are maintained for short periods of time, able to move with generated currents and function within the ‘sharknado’ without requiring Endurance FEATs. So long as the F-5 maintains itself with strength and speed (Capable of going to Mn (75) strength), the Sharknado can continue. Rapid changes in temperature and/or compression will end the effect within 1d10 rounds, displacing the captured sharks and sending them crashing to the ground. A typical sharknado will have upwards of 100 — 200 sharks of various sizes and attack abilities, but the basics are as follows:

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Fe (2)
I: Pr (4)
P: Fe (2)

Health: 60
Karma:8
Popularity: 0
Resources: N/A

Talents:
None

Powers:
Sharks have adapted to marine environments, can move 3 areas per round in water, and have Ex (20) bite which halves effective body armor. In addition, due to the environmental conditions regarding the sharknado effect, the sharks are agitated and considered to have +1CS to bite and attack.

Contacts:
None.

Limitations:
Marine Adapted Environment: Sharks require water to live and many species must maintain locomotion for circulation.

Sharknado LImitations
Easily Recognizable Weather Pattern: Sharknados are easy to spot, especially after the first movie.






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..

The Strigoi from 'The Strain' and the infection rules.





Infection:

Initial Stage: The Strigoi begin as an infection from a helminth (capillary worm) from either direct infection or by wounding from a Strigoi's stinger. Upon a successful Yellow Fighting FEAT, the Strigoi can infect a victim, requiring a Red Endurance FEAT vs. Rm (30) intensity to resist. Once the infection has taken place, a mutagenic change begins within the victim, transforming them into a Strigoi themselves.

Secondary Stage: Over the course of the next 48 hours (depending on the speed of the infection and other situations, usually an opposed Psyche FEAT vs Am (50) intensity), the individual begins to change. A 3' long barbed proboscis develops, ended with a powerful stinger which is used in the feeding process. The skin of the victim begins to lose all pigmentation, body hair, and secondary sexual organs. In addition, the victim's ears become shorter and more pointed, and the victim's nose either falls off or recedes. The newly created Strigoi will flock to the master Strigoi, having very little coordination or agility, seemingly almost clumsy in their ability to attack or move. During the secondary stage, the newly created Strigoi will hunt in packs and will have very little in common with the person they were, save for seeking out their family members and close associates in order to infect.

Third Stage: Between the first 48 hours and three months, the Strigoi gain better control over themselves and become more efficient hunters. The Strigoi's Agility, Strength, and Endurance is greatly increased, able to scale buildings and move with faster than human speed. The Strigoi are considered 'matured' at this stage, and are often encountered in packs of between six to ten at any given encounter.

Stage One Stage Two Stage Three
F: No Change - 1cs +1cs
A: No Change - 2cs +1cs
S: No Change +1cs +1cs
E: - 2cs +1cs + 2cs
R: No Change - 2cs No Change
I: - 1cs - 1cs +1cs
P: - 1cs - 2cs - 2cs

Minimum Ability can reach: Fe (2)
Maximum Ability can reach: In (40)

Health: Depends on Stage
Karma: Stage 1: Standard, Stage 2: 0 Stage 3: 0
Popularity: 0/ -10/-20
Resources: N/A for the most part, although those placed within high points of society have access to their resources.

Talents:
Depending on their creation, the Strigoi will have their normal talents albeit some of them will be unable to be utilized (See Limitations).

Powers:
Strigori Vampire: All strigoi gain superhuman abilities upon their conversion beginning at stage 1, and have the following abilities:

  • Immortality: In essence, the strigoi are immortal, capable of existing for thousands of years under the right conditions.The only proven way to kill strigoi are: Decapitation or severing the spinal cord, silver weaponry, sunlight, or extreme violence.
  • Proboscis: Each strigoi has a 3' proboscis with stinger, used in both feeding and infection. The strigoi can attack opponents within the same area, infecting individuals with a successful FEAT (See above). The stinger does Ex (20) edged damage, halving effective body armor.
  • Bio-Vampirism*: The strigoi are vampires, requiring fresh blood to survive, and are able to heal and recover endurance while feeding. The strigoi must use their stinger to feed.
  • Talons: Beginning in stage 2, the Strigoi develop large talons on their hands and feet which aid them in attacking and locomotion. Strigoi can shred opponents with their talons, doing up to Rm (30) edged damage. In addition, the Strigoi can use their talons to climb sheer surfaces (Ex (20) spider-climb).
  • Hyper Leaping: Beginning in stage 3, the strigoi can leap greater distances with Ex (20) ability
  • Hyper Movement: Strigoi are slightly faster than humans, able to move three areas a round.
  • Enhanced Senses: Strigoi have incredible senses, able to see a potential victim's heat signature, hear heartbeats from a fair distance, and discern carbon dioxide from breathing. These superior senses begin during stage 1 at gd (10) and can grow to Rm (30) by stage 3.
  • Telepathy: Beginning stage 1, strigoi can begin to read thoughts of victims with gd (10) intensity, growing to Rm (30) by stage 3. The telepathy allows the strigoi to apparently 'speak' to individuals (See Limitations) by mimicking speech.
  • Hive-Mind: All strigoi are connected to the ancients, with various factions being connected to one of the seven ancients. These ancient masters have complete control over their strigoi, and are aware of their every action, able to directly control each member. The strigoi share this hive mind at Mn (75) ability, unable or unwilling to act against their master/creator.
  • Telelocation: Loved Ones: Each strigoi seems able to find their loved ones - family, closest friends, and/or associates with Rm (30) ability. The strigoi seek to infect their loved ones first - thus spreading the infection and master's control.


Contacts:
The strigoi no longer have the human contacts they had in life, although they could fake it before being revealed. All strigoi are connected to their master.

Limitations:
All strigoi have the following limitations:
  • Hideous Appearance: Strigoi suffer a -2cs reaction bonus when first encountered, and a -1cs reaction bonus each time after that.
  • Lethal Vulnerability: UV Light: Strigoi are extremely vulnerable to sunlight and concentrated UV light, suffering a +2cs damage to rank (Un (100) max) as well as a -2cs to Endurance ranks each round exposed.
  • Fatal Vulnerability: Silver: Silver does an additional +2cs damage, followed by a -2cs to Endurance each round damage is inflicted.
  • Revelation: Silver: Silver reveals a strigoi's presence by vibrating in the presence of them. In addition, if a strigoi is seen in a silver mirror, they seem 'distorted' or vibrating at high speed.
  • Silent: Strigoi cannot normally speak, as their stinger prevents it.
  • Interconnected to their Master: The strigoi are connected to their master, and must obey him/her/it without question. Should the Master perish, the strigoi perish (no Endurance FEAT, each strigoi begin the dying process).
  • Unable to cross running water: For some reason, strigoi cannot willing cross running water. Whether this is a weakness or a psychological limitation, it is never fully explained.

Martian Invaders from 'War of the Worlds' (1953 Movie Version)

Typical Martian





F: Typ (06)
A: Typ (06)
S: Pr (04)
E: Gd (10)
R: Ex (20)
I: Typ (06)
P: Gd (10)

Health: 26
Karma: 36
Popularity: - 50 (Worldwide)
Resources: Un (100) as a group - N/A as individuals.

Talents:
Martians possess many advancements and skills - Most of which for the purposes of this write-up are inferred:

  • Pilot: starship
  • Pilot: tripod
  • Astrogation
  • Knowledge: Martian Culture
  • Military
  • Energy Weapons
  • Science: Advanced

Powers:
Martian Physiology: The standard Martian's physiology is incredibly efficient, granting them the following abilities:
  • Telepathy/Hive Mind: The Martians communicate with each other via a telepathic means, utilizing higher brain conditioning. The Martian telepathy is fairly standard, and operates at Gd (10) in normal circumstances, Ex (20) within a collective of martians.
  • Advanced Resistances: The Martians are resistant to toxins and poisons (but not disease, see below), and are considered to have Ex(20) protection.
  • Ultra-vision: the Martian visual cortex allows them a type of ultra-vision at Gd (10).

Contacts:

Martians have contacts with their own people.

Limitations:
Martians have the following limitations:
  • Non-Human Appearance: The Martians have a non-human appearance, and are -2CS for the purposes of reaction and effects during first encounter.
  • Immune System Failure: Martians are highly susceptible to terrestrial bacteria, which is considered lethal. Upon first exposure, a Martian must make an Endurance FEAT vs. Death. A White Result means death will occur in 4-6 Hours, a Green Result means 1-2 days, a Yellow Result 2-4 days, and a Red result means 4-12 days.
  • Gravitational Issues: The Martians have some problems in Earth's heavy gravity, causing them to suffer -1CS Agility.


Martian Tripod (1953 version)







Speed: Rm (30) Control: Rm (30) Body: Am (50) Protection: Am (50) (See Below)*

Martian Tripods look as if they are floating manta-shaped creatures, but are actually supported by three invisible 'legs', which allow them to move over all terrain types. The Martian Tripod utilizes a magnetic field that surrounds it, granting it additional protection of Mn (75), as well as complete protection against Energy attacks at Shift-Z (500). The field survived a direct hit from a nuclear device without slowing the machine down in any way, shape, or form. The Martian Tripod is self-contained, allowing an unknown number of Martians to pilot.

The main weapon of the Martian Tripod is the Heat Beam, which utilizes a Shift-X (150) direct heat attack. This weapon can fired once per round, and can target objects ranging as human-sized to ship/battleship scale. The Tripods work in unison as a continuous firing line. A secondary weapon, the Skeleton-Ray is shown which is a short-range pulse disintegration weapon which does Mn (75) damage and can be used once per round, including the same round as the heat beam.

Tripods are the ground forces for the Martian invasion, and are not built to withstand space-travel. They can apparently submerge and navigate like a ship. Martian Tripods have a distinctive sound due to their travel, which can be heard up to miles away.

Zombies from 'Dawn of the Dead' (Zach Snyder Version)

'When there is no more room in hell, the dead will walk the earth.'
 
Typical Snyder Zombies










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

Health: 36
Karma: 14
Popularity: 0*, although to the living, the group as a whole have a - 50 popularity.
Resources: N/A

Talents:
None, whatever skills or talents possessed in life are lost during the conversion.

Powers
Zombie State: The Snyder Zombies are undead creatures who exist purely to devour the flesh of the living. Unlike other zombies, the Snyder Zombies tend to maintain their speed and stamina longer, capable of moving at their top speed even during advanced stages of decomposition. The Snyder Zombies have the following abilities due to their state:

  • Undead: The Snyder Zombies are typical undead zombies - They cannot be stunned or killed through conventional means, except a shot the head, decapitation, or any other effect which destroys the brain. Snyder Zombies are immune to toxins, disease, poisons, and other similar effects. The Snyder Zombies do not have any additional damage protection, but are simply not affected by such, capable of ignoring limbs being missing, grievious bodily harm, etc.
  • Movement: Snyder Zombies are capable of full movevment and agility actions regardless of the state of their being. Snyder Zombies can move up to two areas per round and make 'push' their endurance for a full-on run for limited periods of time. As they do not tire, they can run for several blocks before losing interest or being unable to maintain speed.
  • Horde Mentality: The Snyder Zombies are much more like a group of pack hunters - easily spotting prey, moving in as a group, and attacking full-bore. The Snyder Zombies will opt for easier prey when presented with it, so if two people are running and one falls, the entire horde will stop to finish off the downed victim. Unlike other zombies, the Snyder Zombies seem to take their queues from an almost animal presence within them, attacking the easiest prey and throwing themselves fully at an object or defenses to breach them.
  • Zombification: Unlike Romero Zombies or Walking Dead zombies, the only way to become a Snyder Zombie is through a bite. The dead who are not bitten do not rise as zombies, nor can they rise even if feasted upon. If a Snyder Zombie gets a Red Fighting FEAT against an opponent, they have achieved a bite. The victim will have two minutes to two days before they turn, requiring an additional Endurance FEAT for every hour they are affected. For every two hours, the victim's Endurance drops by -1cs until reaching Shift 0. Once either the victim has failed an Endurance FEAT or reaches Shift 0 Endurance, they will Immediately turn, as seen with ana's husband Luis and countless others. The cause of the zombie 'virus' is unknown, and treatments do not seem to be working. It is assumed a cause can be discovered with a character who has In (40) reason and skills related to biology/medicine, but that's just a guess and left up to the Judge's discretion.

Contacts:
No Snyder Zombies have contacts. They will not recognize contacts nor will they be able to be socialized like Bub or Big Daddy.

Limitations:
Snyder Zombies have the following limitations:
  • Hideous Appearance: Snyder Zombies often look like they have been through serious trauma, and cannot hide what they are. They suffer -1cs reaction bonuses.
  • Animal Intelligence: The Snyder Zombies are little more than animals, and cannot 'learn' or adapt accordingly. The strength is in the mass/horde.
  • Sole Purpose: The Snyder Zombie's sole purpose is infecting others and feasting on flesh. There are no other purposes and cannot be resisted.

Notes:
Again, the Snyder Zombie has since been repeated in different literature, movies, and entertainment. I think that it's difficult to fully address the differences in those respects, but I think it was important to include them and I think that Snyder Zombies can be quite terrifying.

And no, no zombie baby stats....

Well...


ZOMBIE BABY:







F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: Fe (2)
I: Fe (2)
P: Fe (2)

Health: 8
Karma: 6
Pop: 0
Re: N/A

Talents: None
Powers: See Snyder Zombie - only smaller and baby-like
Contacts: Uh....
Limitations: See Snyder Zombies and also...a baby.

Dr. Syn, the Scarecrow of Romney Marsh

AhahahahahHAHHAHAHAHAHAHHAHAA!

Created to protect associates and congressional members, pirate-turned-vicar Christopher Syn donned a tattered costume and eerie paint, becoming the notorious and terrifying Scarecrow - Enemy to the unfairness of the crown. The Scarecrow of Romney Marsh.



The Scarecrow of Romney Marsh






Doctor Christopher Syn, Captain Clegg, and assorted other aliases.

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

Health: 90
Karma: 90
Popularity: (as Dr. Syn, Vicar) 2, (As Captain Clegg) - 5 (As the Scarecrow) 10/-10

Talents:
Christopher Syn was a genius scholar and possessed many skills, including:

  • Crime*
  • Religion
  • Firearms
  • Swords
  • Horsemanship
  • Navigation
  • Sailing
  • theatrics
  • Detective/Espionage
  • Unarmed Fighting
  • Scholar*
  • Multi-Lingual
  • Marksman*
  • Acting
  • Leadership*
  • Small Unit Tactics

Powers:
The Scarecrow had no real powers, but had several power-like effects:
  • Eerie Cackle: The Scarecrow could cackle with an almost inhuman ability, which would terrify normal individuals causing fear at Typical (06) Intensity.
  • Iron Will: Syn could ignore effects and damage (as stated in the books, he possessed inhuman endurance) with Ex (20) ability.
  • Pulp Hero Luck: Although slightly ahead of the pulp hero mold, Syn can re-roll a single result during a combat and/or automatically make an Endurance FEAT vs. Death during a combat. Syn escaped from many different situations apparently through sheer will and luck.


Contacts:
Syn had many contacts throughout his life, both as the infamous pirate Captain Clegg and as his role as vicar. Syn's closest contacts included his most trusted aide, Mr. Mipps. Syn cultivated many, many contacts during his adventures and pursuit of his enemy.

Limitations:
Syn had his fair share of limitations:
  • Secret ID: Only a few people alive knew that Christopher Syn was Captain Clegg or the Scarecrow. As such, it was a well-kept secret.
  • Vengeful: Syn was very vengeful if he felt he had been wronged or justice had not been done.
  • Obsession: Syn was obsessed with gaining revenge on his former wife Imogene and her husband Nicholas Tappit.
  • Dedicated: Syn was dedicated to protect those who were his parishioners.




Wednesday, May 20, 2015

Bessie The Hell-Cow

The most dangerous vampire of them all....












Bessie, The Hellcow, the Cow of Hell, The Bovine Blood-drinker, the Dracula of Dairy

F: Ex (20)
A: Rm (30)
S: In (40)
E: In (40)
R: Pr (04)
I: Rm (30)
P: Rm (30)

Health: 130
Karma: 64
Popularity: -10 as the Hellcow, 0 as a regular cow.
Resources: N/A

Talents:
Mystic Origin*
Cow things.

Powers:
Vampire: Bessie is a vampire, spawned by Dracula himself, and has all of those cool vampire powers. For a full run-down of those powers, please see the main site's entry on vampires.. Bessie can totally do all of those things, and she's got a cape....so it's very vampire-like.
Cow Abilities:Bessie also has natural abilities related to a cow. At one point a crazy scientist tried to use Bessie's cow abilities combined with her vampire abilities to create an army or find immortality or something....I don' really remember, but it was a Deadpool team-up, so there.

Contacts:
Bessie theoretically is the spawn of Dracula, although I'm not certain he'd admit this.
Deadpool thought she was cool, so it's possible Deadpool might be called?

Limitations:
  • Vampire Limitations: Bessie has the full limitations of a vampire.
  • Cow Limitations: Bessie has the full limitations of a cow.

Wednesday, November 6, 2013

The Captain Trips superflu from 'The Stand'

Captain Trips (Project Blue)




The Project Blue virus, nicknamed Captain Trips, is a variation of the Spanish Influenza virus, weaponized as part of an army experiment. The Captain Trips virus is completely lethal to humanity with a .6% survivability rate. Death usually occurs within 1 - 3 days after the victim begins showing traditional (if not accelerated) flu symptoms. High fever, nausea, dehydration, and fatigue ensue, until the body simply begins to shut-down. Captain Trips remains capable of surviving in airborne environments for up to twelve hours, and is highly infectious from simply skin to skin contact.

.6% of the population is naturally immune to Captain Trips, and it is highly suggested (in the TV Mini-series at least) that most of the children born post-Trips are immune to the super virus. In the novel, it is not as clear that a natural immunity passes from parent to child, but it is suggested.

Game Mechanics
Upon exposure to the Captain Trips virus, a character must first make an percentile dice roll. A result of 99 - 100 naturally means the character is immune to the Captain Trips virus, as they are a member of the .6% population who are completely immune.

Once a character has come into contact with an infected person, they must make an immediate Endurance FEAT vs. Amazing (50) intensity. The FEAT roll determines the length of time between exposure and 1st stage of the virus and is used to determine how long a character has before they begin to show immediate symptoms of the virus:
  • White: Signs of infection begin within 3 rounds of exposure, character suffers an immediate -2cs to all Endurance FEATs until death.
  • Green: The character will begin to show signs anywhere between 10 - 15 hours
  • Yellow: The character will begin to show signs anywhere between 24 and 48 hours
  • Red: The character will show signs between 48 - 100 hours.

Once infection begins, the character must then make an additional Endurance FEAT vs. Am (50) intensity to determine the length of time between initial infection and death. The infection moves incredibly quickly, and those that cannot make the intensity FEAT will begin the dying process as if they had made a White Endurance FEAT.
  • White: The character will begin the dying process between 1 - 100 rounds of 1st state infection.
  • Green: The character will begin the dying process between 1 - 3 days of infection, and will be at a progressive penalty to Endurance checks (-2cs) as Captain Trips progresses.
  • Yellow: The character will begin the dying process within 3 -6 days of infection, and will suffer from a -1cs to all Endurance Feats.
  • Red: The character will begin the dying process between 6 - 10 days of contracting the infection. Character will not suffer additional penalties to their Endurance initially.

Characters with Resist: Disease
As Captain Trips has shown to be an adaptive virus which was specifically weaponized for its lethality, anyone with Resist: Disease will find their resistances at 50% effectiveness.

Surviving Captain Trips:

It is possible to survive Captain Trips amid a world of super-humans. Should a character have immunity to disease, they are simply not affected. In addition, any character with Mn (75) Endurance or better or greater than Am (50) Resistance to disease have greater resistances. In such cases, the roll made to see if natural immunity is decreased from 99 - 100 to 50 - 100. Should the character survive more than 12 days with the virus, they can begin to recover Endurance ranks as normal and regenerate damage. The side-effect is that such characters become 'carriers' of Captain Trips as it remains active in their systems. This is all speculation on my part, taken from notes about the book from the complete edition, the comic, and other sources.

Notes:

This is my 'best stab' at the Captain Trips Virus, and perhaps up there with Cthulu on contention for my part. I tried to keep the idea of how it would affect super-humans, but again, that's speculation on my part. The lethality of the virus however is as close as I could make it, as it did effectively destroy mankind as it stood at that point.