Showing posts with label Halloween 2015. Show all posts
Showing posts with label Halloween 2015. Show all posts

Thursday, October 6, 2016

Sam Hell from 'Hell comes to Frogtown (1988)

Eat lead, froggies!

The anti-hero from Hell comes to Frogtown, Sam Hell isn't just an atypical hero - he's the future of mankind.One of the last virile men left in a post-apocalyptic wasteland, forced to help a government who just wants him for his uncorrupted DNA, and against a veritable army of frog-mutants, Hell remains uniquely sane.

Sam Hell




Sam Hellman (nicknamed Sam Hell), Nomadic Warrior.

F: Rm (30)
A: Ex (20)
S: Ex (20)
E: Ex (20)
R: Ty (06)
I: Ex (20)
P: Ex (20)

Health: 90
Karma: 46
Popularity: 0/-20/-10/10 (Generally/In Frogtown/To the Authorities/to other survivors).
Resources: Pr (04) (See Below)


Talents:
Sam Hell is incredibly adept at a number of skills, including:

Survival
Firearms
Marksman
Brawling
Martial Arts A,B,E
Wrestling
Sharp Weapons
Knowledge: The Wasteland
Knowledge: Major Factions
Jury-Rig


Powers:
Sam Hell has no powers, but has several effects:

  • Dumb Luck: Sam Hell is probably most famous for his luck (rivaling Ash in dumb luck). Whenever Hell is about to suffer catastrophic events (such as death, destruction, or explosive castration), the Judge may spend karma on behalf of Hell from Hell's reserve.
  • Survivalist: Hell is very capable in his post-apocalyptic wasteland, and can use his Intuition when making a survival check.
  • Pulp Hero Luck: Sam Hell is a hero similar to the pulp sort - As such, when faced with critical situations, Hell may spend Karma after the roll is needed to the minimum number necessary for a successful FEAT.
  • Improvised Weaponry: For some reason, Hell is always in areas where he can improvise a weapon. Hell must simply make an Intuition FEAT in order to provide himself with a sharp or blunt weapon.

Contacts:
Hell has contacts throughout the wasteland, but his most reliable contact is his initial handler/romantic interest Nurse Spangle.

Limitations:
Hell has a few serious limitations, including:
  • Notorious: Sam Hell is notorious not just for his antics, but his sexual escapades (Indeed, this is how he is initially tracked and apprehended). Sam suffers a -2CS in disguising himself or hiding for those looking for him.
  • Virile in a sterile world: While this doesn't necessary seem like a limitation, Hell is initially captured because it is common knowledge of his virility. As such, Hell is a wanted man, in more ways than one.
  • Explosive Cod-Piece: When captured, Hell is outfitted with an explosive cod-piece to keep him in line. In addition to the potential lethality of such a device, it is programmed to give electric shocks on command (requiring a Green FEAT to resist). The ECP requires it to be in range of the control unit (Four areas) or it will explode.
  • Enemies: The Frogs: Sam Hell has made many an enemy in Frogtown, especially around the mutant 'frogs' who make it their home.

Notes:
Where to begin?

Well, I think Sam is probably top-end human stats on a lot of things. I left his reason untouched at Typical mainly because I see him as average intellectually, with his intuition being a bit higher and being more how he is able to survive. I didn't push the Psyche - Better than most, but not necessarily the most willpower. Resources are Pr (04) just due to the scarcity, but I feel that Hell can scavenge what he needs no problem.

All I can say is I had to stat an explosive cod-piece.  

Orbital Dysfunctional Syndrome (ODS) from 'Pandorum' (2009)

Three years into their shift, one of their officers had a psychological breakdown. The doctors referred to it as ODS symptom. The privates, we call it Pandorum. It drove him insane. He became convinced that the flight was cursed. Evil.


Pandorum was claustrophobic, intense, and very stylistically different. Orbital Dysfunctional Syndrome (ODS) coupled with a number of twists and turns made the film stand out to me, reminding me in a way of Event Horizon and Alien in its own way. I enjoyed Dennis Quaid in the film, and thought it was a good choice for a lot of reasons.

Why the Pandorum Sickness?
There was so much about the movie I could do write-ups on, and I thought seriously about including the mutants as part of this write-up or as their own write-up. I really think however the concept I found most interesting was the sickness itself. I've featured a number of viruses, plagues, and illnesses over the years, and I wanted to include one which was just a matter of environment. I thought it would be a neat write-up to do, especially as susceptibility wasn't so obvious.

 ODS (The Pandorum Sickness)

 Orbital Dysfunctional Syndrome (ODS)

ODS is encountered by humans who have been in deep-space hibernation, developing acute symptoms and severe psychosis. Any human with Endurance of Ex (20) or less had a chance to develop ODS. A character must make an Endurance FEAT against Ex (20) intensity. A partial success or failure results in ODS.

ODS can be successful overcome with a Red Endurance FEAT against a progressive Intensity. The afflicted Endurance actually lowers as they move through the stages for the purposes of FEATs and checks, suffering a -1CS for Stage One, -2CS for Stage Two, -3CS for Stage Three, and -4CS for Stage Four. No other checks suffer the penalty, only for ODS checks. A character may make an Endurance FEAT at every stage of ODS.

ODS begins in simple stages, but is aggravated by emotional stress, resulting in rapid progression. Should an afflicted player encounter emotional stress, they must make an additional Psyche FEAT at Gd (10) intensity, rather than an Intuition FEAT. Should the afflicted character fail or only gain a partial result, they immediately progress through the stages of ODS. ODS intensifies as it progresses. Prior to full onset and progression characters must make a Psyche AND Endurance FEAT with solid successes against Gd (10) intensity to avoid amnesia and general confusion. Amnesia will last 1 - 24 hours depending on the severity of the ODS onset and the Psyche/Endurance results. Should a character succeed at one of the FEATs and fail the other, time is reduced by 1/2.

Stage One: Slight motor coordination issues, requiring an Agility FEAT vs. Ty (06) intensity. Tremors are slight in the hands and extremities.

Stage Two: Epistaxis (nose bleeding) occurs. Characters must make a Psyche FEAT at Gd (10) Intensity. Failure or partial success allows ODS to progress to Stage Three.

Stage Three: Paranoia begins to intensify. Characters must make an additional Endurance FEAT at Gd (10) intensity to 'shake' off debilitating episodes. Players must then make a Psyche FEAT at Gd (10) intensity to prevent additional symptoms or issues.

Stage Four: Delirium: Characters begin to openly hallucinate and paranoia is increased. Any character suffer at Stage Four must make both an Endurance and Psyche FEAT at Ex (20) intensity. Characters with psychological/mental/emotional limitations will suffer a -2CS to any action or activity while at Stage Four.


ODS can be treated through medical means and through sedation. ODS only seems to affect those in deep space hibernation and/or rotation. Not everyone is shown to suffer from ODS during Pandorum, but those that do seem to suffer greatly.

Count Dracula (1931 Movie Version)

The spider spinning his web for the unwary fly. The blood is the life, Mr. Renfield.



Count Dracula (1931)

 

 F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: In (40)
Health: 120
Karma: 80
Popularity: -20/0/-10 (In Home Area, to the general public, in occult circles)
Resources: Rm (30)

Talents:
Count Dracula has shown to possess the following talents:
Leadership*
Mystic Origin*
Mesmerism
Knowledge: Home Area
Knowledge: Ancient History
Knowledge: London
Business/Finance
Knowledge: Vampirism*
Knowledge: Important People
Law*

Powers:
Master Vampire:
Dracula is a master vampire, capable of many feats and abilities due to his vampiric nature. Dracula has shown (In the 1931 version) to have the following powers:

  • Vampirism: Dracula require blood to sustain his lifeforce and power, as he says it, The Blood is the Life. Dracula is insatiable, but selective of the victims he chooses, usually either taking someone who is not missed or someone who is vital to his plans (like Renfield, the Flower-girl, Lucy Westerna, and the various crew aboard the Vesta). Dracula gains health by feeding off of an individual in equal exchange, renewing vitality. Dracula drains health and endurance ranks, as well as potentially infecting someone with vampirism through an exchange in blood. Such beings are lesser vampires, who are under the thrall of Dracula and must do his bidding (As seen with Lucy Westerna)
  • Transformation: Dracula can change his shape into a wolf, bat, or mist. Although shown in the movie only to be capable of changing into a bat, Renfield was very clear he saw Dracula as mist, while Harker and Dr. Seward saw Dracula and then as giant wolf. For the purposes of the write-up, Dracula requires only a round to change into his forms. Please consult the advanced Judges book for write-ups on standard wolves and bats. For the mist, Dracula reduces his mass to Shift 0, passing through small cracks or other openings. Dracula’s mist form appears blood red, as it was mentioned in discussion from observers.
  • Dracula is immune to damage from normal means, requiring blessed weapons, holy objects, or the other means to damage them. Dracula is considered resistant to 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.
  • Hypnotism: Dracula’s greatest power displayed is his hypnotism,, granting him Rm (30) ability to hypnotize opponents. Dracula can place post-hypnotic commands which include actions and amnesia as necessary. Dracula also reduces the willpower of anyone he has successfully mesmerized by -1CS.
  • Animal Control: As mentioned in detail by Renfield, Dracula commands lesser creatures such as rats with Rm (30) ability, summoning swarms of them as necessary. Dracula seemingly can control such swarms with little difficulty, and can summon up to three swarms in a single round of 1 — 100 rats per swarm, if Renfield’s observations are believed.

Contacts:

Dracula utilizes only a few contacts in his initial appearance: His brides, victims, and Renfield.

Limitations:
Dracula has many limitations, including:

  • 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 driven from a place with a holy object, as well as being barred from some locations with wolfsbane.
  • Notoriety: Dracula is well-known in occult circles and in his home region, where everyone seems to know him as a vampire. As Van Helsing said, the greatest strength Dracula had was the fact no one believed he was a vampire or that vampires are known. Dracula’s notoriety however is clearly a problem, hence his travel in secret.
  • Reflection: Dracula casts no reflection and becomes extraordinarily agitated when shown his reflection. Dracula must immediately make a Psyche FEAT at -2CS when shown his reflection or burst into anger.
  • Enemy: Dracula has clearly made an enemy of Professor Van Helsing.
  • Arrogance: Dracula is arrogant to the point of folly. Dracula’s arrogance in underestimating his hold on Renfield and his human opponents leads to his downfall.

Wednesday, October 5, 2016

Andy McGee from 'Firestarter'

Andy McGee




Andy McGee

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

Health: 38
Karma: 46
Resources: Pr (04) to Typ (06)
Popularity: 0* (Please see Limitations)

Talents:
Andy is an everyman who has been running from the government for some time. Prior to the government finding Andy, his wife, and daughter, Andy held down a regular job.

Notable Skills:
Knowledge: Human Nature: Andy understands human nature and can pick up specific cues and body language to gauge actions and reactions. The more Andy studies someone, the easier it is for him to understand how effective the ‘push’ will be.
Knowledge: The Shop: Andy has become aware and knowledgeable about the Shop, the shadowy government group which is hunting him and his daughter. As such, Andy has good knowledge about how they operate and the various actions they would take in his pursuit.

Powers:
The Push

Due to the experiments that the Shop performed on Andy during college, Andy has developed a type of mind control he dubs ‘The Push’. The Push allows Andy to affect a single target at a time, allowing him to ‘convince’ a target of actions direct or post-term. Andy can use the push to convince people to do immediate actions, erase events in a person’s mind, see things that aren’t normally there (Such as a $5.00 bill appear as a $50.00 bill), or even plant long-term suggestions. Andy’s ability with the push is limited by two factors: The nature and will of the target and the short-term damage Andy is willing to endure.

As Andy put it, the more average a person is, the more susceptive they are to the commands. The crazy, genius, or sub-average are much harder to control or effect. The more average or ‘dull’ a person is, the greater the effect of the push has on them (to Ex (20) rank vs. Psyche). For Reasons, Intuitions, or Psyche above Ex (20), Andy’s rank is reduced cumulatively by -1cs (So if a person had Ex Reason or Psyche the rank would be reduced -2cs). Individuals with Reason or Psyche scores above Rm (30) are not affected by the push.

The second limitation is that each time Andy uses the Push, he does Fe (2) to Ex (20) damage to himself, depending on the nature of the command, the will and reason of the target, and how far he uses the Push. Andy gets nosebleeds depending on the severity of the Push.

Contacts:
Andy has no immediate contacts due to his legal situation, although prior to his flight from the Shop Andy and his wife were assumed to have a normal, average life.

Limitations:
Andy has several key limitations:

  • Hunted by the Shop: Andy and his daughter Charlie are being hunted mercilessly by the Shop, a shadowy government program which has contacts and feelers within law enforcement. As such, Andy is a fugitive and on the run.
  • Dependent: Andy is the sole parent of his daughter Charlie and will stop at nothing to protect her. As such, Andy will never abandon his daughter and will place himself in willing danger to protect her.
  • Addict: In the novel Firestarter Andy becomes an addict due to his imprisonment within the Shop, suffering a -1cs to all actions while under the influence. It’s suggested that Andy actually ‘pushes’ himself out of addiction.
  • Power Fluctuation: During his time with the Shop (and while his addicted to drugs and alcohol), Andy seemingly loses the Push for several months. Andy’s powers may be related to his state of mind and his situations.

Thursday, October 15, 2015

Quint from 'Jaws' (1975)

You know the thing about a shark, he's got... lifeless eyes, black eyes, like a doll's eye. When he comes at ya, doesn't seem to be livin'. Until he bites ya and those black eyes roll over white. And then, ah then you hear that terrible high pitch screamin' and the ocean turns red and spite of all the poundin' and the hollerin' they all come in and rip you to pieces.

The obssessed shark hunter. The veteran with a personal grudge against sharks. The only one who recognizes the danger for what it is in Amity ahead of anyone else. A few years ago (about six) I wrote up the Great White from Jaws and intended to include Quint at some point in a Halloween write-up.


Quint



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

Health: 32
Karma: 36
Resources: Typ (06)
Popularity: (around Amity) -2 (General public)0

Talents:
Sailor
Military
-Firearms
Knowledge: Fishing*
Knowledge: Amity Area
Pilot: watercraft
Bare-knuckle boxing
Arm-wrestling


Powers:
None - Quint is considered to be a normal man with no real powers, but possesses an extraordinary skill:

Extraordinary Skill: Sharking: Quint's abiltiy to hunt sharks is uncanny, and his knowledge of sharks, habitats, and other things makes him very formidable. Quint's knowledge and experience allows him to make rolls with Ex (20) ability when fishing for sharks, and allows him to predict their behavior under normal circumstances. Unusual circumstances, such as the Great White during Jaws reduce his ability to Gd (10).

Contacts:
While he was alive, Quint had few real contacts, save those who worked The Orca and the few denizens of Amity Island he had dealings with.


Limitations:
Quint had a few limitations due to his experience and his over-all personality:
  • Obsession: Quint's obsession in revenge against sharks is evident, and will force Psyche checks when engaged in a particular case. Failure will make Quint irrational, drawing him further into obsession.
  • Fatalistic: By his own words, Quint will never wear a life-preserver nor will he seek help when things are against him.
  • Distrust of Authority: Quint has no love for authority, especially those he perceives as the upper class or the leadership of Amity Island. Quint suffers a -1cs reaction bonus in such dealings.
  • Traumatized: Quint is more than likely suffering a form of PTSD from the events of the Indianapolis. Quint's recollections of the events seem to suggest he suffers still from the events.
  • Reputation: Quint's reputation is well-known in Amity (hence the -2 popularity), and is viewed with distrust or generally looked down upon, although none doubt his abilities or skills.


Notes:

I felt that Quint's psyche was high as it was to show his resolve. I think that Quint has a very strong will, and is often the victim of that will as it works against him (with his obsession). I tried to utilize what Quint said about his past and his skills throughout the movie (as the novel version is much different), and I felt that his ability to go 'sharkin' was beyond just a normal set of skills and thought it should be included a pseudo-power. I know there is some debate there, but I felt it needed to be its own thing.

I didn't include Quint's self-professed physical limitations nor did I include really contacts made during the movie. I felt that Quint was generally too abrasive for real contacts. I also went with the negative popularity in Amity for several reasons: It's clear no one in the community is comfortable with him (specifically as seen in the deleted scenes and in the famous city meeting scene).

Matthias, The Family, and the Omega Man Virus from 'The Omega Man' (1972)

We waited for you, Neville, so you could see this: The end. The end of all you done. You see, none of it was real. It was illusion. Your art, your science, it was all a nightmare. And now it's done. Finished. My brethren, our task is nearly complete. He was the last of those who brought the punishment to us. We have cleansed and purged his world. Now we must build.

The second attempt to film Richard Matheson's I am Legend remains unique in post-apocalyptic films - For one part, it's very much a view of the 1970s if an apocalypse happened. Primarily however it's the portrayal of the main villain Johnathan Matthias played by Anthony Zerbe, who makes you not only creeped out but also fully aware the apocalypse isn't going to be pretty, sane, or unintelligent. Matthias isn't just a zealot mutant victim - He's satan in the remnants of the world, leading the family towards 'salvation' with the destruction of Dr. Robert Neville....the last figure of the old world.

Matthias



Johnathan Matthias

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

Health: 42
Karma: 60
Popularity: 20 (Prior to the war)/40 (To the family, afflicted, and survivors)
Resources: Ex (20) (Prior to the war)/* (See below)


Talents:
Profession: Journalist*
Leadership*
Area Knowledge: Los Angeles
Knowledge: Law of the Family
Knowledge: Pre-War History
Knowledge: Pre-War Current Events
Knowledge: Subterfuge

Powers:
Mutant: Matthias is an albino mutant, afflicted with the deadly bio-warfare germ which wiped out 99% of mankind. While not granting him any serious abilities, the mutants born from the virus have several key natural abilities (See The Family for more details)
Unnatural Leader:Matthias is beyond charismatic to the family, he is nearly considered a god. Matthias is the sole voice of the family, and even those who show dissent quickly and quietly cease when Matthias decides. Members of The Family will die at Matthias's command without question, and Matthias is able to convert any member of the afflicted to a member of the family with a simple Psyche FEAT. Although not a power, the ability to convert the afflicted is uncanny and based on Matthias's resolve.
Drive:: Matthias's drive to 'end the old world' grants him great resolve and ability to function even when not normally able. It's up to the Judge if this is an ability or simply due to the psychotic madness of the disease, and could be a variation of Iron Will at Gd (10) (sans the health aspect).

Resources: Existing in the post-war remnants of Los Angeles, Matthias has nearly limitless resources, albeit he will not use them in certain circumstances (See Limitations). Matthias can draw upon reserves of natural resources, simply technologies, and manpower for different purposes.

Contacts:
Pre-War, Johnathan Matthias was a well-known anchorman and journalist with numerous contacts in both the media and political arenas.

Post-War, Matthias's only contacts are members of the family.


Limitations:
Afflicted: Matthias suffers the same affliction from the war that all members of the family suffer from. (See The Family for more details)
Obsessed: Born from the same drive that keeps him going, Matthias is completely obsessed with destroying the remnants of the old world, and specifically Robert Neville. Matthias is not reckless, but combined with his psychosis makes him suffer a -4cs to any social situation in dealing with negotiations with survivors or specifically Robert Neville.
Arch-Enemy: Robert Neville: Matthias is the arch-enemy of the last uninfected man in the Los Angeles area, Colonel Robert Neville. As such, most of Matthias's plans are related to capturing and trying Neville, ultimately to convict and murder him. Matthias will stop at nothing to get Neville.



The Family


Typical Family Member:

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

Health: 28
Karma: 18
Popularity: - 20 (Los Angeles post-war)
Resources: See below

Talents:
Family members have typical talents they had before becoming infected. In addition, Family members gain:
Knowledge: The Family

Powers:
The afflicted have no real powers, but their condition allows them several key advantages. All members of The Family share these abilities:
  • Increased Night-Vision: Each member of The Family is noctural by nature, and has increased ability to see in the dark. For the purposes of mechanics, it's considered to be Pr (04) night vision.
  • Increased Endurance: The virus which is killing them also grants typical Family members higher Endurance, allowing them to do things they may not be able to do as well as resist the more damaging effects.
  • Pseudo-telepathic bond: Although not expressly stated, as Lisa changed in the movie, she began to either hallucinate or hear Matthias's call mentally. For the purposes of this write-up, I'm consider it to be a Pr (04) level empathic effect. Each member of the Family seems connected and knows where the others are, as seen with Lisa's brother finding his way through L.A. to the Family's HQ, etc.

Contacts:
Post-War, members of The Family only have members of The Family as contacts.

Limitations:
Afflicted: Each member of The Family is a survivor of the plague that wiped out mankind and as such, are still slowly being killed because of it. The Family members suffer the following limitations due to the affliction:
  • Unusual Looks: All family members are drained of color, forcing a complete albinoism. In addition, sores appear very quickly, making members of The Family very obvious. Due to the extreme physical change, Family members suffer a -2cs to reaction bonuses from survivors.
  • Vulnerability to Light: Family members are photo-phobic, suffering a -1cs reaction bonus from unshielded exposure, and a +1cs to damage above Ex (20) intensity. In addition, any light source above Gd (10) requires Family members to make Endurance FEATs or be blinded for up to 1d10 rounds after exposure ceases. At Ex (20) intensity or greater, unshielded Family members are automatically blinded.
  • Sterile: Although not stated in the theatrical version, the uncut version of the movie shows that no Family member has been able to successfully have children.
  • Dying: Despite surviving the virus, Family members are still dying from it. Family members close to death will separate from the others, and die usually alone. Once final affliction sets in, a Family member must make Endurance FEATS every six hours. Failure results in death within a day.
  • Psychotic: Members of The Family are considered to be psychotic and absolutely devoted to Matthias upon pain of death.

The Virus

Although unnamed, the Virus which destroyed mankind was a product of germ warfare between China and Russia. So far, only Robert Neville was immune due to his use of an experimental serum. The Virus is considered 99% lethal to man, requiring an initial Endurance FEAT of red intensity to survive. An additional Endurance FEAT is required afterwards to determine the period of time before initial affliction sets in.

Initial Affliction makes the patient light-sensitive. Pre-adolescents seem somewhat resistant, but once a victim has entered adulthood, Secondary Affliction can occur at any time. Adults must make an Endurance FEAT every day, failure begins the Secondary Affliction.

Secondary Affliction begins with high fever and the gradual draining of all color from the victim, leaving them in an albino state and extremely vulnerable to light (See The Family's Powers and Limitations). The process can take anywhere from one turn to several days, depending on the Endurance FEAT's result. Once Secondary Affliction sets in, the victim seems drawn to other Afflicted and are easily recruited into The Family.

Final Affliction can occur anywhere from a day to several years. Once Final Affliction has set in, the victim has only a limited time before death occurs.

Finally, a serum derived of Dr. Robert Neville's blood seems to provide a cure and can actually reverse the virus's pathology and symptoms. As seen with Richie, a previous victim who was mostly turned, the serum can not only cure the damage but make the victim immune. The serum seems to work no matter what level of affliction a victim suffers from.



Notes:
I always liked this movie. For years I labored under the delusion that Charleton Heston wore a Roman helmet in the final battle. I re-watched it recently and was only slightly disappointed.

Jerry Dandridge from 'Fright Night' (1985)

Welcome to Fright Night….for real

Jerry Dandridge is the epitome of the self-assured, charismatic, and completely diabolic vampire. Utilizing the fact no one believes in vampires, Dandridge is able to manipulate most everyone around him that he’s just a guy-next-door, and that his charismatic presence is nothing to fear. Only a few figure out the truth…and even then, it took real convincing.


Why Jerry Dandridge?

There are several reasons I wanted to include Dandridge this year. First, I wanted to feature a vampire who I felt was fairly sinister and cool (and I’m doing three as it turns out). Dandridge is not just a vampire – he’s a charismatic monster who understands the nature of myth and the play on the idea that most people believe vampires are just legends. I also think that Chris Sarandon was outstanding as Dandridge and had a charming if not sinister way about him.





Jerry Dandridge


Jerry Dandridge

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Rm (30)
Health: 140
Karma: 70
Resources: Ex (20)
Popularity: 0

Talents:
Dandridge has been in existence for some time. As such, his talents are various and could include additional skills. Dandridge’s displayed talents include:
  • Acting
  • Forensics
  • Charm
  • Seduction
  • Aerial Combat
  • Occult Lore*
  • Knowledge: Pop Culture
  • Knowledge: Human Nature
  • Knowledge: Necromancy (Implied through the novelization as the means he created his protector and aide)
  • Intimidation
Powers:
Vampire: Dandridge is an older vampire, whose abilities and skills range the traditional vampire gauntlet. Dandridge has displayed the following abilities associated with vampirism:
  • Vampiric Nature: Dandridge is considered a master vampire, possessing the ability to regain health through feeding on blood, granting him Rm (30) Bio-Vampirism*. Dandridge’s nature prevents him from aging, makes him immune to most forms of traditional damage (See Limitations), and does not lose Endurance ranks from kill results of a normal variety. Dandridge can convert or turn someone into a vampire within hours (unlike the two to three days within normal mythology). Dandridge prefers the victims to willingly choose to become vampires in acts of submission rather than forcing them (as seen with Ed and Amy in the first film).
  • Hypnotic Stare: Dandridge has mastered his hypnotic powers, can enthrall individuals with Rm (30) ability. Dandridge prefers to utilize his own charms and talents rather than simply utilize his powers.
  • Shapeshifting: Dandridge is able to change his shape into traditional vampire forms (wolf, bat, mist) with Rm (30) intensity. When Dandridge is hunting, angry, or hurt his vampiric nature shows itself, requiring a Psyche FEAT to remain human.
  • Heightened Senses: Dandridge’s senses are superhuman, granting him Ex (20) enhanced senses.
  • Natural Weaponry: Bite: Dandridge can do Ex (20) edged damage with his bite, halving effectiveness of body armor and other protections.
  • Natural Weaponry: Claws: Dandridge has some mean-looking claws with do Gd (10) slashing damage, halving effective body armor.
Servant : Dandridge has a zombie-like servant, Billy Cole, who is believed to be some sort of lesser undead. Cole’s purpose is to protect Dandridge, and is considered to have the following abilities:
F: Gd (10) A: Gd (10) S: Ex (20) E: Ex (20) R: Typ (06) I: Ex (20) P: Pr (04)
Health: 60 Karma: 30 Resources: Tied to Dandridge’s Popularity: 0
talents:
Carpentry
Occult Lore*

Powers:
Undead Nature: For the most part, Billy is a zombie (without the craving for brains or decomposition). As such, he is resistant to many forms of permanent damage (although he does take it), and can recover from kill results in one round (As seen during the film). Billy’s primary weakness is damage to the brain, which causes him to immediate suffer a kill result. Billy will rapidly decompose and crumble in one round.

Contacts:
Dandridge has one contact, with his handyman/zombie/protector Billy. Although with Dandridge’s charm, it is reasonable to assume he has many others around the world.

Limitations:
Dandridge has many limitations based on his vampiric nature, including silver, holy water, and other traditional weaknesses. In addition, Dandridge has specific limitations with specific effects:
  • Vulnerability to holy objects: Dandridge can be repulsed with a holy object if wielded by someone with faith. Dandridge must retreat and can be afflicted if touched by such an object with Gd (10) ability.
  • No Reflection: Dandridge cannot cast a reflection in mirror surface, and can be easily detected by such.
  • Traditional Fatal Vulnerability to Sunlight: Dandridge begins the dying process (losing Endurance ranks) if exposed directly to sunlight. Dandridge will die if exposed to sunlight within rounds.
  • Predatory Need: Dandridge must feed regularly in order to maintain his strength, usually choosing prostitutes and other women in the immediate area.
  • Arrogant: Dandridge is extraordinarily arrogant, suffering a -1cs reaction bonus in situations that play to such. In addition, Dandridge believes he is superior to those who encounter him, toying with them and believing them unable to do anything to stop him.
  • Anger: Dandridge can easily be enraged, and will directly attack those who manage to do so. Dandridge suffers a -1cs reaction bonus when enraged.

Notes:
For some reason, I believed I had already covered Jerry….but no matter. Fright Night remains one of the better vampire films out there, and I enjoyed Dandridge as a villain quite a bit (although to be fair, I liked Peter Vincent a bit more). I based this write-up on two sources: The novelization of the movie and the movie itself. I didn’t include any of the remakes, the comic, or the sequel…I just think that anything else sort of waters down what I liked.

I didn’t feel that the inclusion of contacts or limitations for Billy was necessary (I didn’t think he warranted his own write-up, as I am certain that if Jerry survived he would have ultimately replaced Billy). I also didn’t feel I needed to include other limitations or abilities, I think those are covered under the vampire write-up elsewhere.

As for stats, I felt that despite Jerry’s age, it was reason to assume his skills and stats were probably more akin to the vampires of cinema. I debated going higher with some of the FASE, but I thought ultimately this captured the movie version best.