Showing posts with label Halloween 2016. Show all posts
Showing posts with label Halloween 2016. Show all posts

Sunday, September 13, 2020

Tulip-Head, The Upside Down, and Barb from

Tulip-Head (Demogorgon)





 

 

 

 

 

 

 

N/A

F: Rm (30)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Pr (04)
I: Rm (30)*
P: Gd (10)

Health: 140
Karma: 44
Resources: N/A
Popularity: 0

Talents:
Tulip-Head has shown no real intelligence outside of cunning and instinct as of yet. As such, Tulip-Head has no real talents.

Powers:
Extra-Dimensional Being:
Tulip-Head is a creature who exists in both the prime material plane and in the Astral Plane (dubbed ‘The Upside Down’), and is capable of crossing between the two after its home dimension was accessed by Eleven during a psychic experiment. While Tulip-Head is the nickname for the creature from the internet, the creature has no name and has displayed no real intelligence outside of a desire for prey and an enhanced set of animal instincts. Tulip-Head plagues the small town of Hawkins for almost a week, abducting and eating several residents (as least six to eight) during its initial encounter. Tulip-Head has been observed to have the following abilities:

  • Extra-Dimensional Physiology: Tulip-Head seems to be adapted to exist in a state of Astral space dubbed ‘The Upside Down’. As such, its physiology is perfected to be a predator. Tulip-Head seems to have Ex (20) Armor vs. Physical attacks, although it can be trapped and harmed by objects which halve its natural defense. Tulip-Head is immensely strong in comparison to a human being and has greater agility and endurance due to its adaptions. Tulip-Head is also perfectly adapted to its existence in the Upside Down.
  • Natural Weaponry: Claws: Tulip-Head’s claws can sever objects and do Ex (20) damage, halving natural and artificial normal armor’s effectiveness.
  • Natural Weaponry: Bite: Although not expressly seen, the detachable and sectional mandible of Tulip-Head makes it capable of rending flesh with Ex (20) ability.
  • Dimensional Travel: Tulip-Head can move freely between normal space and the Upside Down with Am (50) ability. Tulip-Head can also drag individuals with it, usually future victims by touch. Whenever Tulip-Head moves between dimensions, the electromagnetic spectrum goes wild and visible distortions occur. This is usually followed by an organic residue and similar distortion in many areas that it opens its gates from. Moving through water seems to be the easiest means, and leaves no immediate residue. Tulip-Head favors specific areas to cross over dimensions, such as Hawkins Labs or the Byer residence. These areas as well as areas outside of the woods are the places in which the veils between the Upside Down is thinnest with normal space.
  • Regeneration*: Tulip-head recovers very quickly from damage, recovering from both a series of attacks and being set on fire in a short time. Tulip-Head seems to have Ex (20) Regeneration, as well as Gd (10) recovery. It has been suggested that Tulip-Head regenerates faster after feeding.
  • Tracking*: Tulip-Head is able to track across the dimensional barriers with Rm (30) ability, being able to track specific prey once it has engaged them or ‘locked on’ again. Tulip-Head seems to require encountering an individual in order to track it, and cannot track someone whose ‘trail’ is cold or off (It had issues with Will Byers in the Upside Down once it lost him, but once it knew where to begin its search, it was able to pick up the trail quickly).
  • Dimensional ‘Sensing’: Tulip-Head can perceive what is happening in real time from the Upside Down at the same time, utilizing a sense which allows it to sense in both places at once. Tulip-Head only needs to make an Intuition FEAT in order to perceive what’s going on in a particular area, but is limited by its instincts and intelligence.
  • Blending: Tulip-Head is able to distort the visual spectrum and appear nearly invisible. Tulip-Head does with Rm (30) ability. Tulip-Head is not truly invisible, but for the most part as it only attacks in dark locations at night, it might as well be.


Contacts:
Tulip-Head has no contacts.

Limitations:
Very little is known about Tulip-Head, whether there are more than them or if it was a solitary creature. What is known is that Tulip-Head has several key limitations, which include:
  • Predatory Animal Intelligence: Despite its cunning, Tulip-Head has only a basic animal intelligence. As such, Tulip-Head is lured into a trap utilizing the proper prey, as well as hunt for prey rather than possessing an agenda. As such, Tulip-Head can be manipulated into traps and activities accordingly.
  • Dimensional Physiology: Tulip-Head thrives in darkness and at night. Tulip-Head is not active during the day nor does it seem to prefer to act in places which is artificially lit, unless provoked or drawn by great deals of blood. Tulip-Head suffers a -1cs to activities in daylight (but not artificial light). Tulip-Head must make a Psyche FEAT to operate in well-lit areas.
  • Terrifying Visage: Tulip-Head is hideous and alien, forcing those that deal with it to have a -2cs reaction bonus.
  • Blood: Tulip-Head is drawn to blood, requiring a -2cs Psyche FEAT to resist appear and attempting to attack areas where fresh blood exists. The larger the amount, the greater the chance that Tulip-Head will be drawn.
  • Dimensional Distortions: Tulip-Head’s emergence into normal space always includes electromagnetic distortions of an area as well as physical effects as the creature appears. As such, Tulip-Head’s appearances can be somewhat prepared for and tracked. Once the distortions begin, Tulip-Head appears 1d6 Rounds later.


The Upside Down

But what if he was there? What if we just couldn't see him? What if he was on the other side?

 


 

 

 

 


 

 

 

 

 

 

The Upside Down is a dimensional space similar to Astral Space discovered by Eleven when undergoing an experiment at Hawkins Lab. The Upside Down is a dark mirror of the normal world, with similar buildings, objects, trees, and other landmarks in a distorted version where the temperature is always just above freezing and that nothing living exists outside of the Monster. The Upside Down can only be accessed through dimensional portals, such as the maintained portal at Hawkins Lab or the temporary portals created and used by Tulip-Head during its nightly forays into normal space.
Due to the extreme nature of the Upside Down, things seem to be breaking down or in ruins compared to their counterparts in Normal Space. It is unknown if the Upside Down is bound specifically to the areas around Hawkins or if it is somehow a pocket dimension. What is known is what happens to those who find themselves in the Upside Down:

  • Reduction in Endurance: The Upside Down begins attack a person’s Endurance, which begins with a Fe (2) ever-present cold and chill. Slowly, gradually the person finds their Endurance ranks lowered, depending on their time in the Upside Down and how they arrived. If a person arrived with warmer clothing or a bio-hazard suit, they may find the effects lessened. Persons inside the Upside Down must make Endurance FEATS each eight hours they are present. A White Result lowers the Endurance of the victim by -1cs. Once the victim reaches Shift 0 Endurance, they simply are overcome and die. What should be interesting to note is that the effects of The Upside Down may also be mitigated or slowed by familiarity: If a person goes to somewhere they know (such as Will Byers going home or to his constructed club-house known as Ft. Byers), the effects are lessened and while suffering the cold effects they victim can maintain their Endurance. Mechanically this is represented by an additional Psyche FEAT before the Endurance FEAT. A green result or better means that the person can avoid the Endurance FEAT check for that period.
  • Darkness: It is always night in the Upside Down, reducing visible perception to about 20’ in most areas. Intuition-based actions are limited by -2cs in the Upside Down, and those with enhanced senses, Danger Sense, or other senses will find them reduced even further to -4cs while present inside of the Upside Down.
  • No Obvious Portal: There are no obvious exits or portals in the Upside Down, with the only real portal inside of Hawkins Laboratory. Dimensional Travel outside of the Upside Down is limited, requiring the use of established exits or portals created by Tulip-Head during its ruptures into normal space. Individuals can make Intuition checks to perceive some activities, and watch and observe actions in normal space. Exits however are difficult, and may attract Tulip-Head.


Barb




 

 

 

 

 

 

 

”I’m Chill"

Barbara Holland

F: Pr (4)
A: Pr (4)
S: Pr (4)
E: Typ (6)
R: Gd (10)
I: Gd (10)
P: Typ (6)

Health: 18
Karma: 26
Resources: Pr (4)
Popularity: 0*

Talents
Student*

Powers
None

Contacts
Nancy Wheeler
The Internet

Limitations
Nancy Wheeler’s Best Friend: Barb attempts to Look out for Nancy at all times, which leads to a lot of trouble and a helluva pool party.

Tuesday, October 2, 2018

Manphibian from Marvel Comics










Manphibian (Real name unknown)

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

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

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

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


Powers:

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

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

Limitations:

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

Ellen Ripley and Jones the Cat from 'Alien'

“I say we take off and nuke the entire site from orbit…it’s the only way to be sure”





Ellen Louise Ripley

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
Resources: Typ (06) to Pr (04) – See Limitations.
Popularity: 2/10/-10 (Within normal situations, among those who know of her situation, within Weyland/Yutani corporate circles)

Talents:
Ripley has many skills and is quite intelligent (See Powers). Ripley has the following skill-sets:

Starship Piloting
Astrogation
Engineering
Improvised Weaponry
Knowledge: Navigation lanes
Knowledge: Ship Protocols
Knowledge: Weyland-Yutani Protocols (Low)
Power-lift piloting
Leadership*
Notice*
Firearms


Powers:

Ripley has no real powers, but possesses several key-like abilities which make her quite formidable and capable. Ripley’s survival throughout the first two Alien films set her apart from most her companions. Ripley’s abilities include:


  • Quick Learner: Ripley seems adept at picking up skills fairly quickly, such as firearms under a short period of time, operational combat driving, and the ability to quickly assess a situation within moments. As such, Ripley can make a reason FEAT to gain the basic understanding of a nominal talent (Judge’s discretion) or assess a situation.
  • Iron Resolve: Ripley can force herself to act in situations which seem dire and hopeless and against her own fear with a firm determination. Ripley can use her Psyche in situations where a fear effect is present or a situation seems difficult if not impossible. Ripley can motivate herself to continue forward even if she is afraid and ignore the penalties of the situation or condition. Note: This does not grant Ripley Iron Will – Ripley still takes damage and suffers the physical effects, but instead Ripley does not face the Psychic and/or emotional aspects to rank.
  • Lucky Breaks: Despite what would be considered a great of tragedy, Ripley does have luck on her side, ranging from being able to spot the xenomorph in the shuttle to arriving and being rescued by Bishop aboard the Sulaco’s second drop ship. When Ripley is in a situation where it seems most dire, Ripley can spend 50 karma to enact a lucky break (surviving an assault aboard the ship, managing to get thrown into the room with the power-lifter, or even being able to survive being almost sucked into space.
Contacts:
Ellen Ripley has few contacts, mainly with her former crew and perhaps Cpl. Dwayne Hicks and Newt, the other survivor of LV-426.

Limitations:
  • Traumatized Until the events after Aliens, Ripley suffers from terrifying dreams which temporarily reduce her Psyche and actions for 1d4 hours. The limitation seems to fade after the events of Aliens.
  • Corporate Enemies It would be safe to say that Ripley is not friendly with her former company Weyland-Yutani, especially after the events of the first two movies. Ripley has very little respect for the corporation as their actions have directly affected her in various ways. As a side-effect, when situations occur, Weyland-Yutani will quietly sweep anything regarding Ellen Ripley under the rug and will discredit her when possible.
  • Reputation Ellen Ripley’s reputation was fairly destroyed after the events of the first Alien movie, and as such she’s considered deranged. Ripley’s reputation leads to the revocation of her flight status, making her unable to get gainful employment outside of power-lifter operator.
  • Vengeful Ripley is vengeful towards the xenomorphs and will never entertain anything less than their complete destruction. As such, Ripley cannot be dissuaded or convinced that the xenomorphs offer anything valuable.
  • Loyal Ripley is extraordinary loyal as a friend and parent figure, willing to sacrifice herself to protect people and will often place herself in danger to do so. Ripley will stop at nothing to help those around her, including venturing into the xenomorph hive to rescue Newt, return with a power-loader to do one-on-one battle with the xenomorph queen, and ensure that Jones the cat is rescued and in the status chamber.
  • Distrustful of Synthetics With the only exception being Bishop, Ripley is distrustful of most other synthetics, suffering an immediate Psyche FEAT at -1cs or having an angry reaction when encountering them. Ripley does not trust synthetics after her encounters with Ash, although she has a grudging respect for Bishop at the end of Aliens
 Jones the Cat




F: Fb (2)
A: Gd (10)
S: Fb (2)
E: Gd (10)
R: Fb (6)
I: Gd (10)
P: Pr (04)
Health: 24
Karma: 20
Popularity: 0
Resources: N/A

Jones is a bit above average feline, possessing all normal feline characteristics. Jones is a little more aware, avoiding a xenomorph and warning the others of its presence.

Count Carl Von Bruno and the Black Castle from 'The Black Castle'

“Doctor, you're an expert on medical science. Isn't it true that the Ancient Romans were pain worshippers”







Carl Von Bruno 
 
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Gd (10)
I: Ex (20)
P: Gd (10)

Health: 50
Karma: 40
Resources: Rm (30)
Popularity: 15/-5 (Among the courts of Europe/Amid his own subjects and enemies)

Talents:
Count Von Bruno has displayed the following skills:
Swordsmanship
Marksman
Knowledge: Ancient History
Knowledge: Nobility and Society
Knowledge: Africa (1700s)
Knowledge: European Politics
Knowledge: Philosophy
Knowledge: Engineering
Knowledge: Torture
Firearms
Military

Powers:

None, Count Von Bruno is considered to be an above average man whose real abilities are his capabilities for cruelty. Von Bruno is capable of being extraordinarily cruel, his anger and cruelty being his most defining features. Von Bruno holds those who scarred him to be held accountable to him, and delights in his revenge and murderous plans. Von Bruno has several effects such as:
  • Henchmen: Von Bruno employs a variety of henchmen, criminals, thugs, torturers, and servants who carry out his plans and goals. At any one time, Von Bruno has 1-3 such individuals nearby, most which are unsavory sorts. Von Bruno will pay, hire, or extort assistance for carrying out his plans.
  • Devious Mind: Von Bruno can arrange situations in which his targets return to his castle or fall into his grasp, ranging from providing evidence of other wrong-doings or simply threatening to harm an innocent. Von Bruno is gifted, and may make an appropriate Reason FEAT when attempting to discover, coerce, or convince someone to play into his hands.
  • Maniacal Endurance: Von Bruno has the endurance of a madman, recovering from damage seemingly at a faster rate. Von Bruno can recover Endurance ranks as if he has the power Recovery when dealing with a hated opponent or target.
Contacts:
Von Bruno has contacts with other nobility in Europe, although few tend to deal with him due to his cruel nature.

Limitations:

  • Cruel Count Von Bruno is known for his cruelty, and it is an obvious if not openly commented trait. Von Bruno is at a -1cs to Psyche FEATs when presented with the opportunity to be merciless and cruel to avoid doing so.
  • Scarred Count Von Bruno is scarred and has lost the use of his eye due to the actions of the British during the war. Von Bruno is -1cs to social engagements when first encountered.
  • Reputation Von Bruno’s reputation precedes him, with many whispering about his activities and actions. Von Bruno cannot make a positive popularity check despite being well-known as his reputation has spread across Europe.
  • Vengeful Von Bruno is extraordinarily vengeful, willing to use anyone or anything to gain his vengeance, and turning against even his most loyal aides when it suits gaining revenge against an enemy. Von Bruno’s need for vengeance blinds him to everything, including danger, reducing his Intuition by -1cs when facing the object of his vengeance and -2cs when Von Bruno feels he’s about to have the moment of vengeance.  



The Black Castle is a fortress which has been further modified with secret passages leading to torture chambers, dropaway rooms into pits with either spikes or crocodiles, and narrow corridors which can disorient and misdirect individuals. Those trapped inside the Black Castle must make an Intuition FEAT -1cs while attempting to navigate its underground interiors. If the character fails, they encounter a deathtrap appropriate for the age. The castle’s mazes and dungeons are known to several servants and Count Bruno himself. 

The Gunslinger from 'Westworld' (1974)

“Draw”




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

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

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

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


Powers:
Robotic Construct

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

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

Health: 24
Karma: 26

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

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

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


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

Contacts:
The Gunslinger has no contacts.

Limitations:

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

Mordecai Chalk from 'Astro City'

"His cybernetics were made of iron and silver. His onboard computer referenced thousands of volumes of ancient lore….”








 Mordecai Chalk

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

Health: 120
Karma: 80
Resources: Rm (30)
Popularity: 20)

Talents:
Mordecai Chalk is considered one of the greatest monster and occult hunters in the world, and has amassed many talents (speculated). These talents probably include:

Hunting/Tracking
Occult Lore
Knowledge: Rare Occult Beastiary
Knowledge: Occult Figures
Knowledge: Cults and Cult Operations
First Aid
Forensics
Law-Enforcement*
Firearms
Marksman
Martial Arts A, C, E
Sharp Weapons
Blunt Weapons
Performer: Radio Host



Powers:

World’s Leading Monster Hunter
Prior to the events of the Shadow Hill Slasher, Mordecai Chalk was considered the best monster hunter in the world having a reputation that spanned over 25+ years. Chalk’s experience was not without sacrifice, as he was mauled on more than one occasion and had to have a majority of his limbs, internal organs, and sensory organs replaced by cutting-edged magi-tech.

Mordecai’s abilities would allow him the following powers:


  • Cybernetic Construction: Mordecai’s limbs, skeletal structure, and associated tissue were rebuilt to include subdermal armor and arms which were both constructed with cold iron and blessed silver. Chalk’s limbs and parts were constructed with In (40) re-enforced material, suffusing the normal materials with enhanced versions. Mordecai is considered to have Rm (30) protection vs. Physical, Energy, and magic due to the counter-magical alloys and runes which were used at the time. In addition, Mordecai is stronger than an exceptional normal human with greater reaction times (Hence the increased FASE).
  • Sensory upgrades: Mordecai’s sense of sight has been upgrade through magitech electronics, allowing him to scan an area, see in total darkness, perceive those things on the Astral Plane, see mystical lines of force, and perceive the undead who normally cannot be tracked by electronic means. Mordecai can do this with Rm (30) ability.
  • Onboard mystical library: Mordecai Chalk has a coded, protected cybernetic link which is connected to a vast occult library in which he can access ‘Rare Tomes of Arcane Knowledge’ and occult information in seconds. The link is assumed to be well-protected due to the nature of what Chalk deals with and such, providing a Rm (30) Resist: Cybernetic Override. The library is limited to books which are not mystical empowered (spellbooks), sentient (books like the Necronomicon or Darkhold), or one of a kind tomes which are considered ‘lost’. The reference library is quick and be referenced in a single round of action.
  • Specialized Weaponry: Chalk utilizes several specialized weaponry, depending on the nature of the creature he’s fighting. Most notable of the weapons is a specialized heavy bore shotgun/elephant gun which can fire multiple forms of ammunition and converted to fire wolfsbane, wooden stakes, silver shrapnel, holy water infused shells, or whatever Chalk may need. The gun has a range of two areas and does Rm (30) damage normally, with damage being increased depending on the type of ammunition and the type of monster he is fighting (IE Silver rounds will do an additional 10 points, halving damage and beginning the dying process for Werewolves if Chalk hits with a yellow, etc).

Contacts:
Mordecai Chalk had many contacts throughout the world, throughout media, and in the different levels of heroes in the Astro City universe. Chalk was well-regarded as an expert on the occult, having many contacts throughout the occult circles. In addition, Chalk maintained his contacts in the media as well.

Limitations:
  • Unlucky: While Chalk remained a successful monster hunter, the toll taken on his body, soul, and mind told a very different story. Chalk often finds his luck running out , which means a Judge will during the course of an adventure have Chalk make a Psyche FEAT. Should Chalk fail the FEAT, the very next FEAT will result in Chalk’s numbers being reversed, IE a result of 82 will now be a 28. In addition, should Chalk roll an ‘01’, he will find himself in a position where he will lose a limb or worse. From what was revealed about Chalk’s history, it was riddled with moments like that.
  • Public Identity:Chalk’s identity is well-known and is never concealed. Partially due to his reputation and partially due to his cybernetic rebuild, Chalk cannot or does not both to hide who he is.
  • Enemy: It is probably that Chalk had many enemies amid the supernatural community up until his defeat at the hands of the Shadow Hill Killer.

Saturday, September 29, 2018

The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




The Scarecrow/The Straw Man/countless other names throughout history

F: Rm (30)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Mn (75)

Health: 150
Karma: 115
Popularity: - 5 (As an eerie avenger), - 10 (To occultists) - 30 (To the cultists of Kalumai)
Resources: Depending on the version depends on the resources. Normally not applicable in the Earth dimension (See below)

Talents:
The Scarecrow is a spirit of vengeance and fear, and has displayed the following talents:

  • Mystic Origin*
  • Psi-Screen*
  • Unarmed Combat
  • Acrobatics
  • Tumbling
  • Knowledge: Demonology
  • Knowledge: Mystical Cults

Powers:
Spirit of Vengeance: The Scarecrow is clearly of vengeance, tied to the mortal world through a large painting of itself. Roused when the blood of innocent is shed against the painting, the Scarecrow animates a lifeless body made of straw and sand to act as a proxy or avatar. The spirit itself is immortal and incapable of being destroyed through normal means, and possesses the following abilities while in its avatar form:
  • Unliving Body: The Scarecrow's avatar is essentially unliving matter - pr (4) material strength to be specific. The Scarecrow is immune to toxins, disease, poisons, sleep or unconscious effects (such as stun), and simply ignores damage effects done to it, unless by fire. The Scarecrow's health can still be reduced to 0, at which point the body collapses and the Scarecrow is sent back to its own dimension for some time. The Scarecrow is essentially immortal: It cannot lose Endurance ranks or suffer from vampiric effects that would drain Endurance ranks as its avatar is only a link to the material world, which can be remade/rebuilt after a period of 24 hours (usually).
  • A being of Fear: The Scarecrow can cause Am (50) fear by laughing, and can freeze individuals in place by locking eyes with them (which forces an opposed Psyche FEAT). The Scarecrow actually thrives of fear, which allows it to raise its FASE when it generates significant fear in a target or targets. For every five (5) targets affected, the Scarecrow gains a +1cs to its Fighting and Agility (Maximum Mn (75)). The Scarecrow can also enhanced or cancel fear effects simply through an act of will if generated by someone else.
  • Plant Control: The Scarecrow seems to have complete control over vegetation, granting it Am (50) plant control, growth, and shrinking. The Scarecrow can twist normal vegetation into horrific shapes (Trees growing gigantic thorns and the like).
  • Telepathy: The Scarecrow doesn't speak (in its first few incarnations) but seems to completely understand and anticipate the actions of those around it 'as if it can read our minds'. For the purposes of this write-up, it is suggested that the Scarecrow has Rm (30) telepathy.
  • Weather Control: The Scarecrow can control local weather patterns with Rm (30) ability, most favorably creating storms and large fog banks in which to strike.
  • Stealth: The Scarecrow has the unnatural ability to not be detected - completely able to get the drop on experienced individuals suggesting it possesses the stealth power and Rm (30).
  • Animal Control: Crows: The Scarecrow has shown it can control crows with Mn (75) ability, allowing it to summon large murders of crows to do its bidding.
  • Other abilities: As it is suggested, the Scarecrow is actually a dimensional entity which acts in the world of man. As such, it possesses a far greater range of abilities in its home dimension or when it can manifest them.


Contacts:
The Scarecrow is connected to three humans who currently share custody of its portrait - Brothers Dave and Jess Duncan, associate Harmony Maxwell, The Thing, and Doctor Strange could be called on as allies.

Limitations:

The Scarecrow has shown several key vulnerabilities:
  • Fire: Fire quickly destroys the Scarecrow avatar, doing an additional +2cs damage and removing an Endurance rank permanently from the current avatar when burned. Fire is the easiest and most direct method of destroying one of the Scarecrow's avatars.
  • Linked to portrait: The Scarecrow is directly linked to the large portrait of itself, artist unknown. The portrait serves as the Scarecrow's conduit between its home dimension and Earth, and it is through the portrait that is is able to draw itself into the world of man. As shown by the team-up with the Thing, the portrait is the sole means the Scarecrow can access our world.
  • Avenger: the Scarecrow is a dedicated protector and avenger of the innocent, and will kill to protect and avenge those who have been wronged. The Scarecrow will not hesitate to do this.
  • Mute: The Scarecrow is mute (Although yes, later, it can 'speak' telepathically).
  • Hideous: The Scarecrow is obviously not human, suffering a -1cs to reaction bonuses.

Tuesday, September 25, 2018

Ethan Chandler from 'Penny Dreadful'







Ethan Lawrence Talbot








F: Ex (20)/Rm (30)
A: Rm (30)/In (40)
S: Gd (10)/Ex (20)
E: Ex (20)/In (40)
R: Gd (10)/Pr (04)
I: In (40)
P: Ex (20)*

Health: 46
Karma: 110
Resources: Rm (30)
Popularity: 0*/40 (In occult circles, especially extra-dimensional circles)

Talents:
Ethan has developed many skills in his life, including but not limited to:

Mystic Origin*
Marksman*
Firearms
Knowledge: History (American West)
Heir to Fortune*
Hunting/Tracking
Brawling
Sharp Weapons
Knowledge: Religion
Knowledge: Multi-Lingual (English, Apache, Latin, and Spanish)


Powers:
Curse of Lycanthrope:
Ethan is cursed with lycanthrope, becoming a werewolf on the nights of the full moon. As a blessing and a curse, Ethan has several advantages as being a werewolf, including his increased skill, dexterity, endurance, and strength. Ethan’s abilities include:

  • Tracking: Ethan can track with Rm (30) ability.
  • Natural Weaponry: Claws: Ethan can rend flesh with Ex (20) ability, halving effective body armor. Ethan’s attacks are considered mystical and slashing.
  • Hyper Running: Ethan can move at Gd (10) land-speed when transformed.
  • Natural Weaponry: Bite: Ethan can do Rm (30) edged damage with a bite, and may be able to spread lycanthrope with such. Ethan’s bite requires the victim to make an Endurance FEAT vs. Rm (30) intensity or contract the disease/curse.
  • Berserker: Ethan has no control of himself while transformed, rending friend and foe alike when the beast takes over. Ethan has only faintest memories of what he has done while a beast, and may indeed be responsible for several murders in London and definitely responsible for the Mariner Inn massacre. The only person who seems to be able to calm Ethan at any level is Vanessa Ives.
  • The God’s Wolf (Wolf of God): Ethan is recognized as something special and is dangerous in the presence of the night comers and infected. As such, Ethan does +1cs damage when facing either while transformed.
  • Predatory Senses: Ethan’s senses are slightly greater while in human form, partially allowing for his impressive reflexes, reactions, and sight. Ethan is considered to have Pr (04) enhanced senses while in human form, and Ex (20) enhanced senses while in his transformed state.
  • Affinity with wolves: Ethan can seemingly bond and perhaps even control wolves with Gd (10) ability.

Contacts:
Ethan has few contacts that he’ll rely on. Sir Malcolm Murray sees Ethan as a surrogate son, Sembe while alive would consider Ethan a friend. Ethan was close to Dorian Gray at one time and Victor Frankenstein, but one would assume that neither are as close after the last events of the Penny Dreadful series. Kaetenay would be considered a contact, Hecate Poole if she had lived. Ferdinand Lyle, a director for the British Museum seems rather taken with Ethan, but Ethan’s best contact would be Vanessa Ives.


Limitations:
  • Cursed: Ethan is cursed with Lycanthrope, and has no control of himself at any level when transformed. Ethan is bound to the lunar cycle, and has often lost control with no memory of his actions.
  • Hunted: Ethan is hunted by his father, who has sent bounty hunters to return him to the United States. As such, Ethan is pursued and assumes several identities. Ethan’s father has Rm (30) resources to spend on such a thing (in Victorian times, In (40) in modern day) to bring Ethan home.
  • Wanted: Ethan is wanted for his actions in the Mariner Inn Massacre and the belief he is tied to subsequent killings. As such, Ethan is considered a person of interest in several murders and actively pursued by Scotland Yard.
  • Loyal:Ethan is extraordinarily loyal to Vanessa Ives, and would do anything for her.


Job Kraus from 'Still Life with Crows'






F: Ex (20)
A: Ex (20)
S: Ex (20)
E: In (40)
R: Pr (04)*
I: Ex (20)
P: Typ (06)

Health: 100
Karma: 36
Resources: Fe (02)
Popularity: -10* (See Limitations)

Talents:
Job Krauss has the following skills:
Knowledge: Medicine Creek area
Knowledge: Spelunker
Knowledge: Children’s Nursery Rhymes
Rabid Brawling
Artistic Expression*
Improvised Weaponry
Tracking and Shadowing
Blind-Fighting

Powers:

  • Physical Juggernaut: Job Kraus is a hulking figure, misshapen due to a childhood accident and forced to live underground in the Kraus family caves all of his life. As stated in the novel, Job is strong enough to pulverize rocks in his hands, break limbs with ease, and shear limbs free of attachment. In addition, Job’s endurance is considered a superhuman thing: Surviving a crippling accident in his youth, recovering to master his environment and surviving unseen for over fifty years, surviving various falls, gunshot wounds, and lacerations without slowing significantly down, and recovering from near fatal attacks in shorter times. While Job is not superhuman in the powered sense, his Endurance and tolerance to pain is considered extremely upper reaches of human. As such, Job can make Endurance FEATs to remain conscious when a stun or slam effect has been made once per encounter. Job ignores reduction effects to his FASE based on damage with a successful Endurance FEAT.
  • Artistic Savant: Job has had little formal education past his very earliest childhood, seemingly child-like and slow but possessing a keen intellect and ability to absorb information and create in bizarre means. By growing up in near total isolation and under the conditions of secrecy, Job has none the less trained himself artistically, unaware what he was doing was wrong. Job attempted to actually create physical versions of the nursery rhymes which were his favorite, for instance baking a man and filling him with snakes, snails and puppy dog tails (as per the rhyme). Job’s ability to gain knowledge is astounding, allowing him to repeat artistic creations with Gd (10) ability. It is debatable that Job’s intellect and reason are actually Pr (04), as it is to be assumed that he may have greater ability but lack of any education or social environments has stunted his faculties.
  • Sneak Attack: Job’s knowledge of his home area, especially the Kraus Caverns is second to none. Kraus’s lifetime of knowledge more than allows him to attack from concealment while in those locations. Job was able to successfully eliminate two teams of state police in combat armor, as well as severely damage several others. Job successfully also got the drop on Agent Pendergast, a special agent of the FBI with years of special forces training and an incredible sense of awareness. Targets must make an intuition FEAT against Ex (20) intensity or be caught by surprise. In the Kraus caverns, Job can use his talent and knowledge to increase the difficulty to Rm (30). Sense like Danger Sense, Tracking, or such are not affected by this ability.
  • Ideally adapted: Job Kraus has spent a lifetime in the darkness, and as such can see in very little light (actively avoiding it). As such, Job is not hindered in movement or vision in normal darkness.
Contacts:
Job has only one contact, his mother.


Limitations:

  • Hideous and Odorous Job is hideous in body and presence, granting him a -1cs to all reaction bonuses and social interactions. In addition, Job’s odor is one of the first things that alert someone to his presence, granting individuals an free Intuition FEAT to detect Job within an area.
  • Limited Understanding Job has very little understanding of people, the outside world, or anything short of his underground world. Job’s limited social interaction comes from his mother, and Job speaks in a combination of guttural noises and sing-song sort of child-like speech. Job’s inability to understand such things such as the outside world and/or people leads him to believing he is either playing a game or becoming enraged, reducing his ability to control himself or his actions. Job must make a Psyche FEAT when encountering someone or something, and then must also make a Psyche FEAT when provoked or if those people do not understand his reactions. Job’s inability to comprehend his own strength also means that he will react at full force physically. 

There are pictures of Job that have been done, but the description places him as a hulking figure with a baby-like face (always grinning) and wisps of white hair. 

Death from 'Final Destination'





 

Death is an invisible, relentless force that seeks revenge against those who evade its plans. Normally death is never felt nor is it encountered directly as entity or issue…but…. when those who are appointed to die through serious accidents or similar activities evade death (even unknowingly), death will become a remorseless force dedicated to rectifying the situation.

There are key situations with Death that occur to draw its ‘ire’:

Premonition: usually someone amid a large catastrophic accident has a psychic flash of the events that are about to transpire. These events follow a specific pattern and are usually most horrific. Victims of the events are shown to die in specific order – Either how they are arranged, proximity of themselves to the accident, or even the actual order of death with the last victim always being the person who had the premonition first.

Mechanically, the Judge has the players roll a Psyche FEAT secretly. These FEATS are arranged in order of success and rank. The highest actual roll followed by the highest rank determines the order in which Death had planned to take the characters. The person with the lowest roll has a flash/vision which lasts upwards of three minutes of a situation in which everyone dies…be it through natural or freak disaster. Should the character with the vision convince the people around him to leave or avoid the upcoming event, Death begins to ‘hunt’ the character along the established order.

Death Hunt: after 24 – 96 hours, Death begins to hunt the victims. No presence of Death is immediately detectable, save for perhaps a shadow or movement from the corner of the eye. Each victim must be aware of what is happening, but once aware they may make Intuition FEATS to spot situations in which Death may utilize or be encountered. Death will follow its list and attempt to set up situations which are gruesome and violent, murdering along that list until all victims that have ‘escaped’ it are dead. Death does not outwardly attack – instead what it does is create situations that will lead to fatal accidents by affecting the physical environment, unseen of course. Such things include opening a valve of compressed gas while working near flames, causing a lasik laser to malfunction, remove safeties from weapons, cause a freak garbage disposal accident, and weaken the restraints on parallel bars due a gymnastics event, and a sudden hit and run by a city bus among others. Each death is usually set up to be violent and extreme as revenge.

When Death moves on a character, the Judge makes a roll vs. Death against the character’s Endurance. If the Judge gains a success, the Judge waits for opportune moments to make the Character make a roll vs. Death against their Endurance Rank’s intensity with no Karma allowed. Should the character fail, they will encounter a situation which will be fairly normal, but immediately go into the dying process with the type of event being the manner of death (Slashing/Energy/Etc). The Judge is free to use whatever they wish to describe or enhance the scene.

The Rules of Death: Death must follow the rules as they are established – Although no one outside of a lone ME seems to know them immediately. Death must follow the order that was established in the accident, although Death is creative to interpret how to follow it. For instance, in the first Final Destination, Death followed the list according to seating arrangement. Should someone be able to ‘skip’ the order, Death skips them for a period of time. Another rule is that Death cannot take someone who is giving life, such as one with child. Death also does not kill those who are not ‘on the list’ (at least on the first few films). William Bludworth, owner of the Bludworth Mortuary seems to understand these rules and often cryptically offers the doomed victims the basics, but always informs them of the inevitability of death. It is fan-theorized that Bludworth is some sort of assistant to Death, but there is no proof of this.

As of the final film (and only the films…not the novel or anything else), there are no survivors still alive who have avoided Death. Perhaps that will change….

Dr. Frankenstein, Igor, and the Monster from 'Young Frankenstein'

Dr. Frederick Frankenstein




Frederick Frankenstein
”It’s pronounced Fronkensteen"

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

Health: 32
Karma: 60
Resources: Rm (30)
Popularity: 10*(As a leading doctor and neurological expert/-10 (As a Frankenstein)/As a leading community leader, entertainer, and neurological expert)

Talents:
Frederick has the following Talents:
Medicine*
Knowledge: Frankenstein Legacy
Knowledge: Experimental Biology
Knowledge: Forbidden Lore – Animation
Chemistry
Surgeon
Multi-Lingual: German, Latin, English
Engineering- Electrical
Knowledge: Education
Physics
Performer: Musician
Performer: Singer
Performer: Dancer

Powers:
None, save apparently an amazing schwanzstucker

Contacts:
Frederick Frankenstein has various contacts in the medical field and has redeemed (by movie’s end) his family name. Frankenstein also has contacts with his servants Igor and Inga (nee Baroness Frankenstein), Frau Blucher, and of course, the Monster. Frederick could also be considered at the end of the movie to have contacts still with his ex-fiance.


Limitations:
  • Obsessed:Frederick becomes obsessed with his family legacy after deny it for so, and will stop at nothing including self-harm to prove his grandfather’s ideas were not insane. Frederick risks his life to give some semblance of normalcy to the monster, and goes much farther (including elaborate choreography).
  • Familial Reputation: Until the end of the movie, Frankenstein suffers from the stigma of his family name, and the associated reputation that it puts upon him. Initially Frederick attempts to distance himself from his legacy, and is recognized as the great-grandson of Victor Frankenstein.

Igor (Pronounced ‘EYEGOR’)





"My grandfather used to work for your grandfather. Of course the rates have gone up.”

F: Pr (4)
A: Gd (10)
S: Pr (4)
E: Gd (10)
R: Typ (06)
I: Gd (10)
P: Gd (10)

Health: 28
Karma: 26
Resources: Pr (04) to Typ (06) depending.
Popularity: 0*

Talents:
Igor has the following talents:

Knowledge: Frankenstein Family
Knowledge: Domestic Service
Knowledge: Husbandry
Knowledge: Laboratory Technician
Knowledge: Area Knowledge
Crime* (He did do grave-robbing and broke into a brain depository after all)
Machinery Operation
Charades (Although not very good).


Powers:
High Pain Threshold: Igor is able to withstand a little more pain than a normal person, often being strangled and such. Igor could be considered to have Pr (4) pain threshold.

Quick Movement: Despite his obvious hump (which changes sides), Igor can cover great distances quickly (Like being on top of a parapet and then suddenly beside Dr. Frankestein). Igor can move a full 2 areas per round unhindered without breaking a sweat.

Contacts:
Igor of course can count on his employer and the other servants.

Limitations:
Odd: Igor’s style of dress, apparent deformities, and sexual innuendo make him rather….odd…on occasion. Igor’s hump switches sides, his eyes are gigantic, and he’s easily recognizable.

The Monster



Frederick Frankenstein’s Monster

"For as long as I can remember people have hated me. They looked at my face and my body and they ran away in horror. In my loneliness I decided that if I could not inspire love, which is my deepest hope, I would instead cause fear. I live because this poor half-crazed genius, has given me life. He alone held an image of me as something beautiful and then, when it would have been easy enough to stay out of danger, he used his own body as a guinea pig to give me a calmer brain and a somewhat more sophisticated way of expressing myself.”

F: Gd (10)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Typ (06)/Ex (20)
I: Ex (20)
P: Ex (20)/ Rm (30)

Health: 110
Karma: 46/70
Resources: Ex (20)
Popularity: -10 (Before the operation)/10 (After the Operation)

Talents:
The Monster has few talents prior to the operation, but they include:
Survival
Brawling
Performer: Dance

After the Operation, the Creature gains several of Dr. Frankenstein’s talents, and also adds
Business/Finance


Powers:
Surgical Composite: The monster is a combination of dead flesh and bone reanimated and brought to life with electricity and the means that Frederick Frankenstein’s family has pioneered. As such, the monster has several key properties:

  • Body Resistance: Ex (20) protection from physical damage, Gd (10) protection from energy.
  • Regeneration*: The monster can heal from damage with Gd (10) ability
  • Invulnerability: It is assumed (Although not expressly stated anywhere in the movie) that Frederick Frankenstein used his grandfather’s monster and research as a baseline. As such, the Monster would be immune to traditional diseases and aging, although tranquilizers work pretty well.
Contacts:
The Monster has contacts with his creator and his creator’s servants, as well as his own wife Elizabeth and her wealthy family. In addition, the Monster could theoretically count the poor blind hermit as a contact…although…not for a meal or an expresso.


Limitations:
Monstrous Reputation:The Monster has a bad reputation as a rampaging monster, and his appearance certainly doesn’t help. This is mostly absolved by the end of the film through his rehabilitation via the experiment from Frederick Frankenstein.

Lawrence Talbot, the Wolf-man (2010 movie version)

”I am what they say I am... I'm a monster. “






Lawrence Talbot

F: Gd(10)/Rm (30)
A: Gd (10)/Rm (30)
S: Typ (06)/Rm (30)
E: Gd (10)/In (40)
R: Typ (06)/Pr (04)
I: Gd (10)/Am (50)
P: Ex (20)/Typ (06)

Health: 130
Karma: 60
Resources: Gd (10) (Personal)
Popularity: 10/-10 (As a stage actor of the day, and as later the ‘werewolf murderer’)

Talents:
Lawrence has the following talents:
Heir-to-Fortune*
Nobility*
Performer: Stage Actor
Knowledge: Victorian Society
Knowledge: American Society circa 1890
Knowledge: Current Events in London
Firearms
Sharp Weapons




Powers:

Curse of the Wolfman
After being bit by the werewolf in the moors, Lawrence suffers the curse of the werewolf, transforming every full moon into a man-beast who rampages throughout the countryside and for the most part does not care who gets in his way. The curse provides Lawrence with certain abilities, which include:


  • Predatory Senses: Lawrence has superhuman senses when transformed, granting him Rm (30) heightened senses that allow him to track with Ex (20) ability. In addition, the wolfman can sense body heat, hear faint sounds such as heartbeats, and see in total darkness with Ex (20) ability.
  • Immunity: While the Wolfman, Talbot cannot be hurt by normal weapons shrugging them off as if they were inconveniences. The Wolfman took an entire volley of normal gunfire without stopping by trained officers. Silver is the only thing which can kill the Wolfman, otherwise, the Wolfman is for the most part invulnerable to standard damage. Special damage and mystical damage would be assumed to do full rank against the Wolfman, and he can still be slammed and stunned through normal means (although he can recover from a stun in a single round).
  • Hyper Running: The Wolfman can move with Ex (20) speed, capable of pushing that speed up to Rm (30) with an Endurance FEAT by running on all fours. The Wolfman can cover extraordinary amounts of distance in a short time.
  • Hyper Leaping: The Wolfman can bound and jump with Ex (20) ability, covering distance upwards and gaining altitude quickly with a series of Agility FEATs by jumping object to object. The Wolfman cleared 20’ in a single bound without effort during the London rampage.
  • Natural Weaponry: claws: The Wolfman’s claws do Rm (30) slashing damage, halving armor and acting as a mystical slashing attack. The Wolfman can damage other lycanthropes at rank damage, bypassing their normal defenses.
  • Natural Weaponry: Bite: The Wolfman can bite and rend with its teeth for damage, up to In (40). The Wolfman prefers to rend, and those bit by the wolfman can lessen the damage with an Agility FEAT. Those bit by the Wolfman are usually infected with lycanthropy. A victim must suffer 50% of their health damage from such an series of attacks in a single round. If the victim does so, the victim must make an In (40) Endurance FEAT and an Rm (30) intensity Psyche FEAT or become lycanthropes themselves.
  • Stealth: The Wolfman is extraordinarily stealthy when hunting, granting him Gd (10) stealth.
  • Enhanced Healing: The Wolfman can heal from deadly wounds quickly, the only part of the curse which carries over to Lawrence Talbot while in human form. Wounds heal with Gd (10) regeneration, and endurance ranks are regained at 4X the normal rate.

Contacts:
Prior to the events in the moors, Lawrence was well-known on the stage. After such, The only real contact Lawrence had was with Gwen Conliffe, the former fiancé of his brother Ben.


Limitations:
  • Curse of the Werewolf:Lawrence is cursed with lycanthrope and cannot control himself on the nights of the full moon. The only known cure for the curse is to be killed by a silver bullet, which ends the suffering of the curses victim. During the three nights of the full moon Lawrence has no control over what he does or how he acts, although it is suggested that those who have hurt Lawrence may bear a greater brunt of the beast’s rage, and those that Lawrence cares for can be spared it. Due to the nature of the curse and the heavy weight of it, Talbot cannot earn karma while under the effect of the curse.
  • Enemy: For the most part, Lawrence was not aware that his greatest enemy was the werewolf who infected him – His father John Talbot. John Talbot murdered Lawrence’s mother and brother, and framed Lawrence for the murders in the area. As John Talbot is well-connected and his father, Lawrence has major issues in dealing with his enemy.
  • Vulnerability: Talbot, like most werewolves, is vulnerable to silver and the attacks of other Lycanthropes. In the case of silver, Talbot has a fatal vulnerability. If struck by silver or shot by silver bullets Talbot must immediately make an Endurance FEAT at -6cs and make a Red Result. If Talbot fails he immediately begins the dying process, losing an Endurance rank every round until dead. Talbot immediately reverts to human upon being mortally wounded.


300th post - Castiel from 'Supernatural'

”This isn't funny Dean, the voice says I'm almost out of minutes!”

This is Castiel about around the time of his initial appearance, and not the later versions.









F: Mn (75)
A: Ex (20)
S: In (40)
E: Mn (75)
R: Rm (30)
I: Am (50)
P: Mn (75)

Health: 210
Karma: 155
Resources: N/A*
Popularity: 0/50 (Within mystical circles and amid demons, angels, gods, etc)

Talents:
Castiel has existed since the birth of the universe as one of the angels charged in protecting and serving the creator. AS such, Castiel has access to any number of skills that would be normal, with certain exceptions. Castiel has shown expertise in:
Fighting: Brawling, Martial Arts A
Swordsmanship
Mystic Origin*
Advanced Mathematics
Knowledge: Angelic Host
Knowledge: Greater Demons and Devils
Knowledge: Greater Primordial threats
Knowledge: True History of the Universe.

Powers:
Angel of the first order:
Castiel is an angel of the host who seeks to help mankind and serve the will of God in all things. Several of Castiel’s powers are intrinsic to angels within the Supernatural universe, and are considered ‘standard’ abilities. These abilities include:

  • Angelic Perception: Castiel’s perception and senses are superhuman bordering on sublime. Castiel effectively has True Sight* at most times, as well a Microscopic vision, telescopic vision, and in some cases, penetration vision at Ex (20) ability. Castiel can determine a person’s true identity and medical status simply by smelling them, and can track individuals across some distance. Castiels’ attunements allow him to understand and read a person’s mind with Rm (30) ability, perceiving thoughts of normal humans easily as well as lower stationed angels and demons. Castiel is effective part of a greater host, and as such can draw upon that perception as needed to understand and perceive things, limited by his station and the determined need.
  • Angelic Healing and Manipulation: Castiel’s status as an angel allows him to perform many feats, including healing, resurrecting, and even smiting with holy power. Castiel can heal a person up to Mn (75) per round with a touch. Castiel can raise the recently dead with a Psyche FEAT, the severity of the FEAT determined by the length of time the victim has been dead and the amount of damage done to them. Castiel can also ‘possess’ an individual (which he does to work on Earth early on) with Un (100) ability, limited to needing permission of the individual to do so. Castiel can smite enemies and exorcise spirits with an opposed Psyche FEAT by touching them, although higher ranked angels and powerful demons are not affected by such. Castiel can render a normal human of Rm (30) psyche or less to go to sleep simply by touching them, and forces a Psyche FEAT from individuals with In (40) to Am (50) Psyche or force them to go unconscious.
  • Spatial Manipulation: Castiel can manipulate matter, space, and time in unique ways. Castiel can utilize telekinesis to throw and move objects with Rm (30) ability and control. In addition, Castiel can move freely through time and space with Un (100) ability, teleporting near a person in question or even traveling through time on a limited basis. Castiel can teleport individuals by touch, including teleporting individuals away with a simple brush of the hand. Castiel can cause pyrokinetic effects with Rm (30) intensity, and is capable of setting fire to things and objects in the same area he’s in even if he cannot normally see them.
  • Angelic Invulnerability: Like most angels of the host, Castiel is effectively immune to disease, toxins, aging, temperature extremes, poisons, and environmental effects. Castiel is immune to most normal damage types, including weaponry of normal sort, shrugging off bullets, guns, explosives, fire, and sharp weapons with ease. Castiel can be harmed by the weapons and effects of higher ranked angels (like archangels) or demons of great power, as well as supernatural creatures who are considered ‘gods’. Castiel can still be slammed through normal effects, but cannot be stunned through ‘normal’ attacks.
  • Warding and Spells: Castiel is versed in the Enochian symbols and spells and is able to use them effectively to banish angels, ward demons, etc. The spell knowledge seems to be something all angels are versed in, although Castiel was shown to be a little more capable than others.


Contacts:
Castiel has contacts among the host, being considered one of the first and more dedicated. Castiel has strong connections to the Winchester Brothers, specifically Dean, and has some connections throughout his experiences with them.

Limitations:
Despite Castiel’s great powers, he still suffers from many significant drawbacks:
  • Sigils and Wards: Castiel is vulnerable to the wards and sigils designed to keep angels and outsiders at bay, and can be banished and even exorcised from his host. Castiel cannot resist such wards and is immediately held at bay or banished.
  • Holy Flame: Castiel, like most angels, can be held at bay and trapped by holy fire for an undetermined period of time.
  • Angelic Form: Castiel’s true form is beautiful and terrible to behold, rendering normal humans or thoughts with Psyches below Rm (30) deaf and blind (perhaps permanently). Castiel commented that sight of his form could only be perceived by a select few humans.
  • The Host: Castiel is loyal to his host and god, and as such, early on is dedicated to the point of zealousness, a fact known throughout the various supernatural entities encountered.
  • Loyal: Castiel is incredibly loyal to the Winchesters.
  • No common understanding: Although possessed with supernatural perception and knowledge, Castiel has very little understanding of human culture or experience. As such, Castiel is often unable to perceive cultural references or other aspects of humanity (like lying at first).

Negan from 'The Walking Dead'

”Buddy, are you still there? I just don't know. It seems like you're trying to speak... but you just took a hell of a hit!”









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

Health: 60
Karma: 50
Resources: Typ (04)*
Popularity: 10/-20 (Amid the Saviors of Sanctuary, amid the Alexandria survivors).

Talents:
Negan’s skills are still shrouded in mystery, but they include:
Leadership*
Blunt Weapons
Sharp Weapons
Firearms
Brawling
Weapons Specialist: Lucille * (See Lucille)
Knowledge: Small Unit Tactics
Knowledge: Home Area
Knowledge: Savior Operations and Laws
Knowledge: Survival
Knowledge: Teaching
Knowledge: Sports Coaching
Knowledge: Small Business Operation (Used Car Dealership)



Powers:
Brutal man in brutal times:
Negan is a brutal man who absolutely uses his brutality to enforce his will or to maintain the Saviors upon the survivors. Negan’s brutality is matched only by his cunning, his own warped sense of honor, and his dedication to maintaining his ‘people’. Negan has also shown he understands people far better than people would expect, and has few people he finds worthy of respect, his main enemy Rick Grimes being one of them. Negan’s downright remorselessness is a hallmark, and have given him several advantages when dealing with others:

  • Sizing up a person: Negan can size up a person through small cues and behavior marks, determining if they could be trusted or the sort of person they are. When first encountering Negan, Negan gains a +1CS Intuition check to ‘get a feel’ for how a person works, how group dynamics work, and where the weakest link is. Negan often uses this feeling to determine how best to hurt the groups he deals with.
  • Remorseless: Negan is completely remorseless and simply doesn’t feel in the wrong when acting – AS such, Negan’s reputation is deserved as being heartless. In situations in which Negan must make a Psyche FEAT regarding choices, such as save a group of people from walkers, etc…. Negan can instead choose to ignore such. Negan actually loses karma if he shows unwarranted mercy.
  • Saviors: While Negan leads the Saviors, Negan has backup with anywhere between 10 – 20 willing fighters who are extremely loyal to Negan. As such, Negan can call upon a small group and does so when expecting trouble.
  • Impression: Should Negan be in a situation where he must make a personal appearance, he will ensure that it is memorable. Negan will kill people to make a point, and loses no karma doing so…Negan does not lose karma for killing.

Lucille





 













Lucille is reinforced baseball bat which has further been modified to be wrapped in barb-wire. It is Negan’s primary weapon and the symbol of his authority. In addition, Negan talks to it, concerned about how it is treated and apologizes to it when events happen where Negan must use it.

The Baseball bat is made of Typ (06) material and is further enhanced to protect it against Gd (10) physical damage. Lucille does 10 Points Blunt damage and 10 points sharp Edged damage. Negan will never throw Lucille as an attack.

Contacts:
Negan’s contacts are usually his subordinates, although it can be argued that Carl Grimes is now a contact.

Limitations:
  • Honorable in his own fashion: Negan is honorable in a way – He absolutely despises rape and will go out of his way to punish rapists, usually killing them even if among his own people. Negan is brutal in all dealings, but follows his own rules to the letter.
  • Reputation: Negan has a terrible reputation and is well-feared in the Alexandria/Hilltop area. Negan never goes in disguise and is easily recognized simply based on that reputation.
  • Borderline Psychopath: Either crazy from the events of the zombie apocalypse or simply unhinged beforehand, Negan is a little off, often talking to Lucille and simply unwilling to not be as brutal as he can be.
  • After-Death Limitation: Infected: Like all survivors in the world, Negan is infected with whatever turns the dead into zombies. If Negan’s Health ever reached 0 and he loses all endurance, Negan will turn into a zombie within 10 - 100 rounds.

Kurt Barlow from 'Salem's Lot'



Kurt Barlow (at least, the modern alias), possibly Breichen

F: Rm (30)
A: In (40)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Am (50)
P: In (40)

Health: 140
Karma: 100
Resources: Rm (30)
Popularity: 0

Talents:
Kurt Barlow may have many talents stretching over an unnamed period of time. As such, Barlow has displayed the following talents:

Mystic Origin*
Knowledge: Art History
Knowledge: European History
Knowledge: Human Nature
Knowledge: Dark Powers and Religion
Knowledge: Ritual
Knowledge: Multi-Lingual
Knowledge: Eastern Europe
Leadership*


Powers:

Elder Vampire:
Although King breaks down vampires by type later in the Dark Tower series, for the purposes of this write-up I’m only focusing on what is known about vampirism per Salem’s Lot.

Kurt Barlow is a powerful, older vampire who has worked through his human servant Richard Straker to secure a new base of operations via the invitation by a murderous gangster in the 1920s. Barlow is truly evil, possessing the traditional powers and abilities of a vampire and dedicated to dark purposes and darker powers. Barlow’s abilities include:



  • Vampirism: Barlow and his progeny are traditional bio-vampires, requiring blood to sustain themselves and to spread their legions. Barlow doesn’t seem to require the same amount of blood as others, but gains health by feeding on victims, by effectively stealing health and Endurance ranks. Barlow infects victims with his own blood, and is able to begin the vampiric process if he drains 3/4s of a victim’s blood and replaces it with his own. Such vampires are always in the thrall of Barlow, and are considered ‘lesser’ vampires. Barlow can determine if someone is turned by his actions, but to accept Barlow’s blood is to be ‘defiled’ in the eyes of those with faith.
  • Undead State: Barlow is undead, and is immune to poisons, toxins, aging, and disease. Barlow has a degree of physical resistance equivalent to Ex (20) body armor which cannot be halved. Barlow’s main weaknesses negate his defenses. Barlow does need to rest in his earthen-lined coffin and has been shown to be inactive during the hours of daylight. Barlow does not need to breath or sustain himself outside of his requirement for blood.
  • Hypnotism: Barlow can hypnotize individuals by staring into their eyes, mesmerizing them as if they are in a deep trance or sleep with In (40) ability. Barlow is able to sense the truth of an individual by subtly hypnotizing them and needling items of interest, such as he does in the novel. Barlow utilizes his skill through conversation in situations of his choosing.
  • Natural Weaponry: claws: Barlow’s nails are long and razor sharp, considered to do Ex (20) slashing damage and halving effective body armor.
  • Flight: Barlow is able to fly/levitate with Ex (20) ability. Barlow uses his flight/levitation to also appear to wall-crawl at the same rank.
  • Vampiric Speed: Commented several times in the novel, Barlow moves with inhuman quickness and speed, granting him Gd (10) hyper-speed.
  • Superhuman Senses: Barlow’s senses are superhuman, allowing him Rm (30) enhanced senses. Barlow can determine the location of a person as well as who specifically they are with a heartbeat.

Contacts:
Kurt Barlow had connections with various Satanist groups and individuals like Hubie Marsten and others around the world.
Barlow’s main servant is Richard Straker, who operates the public side of their businesses.


Limitations:
  • Vampiric Limitations Barlow is bound by limitations due to his unholy condition. Truly faithful figures can prevent Barlow from active and Force him at bay. Barlow must rest on his earthly soil during the daylight hours, sunlight being lethal to him. Barlow cannot enter a place without an invitation (Although this is fairly ambiguous – Barlow had to be ‘invited’ to the Lot, and once there he was able to act fairly easily at times). Barlow can be killed in the traditional means of a vampire.
  • Hunted: Once Barlow’s nature is discovered, those who would seek to thwart him make him ‘hunted’. Enemies of Barlow will stop at nothing to kill him and his vampiric spawn.
  • Enemies: Barlow and his activities have made him many enemies. Chief among his enemies are the survivors of Salem’s Lot, who will stop at nothing to end his spawn and plans. As such, Barlow is very careful and cautious in his planning, only revealing himself when solidly established.

Note:The Salem's Lot TV series presented a more horrifying version of Barlow, which includes the following:


Powers:
Horrific Visage: Barlow's visage causes a Psyche FEAT of Gd (10) intensity to anyone who firsts sees him, paralyzing them on a failure for 1-10 rounds.

Limitations: Horrific Visage: While Barlow's visage works as an ability, it has a major drawback - He cannot hide his visage and must work through intermediaries to achieve his goals until he is able to act. Barlow suffers a -2CS in all social interactions in which he is directly encountered.