Showing posts with label Halloween 2019. Show all posts
Showing posts with label Halloween 2019. Show all posts

Thursday, September 10, 2020

Bill Compton from 'True Blood' (HBO)

 I was made vampire in 1865, when I was thirty human years old.

Bill Compton

 


 

 

 




 

 

 

 

 

 

 

 

 

 

 

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

Health: 140/195*
Karma: 70/135
Resources: Rm (30)
Popularity: 5/30/40 (In Bon Temps/As the Avatar of Lilith/Spokesperson for

Talents:
Military*
Leadership*
Mystic Origin*
Knowledge: Vampires
Knowledge: Vampire Authority Organization.
Knowledge: Bom Temps area
Knowledge: History
Multi-Lingual*
Politics

Powers:
Vampire: Bill Compton is a relatively young vampire who possesses all of the abilities of a True Blood vampire of his age. Prior to his return as the avatar of Lilith, Bill did not have elder powers, but all of that changed once he drank the blood of Lilith. For Bill’s vampiric ability, please see the write-up on True Blood Vampires. Bill’s abilities as ‘Billith’ included:

  • Enhanced FASERIP: While Bill was enhanced by the blood of Lilith, his FASERIP, Health, and Karma increased to the secondary listings. It was stated openly by several of the other characters that Bill had become ‘The strongest creature on Earth’ and was capable of incredibly feats of strength and endurance. Bill could literally tear steel out of place, rending three-foot doors apart with little effort.
  • Increased Psionic Abilities: Bill’s hypnotic abilities and the ability to read the minds of those who had tasted his blood increased tenfold, going from their normal attributes to Am (50). Bill also gained telekinesis of Rm (30), able to move things easily with his mind, manipulate simple devices and machines, and use his will to move people and things in conjunction with his strength. Bill also gained a form of precognition allowing him to see and experience possible future events and specifically events involving vampires he was connected to. Bill would need to make a Psyche FEAT to resist the empathic pain from those terrible events or else he would feel the phantom damage as if he were taking it.
  • Flight: Bill could fly like an elder vampire with Am (50) airspeed, increasing his levitation skills by +3cs (normally Excellent).
  • Enhanced Vampiric Abilities: Bill’s vampiric abilities were incredibly enhanced after taking Lilith’s blood. Bill is considered to have the ‘Ancient’ level of power, making him at one time a rival to the original vampire’s abilities. Bill is also the only vampire to return from staking, regenerating instantly after being staked (which he did himself). Bill no longer suffered the limitations of being a vampire – Sunlight was a discomfort which could be eliminated with faerie blood, Bill no longer required permission to enter locations, and Bill was considered to be immune to most if not all the vulnerabilities that the TB vampire community had while the blood of Lilith was inside of him. In addition, Bill’s command of his progeny Jessica Hambey became a compulsion which Bill could use to cause rank damage to Jessica or any of Lilith’s line if he so chose.
  • Immunity: Sunlight: After drinking the blood of the vampire Warlow, Bill was immune from sunlight and could pass this immunity to any vampire that drank his blood. So long as Warlow remained ‘alive’, Bill and whomever drank his blood could remain in the sun indefinitely.
  • Enhanced Speed: Bill’s already impressive hyper speed as a vampire was increased to Mn (75) levels, allow him to potentially break the sound barrier and move with such alacrity to seem to be a blur. Other vampires had a hard time keeping up with him.

Vocal Mimic: Bill is able to perfectly mimic any human voice with Ex (20) ability, a power he had that was unique to him apparently and existed prior to his drinking of Lilith’s blood.
Contacts:
Bill’s contacts vary depending on his position and current situation. Bill could reliably call on Jessica Hamby, and was considered to be well entrenched with the Vampire Authority (at one point serving as the King of Louisiana. Bill could also call on Sookie Stackhouse with some regularity (until he took the blood of Lilith) and Eric Northman at different times. During his time as ‘Billith’, Bill’s powers made him capable of commanding any vampire or drawing any resources. Bill’s later time as author and ‘face’ of vampires tempered his disposition and made his contacts more reliable.

Limitations:
Before the blood of Lilith, Bill Compton had all of the limitations of a vampire, and additional ones as well:
  • Dark Secret: Bill secretly worked to engineer his meeting and bonding with Sookie Stackhouse.
  • Dark Secret: Bill had a dark past that he tried to hide, specifically his time with his maker Lorena, and the role he played during his period with her.
  • Public Identity: Bill is the public face at times of the Vampire Authority, and one of the most visible vampires in the world prior to his time as ‘Billith’ and even more so afterwards when he writes the book on the nefarious dealings of Governor Truman Burrell.
  • Protective: Bill is extremely protective of Sookie Stackhouse and Jessica Hamby, and will go to great lengths to protect either of them (Such as the time Bill walked into sunlight to try to save Sookie in season 1).
  • Villain: Bill’s activities during his first few encounters after becoming ‘Billith’ are villainous – seeking to capture faerie blooded individuals, forcing those to serve him for ‘the greater good’, and generally sharpening Bill’s worst behaviors. Bill is able to regain himself after losing the Blood of Lilith, but it takes some time to convince people he’s back to normal.
  • Infected: After Bill loses the blood of Lilith, he becomes infected with the vampiric Hepatitis which advances quickly. Bill is considered diseased and dying until his final destruction at the hands of Sookie Stackhouse.

Wednesday, September 2, 2020

Imhotep from 'The Mummy' (1932)

 I shall awaken memories of love... and crime... and death...





 


 

 

 

 

 

 

 

 

 

 

Imhotep the Mummy



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

Health: 106
Karma: 100
Resources: Typ/Gd/Ex*
Popularity: 20/-20/0/-10 (A High Priest, after betrayal, after awakening, after events of movie)

Talents:
Imhotep has several talents stretching over 3000 years:
Mystic Origin*
Occult Lore
Knowledge: Herbology
Knowledge: Religion
Knowledge: Ancient Cultures
Knowledge: Ancient Languages
Knowledge: Sacred rites
Knowledge: artifacts
Ancient Weapons*
Knowledge: Area of Operation
Multi-Lingual*
Polyglot*
Resist: Domination*

Powers:
Mummy
Imhotep is a classic Hollywood mummy, with some similarities to the 1999 mummy Imhotep and the shambling mummy Kharis. Imhotep’s attributes as a mummy include:

  • Undead: Imhotep is undead, and considered to be completely immune to effects that affect the living, diseases, aging, toxins, and other similar effects. In addition, Imhotep has no need of food, drink, or rest. Imhotep cannot be killed through killing attacks and cannot normally be stunned through similar attacks. Imhotep is superhumanly durable, hence his high Endurance and Strength scores. Imhotep states he is immune to weapons of man, such as sharp weapons or gunfire, and is considered to not take damage from such effects. Mystical effects still do full damage.
  • Immortality: Unless the Scroll of Thoth is destroyed, Imhotep will return and remain, possibly forever.
  • Regeneration and Recovery: Imhotep can regenerate and recovery endurance ranks with Rm (30) ability, being able to regenerate limbs and re-attach them as necessary. This power only becomes active if Imhotep is able to drain the lifeforce of those who first awaken him and open the book of the dead.
Master Magician and Priest
Imhotep is a master magician and former high priest and knows many mystical abilities. Imhotep’s mastery of magic allows him to utilize several effects, most notably the following:
  • Necromancy: Imhotep can raise the dead, resurrecting individuals who have long been dead (such as Anck-Su-Namun). Imhotep can perform such rituals with Am (50) ability.
  • Hypnotism*: Imhotep can mesmerize individuals with Am (50) ability, allowing him to force people to serve, completely dominate a person’s will to the point of implanting suggestions, and even forcing people into a zombie-like state. Imhotep can also remove memories with his hypnotic suggestion. Imhotep seems to be able to only directly affect one individual at a time, but may plant suggestions accordingly.
  • Heart Stopping: By expending Karma, Imhotep can force a target to make an Endurance FEAT vs. Imhotep’s Psyche Rank. Should the figure fail, they immediately begin the dying process. As a side-effect, no karma can be spent to help with the Endurance FEATS. If a successful FEAT is made initially, the target will not be targeted again – Their will is simply too strong for Imhotep to try twice.

Contacts:
Imhotep has not immediate contacts, but can rely on contacts made through is guide of Ardeth Bey

Limitations:
Imhotep has several key limitations, which include:

  • Secret ID: Imhotep utilizes his public ID of Ardeth Bey to hide his activities and actions. As such, if it were publicly known either who or what Ardeth Bey is, he would lose all of his contacts and resources that were acquired.
  • The Scroll of Thoth: Imhotep’s powers and immortality comes through the Scroll of Thoth, and its destruction would not just rob Imhotep of his powers but also destroy the Mummy. Imhotep’s powers and lifeforce are tied directly to the scroll.
  • Obsession: Imhotep is obsessed with finding his lost love and restoring her to live. Imhotep will use all of his powers and abilities to recover her, and will stop at nothing.
  • Unusual Looks: Once restored Imhotep still maintains an oddly aged look, which can be spotted as a sign of his unnaturalness. In such cases, Imhotep suffers a -1CS to all social related FEATS should such apply.

Monday, August 31, 2020

Renfield from 'Dracula' (1931)

 Oh no, master. I wasn't going to say anything, I told them nothing. I am loyal to you master.






M.R. Renfield





 

 

 

 

 

 

 

 

M.R. Renfield

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

Health: 46
Karma: 26
Resources: Formerly Gd (10)
Popularity: - 4 (As a madman and last survivor of the Vespa/Demeter)


Talents

Knowledge: Law
Knowledge: International Law
Knowledge: London Area
Psi-Screen*


Powers
Madman and Vampire Thrall
Renfield is one of Count Dracula's first real 'London' victims. Rather than kill him or turn him, Dracula utilizes Renfield to ensure the safe delivery of his earthen boxes and the securing of properties around London (although, it was Jonathan Harker who actually made the trip to Castle Dracula). Renfield has gone mad due to the Count's influence, and has several key abilities and pseudo-powers accordingly:

  • Increased FASE: Renfield is shown to be far more agile and strong than the typical man, either due to his madness of Dracula's powers. Renfield can easily shrug off a man larger than himself or escape from a straight jacket.
  • Thrall of Dracula: Renfield is the thrall of Dracula - As such, Dracula can see through Renfield's eyes, and utilizes Renfield to perform tasks that Dracula cannot or chooses not to. Renfield is in telepathic communication with Dracula, although, Renfield has the tendency to speak out loud. The bond is considered mostly unbreakable, although Renfield can resist Dracula's control at times with a successful Yellow PSYCHE Feat. When in the thrall of Dracula, Dracula may spend his own karma to affect Renfield's results and behavior, and can actually spend karma *against* Renfield's results to enforce compliance.
  • Telelocation: Dracula: It is clear that Renfield knows where Dracula is at most times, and can find his way to his master at different points. The range of the telelocation is Rm (30). Dracula also knows where Renfield is at most points.

Contacts
Renfield's contacts before Dracula have nothing to do with him. After the travel to the Count's castle, Renfield has Dracula as a contact - but it is not an equal contact. Renfield theoretically has Dr. John Seward as a contact.

Limitations
Renfield has the following limitations:
  • Notoriety: Renfield is known as the sole survivor of the Demeter/Vespa, and was obviously mad from the experience
  • Dracula's Slave: Renfield is the (un)willing slave to Dracula, which means he must do Dracula's bidding at all times.
  • Madman - Renfield is obviously a madman, and is known as such.

Sunday, August 30, 2020

Doomhead from '31'

 'You know what they say, kemosabe, in Hell, everybody loves popcorn.


Doom-Head






 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 80
Karma: 60
Resources: Typ (06)
Popularity: 0*(See Below)

Talents:
Doom-Head has displayed the following Talents:
Unarmed Fighting
Sharp Weapons
Blunt Weapons
Firearms
Improvised Weaponry*
Knowledge: Torture
Knowledge: ‘31’
Knowledge: Psychological Warfare
Knowledge: Game Area
Tracking
Shadowing

Powers:
Doom-Head is the final ‘head’ released during the game of ‘31’, the most dangerous of the killers that the victims chosen for the game must face. In essence, Doom-Head is a normal person, and with most of the ‘normal’ people in my write-ups, he’s got unusual ‘pseudo-abilities’ that grant him greater advantages:

  • Unique Karma Rules: Doom-Head is the most dangerous of all of the hunters of ‘31’, and specifically has earned that title through tenacity, brutality, and viciousness. Doom-Head gains karma through taunting his victims, and doubles his normal award when he successfully kills a 
  • victim he is stalking. Unlike the other ‘heads’, Doom-Head may spend karma from a karma pool established by the three main figures of ‘31’ – Sister Dragon, Sister Serpent, and Father Napoleon Silas Horatio-Murder. The ‘31’ Karma pool is equal to the combined karma scores of the victims ‘playing’ the game, which will be spent to ensure Doom-Head makes critical rolls including vs. Death and the like until exhausted. Doom-Head will always spend Karma for kill results out of his personal score.
  • 31 Environment and Game: The ‘31’ environment and game are played over the course of 12 hours in a location which is completely inaccessible and out of the way, consisting of rooms, mazes, dangers, and of course, killers. Once ‘31’ has begun and Father Napoleon has started the game, exits are sealed and, in many cases, hidden, forcing those playing to search for both safety and escape. Those who are in the ‘31’ area seem to be disoriented and suffer -2cs to Intuition FEATS while traveling or navigating through the disorienting maze. The Head (and especially Doom-Head) do not suffer the penalty of the disorientation, as they have ‘played’ 31 enough to be used to the areas and aspects. The ‘Aristocrats can observe and bet on the progress of the ‘players’, often making bets accordingly. After six hours or if the number of the players is reduced to half, the Aristocrats allow Doom-Head to enter and exits are opened to the outside area. Doom-Head will stalk and murder any survivors, specifically seeking out the most wounded or vulnerable first and saving the strongest for last. Doom-Head gains a +1cs on top of his abilities for Stealth and ‘getting the drop’ on individuals while inside the ‘31’ play area.
  • Ignore Pain: Doom-Head can ignore his own pain, allowing him to act and stay conscious even if damaged through a simple Endurance FEAT, and can ignore any Stun effect that is not greater than his Endurance. Doom-Head can still be slammed and takes full damage from effects.

Contacts:
Doom-Head relies on the Aristocrats.

Limitations:
Doom-Head has the following limitations:
  • Bound to the rules of the game: Doom-Head is bound to the rules of ‘31’, and follows them to the letter – so when a victim actually ‘wins’ while Doom-Head is engaged with them, Doom-Head will immediately stop. Doom-Head follows the game to the letter.
  • Sense of Duty: Doom-Head follows the orders and implied commands of the Aristocrats with little question.
  • Secret ID*: Through implication Doom-Head has a ‘normal’ identity, which is never mentioned a factor.
  • Bloodthirsty and Sadistic: Doom-Head is a murderer who enjoys his work. Doom-Head will act in accordance with his bloodthirst.


C. Auguste Dupin and the Murderer from 'Murders in the Rue Morgue'

 The riddle, so far, was now unriddled'


C. Auguste Dupin

 


 

 

 

 

 

 



 

 

 

 

 

 

 

 

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

Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 10

Talents:
C. Auguste Dupin is the first literary detective, noted for his use of intellect and logic to resolve crimes. Dupin is considered to have the following talents based on his appearances and apocrypha:
Detective/Espionage
Military
Firearms
Chemistry
Zoology
Rudimentary Forensics (For 1840)
Medicine*
Knowledge: Politics (European)
Knowledge: Paris
Nobility*
Heir-to-Fortune (Although it is all lost before the first Dupin story)
Crime* (The knowledge of, not the current practice).


Powers:
Abductive Reasoning: Dupin can make extraordinary guesses based on observation and information to solve baffling crimes and mysteries based on subtle information. While not a real power, Dupin’s abilities seem to border the paranormal. In essence, Dupin can make a Reason FEAT to determine information about a particular situation based on his skills and experience. Dupin then makes an Intuition FEAT which will determine a successful result. For each success level, Dupin’s abductive guesses can glean additional details and information about a particular case or situation. In essence, Dupin makes a Reason FEAT, which adds to his Intuition FEAT:

  • Green Result: No additional bonus
  • Yellow Result: +1cs to next Intuition FEAT
  • Red Result: +2cs to next Intuition FEAT
Dupin’s skill bonus is then applied to his result, maximum of Am (50) ability. Dupin is considered the finest detective of his era, and future fictional detectives are based on him.

Contacts:
Dupin has several contacts within Paris society, as well as contacts that are well-placed within the government and abroad.

Limitations:
Dupin’s limitations are implied:

  • Out of favor: Dupin is well-respected for his ability as a detective, but his family has fallen out of favor and the once great fortune has all but gone. Dupin often seeks to do the right thing despite reward, but his current situations seemingly place him in need during one of his cases. Dupin’s resources were perhaps at Ex (20) at one time, but now are at Typ (06) and he lives at a much lower level than he once did.
  • Reputation: Dupin has a reputation as being logical and a little bit off-putting to those who do not know him well. Dupin’s obvious genius makes him seem a bit aloof and cold.
  • Age: Dupin is slightly older than his contemporaries and is a striking man of his middle age.



Notes:
Despite the lack of physicality represented in the story, I believe that Dupin’s FASE is fairly accurate based on additional writing and lore regarding Dupin’s backstory that was developed post-Poe but considered to be part of the character.
I have no doubt on Dupin’s RIP score, as I believe he was considerably intelligent, aware, and possessing greater willpower.



The Rue Morgue Murderer.




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Fe (02)
I: Typ (06)
P: Pr (04)

Health: 50
Karma:12
Resources: 0
Popularity: 0/-2 (once discovered, and only then as a small story)

Talents:
The murderer can mimic physical actions of individuals, but only roughly and with an almost parody of said actions – nothing serious, only something like shaving or similar.


Powers:
The orangutan has no powers, and is only a healthier than average specimen.

Contacts:
The orangutan has no contacts.

Limitations:
The orangutan has no additional limitations outside of being an animal, but if one wanted to suggest that it was bloodthirsty, it wouldn’t be out of the question.

Notes:
The orangutan’s reveal as the murderer is one of the all-time twist endings, and only ever served to perplex the situation. Orangutans are docile in comparison. I added bonuses to the typical ape write-up to reflect what I felt was the differences as described.

The True Knot from 'Doctor Sleep'

"We are the True Knot,” they responded. “What is tied may never be untied."





 

 

 

 

 

The True knot



The True Knot are a cabal/tribe of psychic vampires who move throughout the country (and have done so for centuries) seeking psychically enhanced children whose abilities and powers have manifested. The True Knot uses its seekers to discover a child with such power and move to acquire the child, draining their psychic energy or ’steam’ from the victim while torturing them to increase the steam output. The True Knot members feed on this energy, enhancing their abilities, restoring their youth, and allowing them a kind of immortality. The True Knot has the following abilities/attributes:

Psychic Vampirism: The True Knot are an old clan of psychic vampires who have existed in the United States before the Revolutionary War and have remained active. By draining steam from victims who are being tortured or from great scenes of disaster, and by doing so restore their vitality, youth, and vigor. The True Knot members do not age or are harmed in traditional ways, but instead rely on their supply of steam either through finding sources or the bottled steam they’ve collected from victims over the years. True Knot members have three sets of FASE: Based on their current or ‘normal’ levels of ability, the reduced levels in which they have not taken steam, and their upper levels in which they take great quantities of steam. True Knot members begin to age to their true ages after going 2 weeks without Steam, becoming more susceptible to normal infirmities and conditions. By week 3, the True Knot members suffer penalties to the FASE and Health, and by one month they must begin to make daily Psyche and Endurance FEATS to remain active. The benefits for being a member of the True Knot is as follows:


  • Increased FASE and P: A member of the True Knot which has fed gains +1cs - +2cs to their FASE while they are fed, maximum of Rm (30) for Fighting and Agility, Maximum of Ex (20) for Strength, Maximum Am (50) for Endurance, and a bonus to their Psyche of +1cs.
  • Immortality*: When a person is brought into the True Knot, they are turned into a member of the Knot in an elaborate ritual in which they may not survive. Should the new member survive, they will remain as youthful as they were when they were first embraced by the True Knot, remaining healthy and with vigor at that point as long as a supply of steam is provided. The immortality is not true immortality as members of the True Knot are still susceptible to certain common diseases (such as measles) which can kill them if not treated. Terrible wounds are healed through steam, and so long as a supply is available, the members of the True Knot can survive for centuries.
  • Enhanced psychic abilities: Members of the True Knot are themselves gifted usually with some form of psychic power – such as psionic detection, Mental Invisibility, or the like. These abilities are further enhanced on their embrace by the True Knot, increasing the ranks by at least +1cs. Rose the Hat’s abilities were formidable before her time with the Knot and only increased with her becoming a member.
  • Group Connection: Members of the True Knot are connected with one another psychically, able to read each other’s surface thoughts and situations, as well as determine when a member has met with danger or deadly incidents up to half a continent away. The connection between the True knot is stronger with those who have abilities that are more dedicated to psionic detection, and Rose that Hat’s ability is great enough to determine the status of the members of the True Knot directly with her or feel the destruction of members and be able to identify them with certainty and clarity (As she did with Crow Daddy). This connection is considered Mn (75) for the purposes of sensing members and communication but only for True Knot members.
  • Spirit Storage: Through undefined means, the True Knot can draw steamfrom a victim and store it in pressurized storage tanks which are kept with Rose the Hat. One compressed tank can hold the steam of one individual, and the True Knot believes they have up to 30 tanks at any one time to get them through ‘the lean times.

In Plain Sight: The True Knot moves in plain sight as caravans of campers and RV travelers, as unobtrusive as possible. The True Knot has mastered the ability not to stand out, and to spot the members or their activities takes incredible effort. Combined with their resources, the True Knot owns several campgrounds across the US and utilize routes established to avoid detection. Even when the suggestion may be made that perhaps something is amiss, the True Knot will only be vaguely remembered. This isn’t necessarily a true power, but it is incredible creepy how easily they can move through society, and any check trying to detect them or perceive their activities would require a Rm (30) intensity FEAT.

Resources: Although the True Knot appears as not having much money individually, they actually possess collectively Mn (75) resources, having enough money, property, and legal protection to provide them with the necessary covers and ability to afford things without being questioned. In addition, The True Knot’s resource go back centuries and not just in money – they own many businesses, services, and corporations which have a broad range of things. The True Knot can with enough time procure military grade equipment, cutting edge technology, and even drugs and chemicals not available in the common market simply by moving a few resources and setting up necessary dead-drops. The True Knot is so adept at hiding their activities and resources that it is very doubtful even they are aware of how much they really have. The True Knot owns countless properties throughout the continental US, Canada, and Mexico (including the remnants of the Overlook Hotel).

Contacts:
The True Knot has a front man who usually handles all connections to the normal world (Or ‘Rubes’ as they refer to anyone not in the True Knot).
Limitations:
Despite their formidable nature, the True Knot has several key limitations:
  • Dying and Death: The True Knot is not truly immortal, and can die either through diseases they may not have been immunized against when not a member of the not or through damage. Dying for a member of the True Knot is incredibly painful, as they begin to ‘cycle’ between fading away and remaining cohesive. When a member of the True Knot suffers a kill result or suffers a loss of Health to 0, they not only begin the dying process but they cannot stabilize without steam and suffer an additional -1cs Endurance Loss each round. While they are in the dying process, they will begin to fade out of existence (leaving their clothing and items but seemingly to just ‘compress’ into nothingness. The True Knot member must make a Psyche FEAT at -2cs to remain conscious during the event or immediately suffer another loss of one Endurance Rank. While cycling, the True Knot member is incapable of physical action but can speak or react. Cycling is a painful action and is one of the few things that the members of the True Knot fear.
  • Absolute Leadership: Rose the Hat rules the True Knot and ultimately controls the True Knot’s power, access to steam, and resources. Those who leave the Knot under Rose the Hat’s leadership are considered ‘cut off’ and probably wouldn’t survive long without the ability to locate additional steam. In addition, Rose’s obsessions drive the focus of the True Knot, which can be on occasion incredibly self-destructive.
  • Vulnerability to Diseases: The True Knot is incredibly susceptible to diseases like measles, which gains a +2cs to infect and debilitate members of the Knot. As many members existed prior to vaccinations, they would be extraordinarily at risk, especially if depleted by lack of steam.
  • Secrecy: The True Knot value secrecy above all things and would go to great lengths to both avoid detection and revelation. The True Knot is not above using every method at their disposal to silence someone who knows anything about them, but prefer to handle such things quietly.
  • Attracted to Tragedy: The True Knot seems to be attracted to tragedy or upcoming tragic events. Partially due to the need for steam, and partially due to perhaps connection to areas drenched in violence. The True Knot is always present in the US at scenes where disasters happen.

 

Licorice Dust from 'Tarot, Witch of the Black Rose'

 Everything was taken from me when I was turned into a vampire. Everything!



 Licorice Dust

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 140/150
Karma: 60
Resources: Pr (04) to Typ (06)
Popularity: 0/5/-5 (Generally/In occult circles)

Talents:
Licorice has the following talents:
Mystic Origin*: Vampire
Computers
Brawling
Aerial Combat
Knowledge: Area
Knowledge: Occult sites
Knowledge: Vampires

Powers:
Vampire: Licorice is a vampire, possessing all of the traditional powers as one of the undead and the specific physical changes accordingly. Licorice’s powers include:

  • Bio-Vampirism*: Vampires within Tarot’s world are not necessarily bound by the same traditional powers and limitations of a regular vampire. Licorice’s thirst is never beyond her control, although there are times it has come closer. Licorice could infect someone with vampirism, turning them in 1 – 3 days after infecting them, but rarely contemplates this unless truly angry or engaged. Licorice regains health after feeding, and shortly after feeding Licorice’s strength is increased to Incredible with an increase of health total by ten.
  • Hypnotic Control: Licorice has mastered the ability to use her hypnotic control, capable of swaying other supernatural creatures with ease and is considered to have In (40) ability, but has shown only to be able to affect one person at a time, and only through direct eye contact. Licorice will spend karma to succeed in controlling someone, and the victim is fully aware of what is happening while Licorice has control over them.
  • Shape-Shifting: Licorice can alter her shape to some degree, giving her natural weaponry in the form of claws or allowing her to have bat-like wings. Licorice can alter her shape at will within those parameters with Rm (30) ability, granting her Rm (30) flight, Rm (30) natural weaponry: Claws which halve effective body armor, and increase her natural bite attack to Rm (30).
  • Adjusted FASERIP: Licorice’s attributes were changed when she became a vampire, hence the enhanced abilities and higher than normal strength/agility.
  • Immunity: Licorice is considered ‘Immune’ to the following: Poisons, Aging, Toxins, and gas effects. In addition, Licorice seems unbothered by temperature extremes or other environmental effects (except sunlight).
  • Animal Control: Licorice has the ability to control vermin, bats, wolves, spiders, and other similar creatures with Rm (30) ability. Licorice can summon such swarms within one round and can command them while acting either through premediated actions or verbal commands.
  • Hyper Speed: Licorice is inhumanly fast, possessing Rm (30) hyper speed and uses her speed to both boost her initiative and gain a second action.
  • Inhuman senses: Licorice has inhuman senses, can see in complete darkness and perceive auras, hear heartbeats and discern them up to three areas away, see the blood flow through an individual, discern poisons and scents, and other associate sensory processing with Rm (30) ability.
  • Undetectable: Licorice cannot be seen with electronic devices and does not show up in photographs or similar devices. Licorice can be picked up with special equipment which can see auras as a ‘negative’ being. Similarly, Licorice can be detected through means used to spot the undead. Licorice can track with Rm (30) ability.
  • Stealth: Licorice is incredibly stealthy, possessing Ex (20) stealth to avoid detection.
Contacts:
Licorice Dust has connections in the occult world, specifically through her girlfriend Boo-Cat, as well as her original vampire ‘sisters’ who were converted at the same time. Licorice has tentative contacts with the Skeleton Man, and has a terse relationship with Tarot and the witches of the Black rose.

Limitations:
Licorice has several key limitations:
  • Unusual Looks: Licorice has pale alabaster skin, pointed ears, and fangs at all times. Licorice is clearly a vampire and suffers a -2cs to social FEATS anyone who recognizes the signs.
  • Fatal Vulnerability: Licorice has a fatal vulnerability to sunlight, and takes +2cs damage each round exposed, suffering a -1 to Endurance ranks each round exposed. Licorice will regain her Endurance ranks as soon as she escapes sunlight, and regenerate damage per her Endurance score each round, but such burns leave her skin marked for at least a day. The slightest beam can affect Licorice and begin the damage/dying process.
  • Fatal Vulnerability: wooden stakes: Licorice suffers the traditional Hollywood vulnerability of destruction via wooden stake through the heart. If the stake penetrates Licorice’s heart, she will immediately begin the dying process with three to four rounds before she is considered ‘permanently dead’. If the stake is removed prior to permanent death, Licorice will regenerate damage accordingly and will return in 1-3 rounds. During the dying process, Licorice’s body collapses into a skeleton, decaying instantly until/if the stake is removed.
  • Jealous: Licorice is quietly very jealous of her girlfriend’s other relationships, and will allow her temper and emotions to get the better of her, often acting or overreacting to situations. Licorice will assume the worst in any situation concerning Boo Cat, and must make a Psyche FEAT at -1cs to regain control of herself.
  • Prey Dedication: Licorice hates those who prey on children, specifically child predators and abusers, once spending a full year hunting them with merciless precision. Licorice will dedicate herself to any length of time to bring those beings to bloody justice, specifically at her own hands.
  • Reputation: Licorice Dust has a reputation within the greater Salem community as a temperamental and violent figure at times, as well as someone who can be mercurial in her dealings.

The Tethered from 'Us'

 Once upon a time, there was a girl and the girl had a shadow. The two were connected, tethered together.



The Tethered

 

 


 

 

 

 

 

 

 

 

 

 

 

The Tethered were an experiment by the US government to clone citizens as possible replacements for greater control of society. Although physically perfect, the clones could not mirror their counterparts emotional range and/or personalities, and when the project was effectively ended, hundreds of thousands (Perhaps millions) were left in large underground bunkers that were maintained in near darkness with only live rabbits as foodstuff.

Led by the Tethered Red, The Tethered escaped their confinement in present day and attempt to murder their counterparts, effectively 'replacing' them as they shared a single soul. In a moment mirroring 'Hands Across America', the Tethered join hands and begin their assault in the modern world.

Typical Tethered




 

 

 

 

F: Variable
A: Variable
S: Variable
E: Variable
R: Variable
I: Variable
P: Variable - 1cs

Health: Variable
Karma: * (See below)
Resources: Pr (4)
Popularity: * (See Below)

Talents:
The Tethered have few real talents, but mimic several physical skills of their counterparts and theoretically may possess additional skills outside of survival.

Powers:
Duplicate Twin
The Tethered are elaborate clones that near perfect duplicates of their counterparts. The Tethered are linked somehow to their opposites, able to determine where they are and are forced to mimic the actions, activities, and events of their counterparts with some variation. For instance, the Tethered are not so linked that they cannot do things themselves, but the do follow the same variations and choices that their opposites do. The link is considered to be Shift Y for the purposes of range and provides the Empathic Link ability (as Red suggested, they *had* to follow their opposites, even if it made no sense or had a choice...they could sense them no matter what).

The Opposites are not aware of the link, or the Tethered for that matter until confronted. The Tethered display an almost inhuman ability to withstand pain but are mortal and do take damage. The main driving goal for the Tethered is to 'replace' their opposite in the above (through murder), but not replace them as individuals - simply destroy their opposite. The Tethered do no actually replace their opposite, but instead are seeking to move above ground and link up.

For the purposes of the Tehthered's FASERIP, it is considered identical to their opposite with key exceptions:

  • Tethered possess no skills of their opposite, only the raw FASERIP score. This means that while someone is trained or possesses talents for combat, the Tethered will not. The Tethered also do not know how to pull their punches or any of the subtle actions of their opposites, and any attempt to do so requires a Reason FEAT at -1cs.
  • The Tethered begin the game above ground with no karma, and only start gaining karma when their opposite is eliminated. At the same time, The Tethered do not lose Karma for killing, property damage, or any 'villain' actions, even when they are 'above ground' and have eliminated their opposite.
  • The Tethered cannot verbally communicate, instead making grunts, growls, and noises. The only Tethered that seems to be able to speak is Red, and the Tethered follow her lead.
  • Empathic Link: The Empathic Link between the Tethered and their counterparts allows basic sharing of experiences, but it is only one-way (The Counterparts have no idea). The Empathic Link functions as a very specific form of Incarnation Awareness, granting a Shift Y ability to 'know' about the counterpart and their actions and 'forcing' the Tethered for follow. In addition, the empathic connection treats for the purposes of mechanics as Rm (30), and can be used when recognized by the counterpart as a means to 'control' the Tethered (As when Jason forces Pluto to enter the fire).
  • Counterpart Mimicry: As seen between Adelaide and Red, initially Red is able to counter all attacks during their fight as she is able to 'read' her counterpart's actions. This seems unique mainly to Red.

Contacts:
The Tethered have no real contacts outside of themselves, but that's enough.

Limitations:
The Tethered have key limitations, which are almost all due to their creation and their situation prior to the breakout:
  • Distinct Appearance: The Tethered, while mostly identical to their counterparts, can barely speak verbally and are known by their distinctive red jumpsuits and jarring appearances. The Tethered are considered to be -1cs for all social checks.
  • Driven Purposes: The Tethered are driven to escape the underground, kill their counterparts, and link up (literally) with each other.
  • Zero Popularity; Until the end of Us, the Tethered's existence was not public, and even until the revelation (and the weird Hand's Across America moment), the Tethered were not known or had any impact.
  • Karma: Tethered cannot gain Karma until they kill their counterpart for any action.

Frankenstein's Monster from 'I, Frankenstein'

 “God will surely damn you.”
“He already did.”

Adam

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 155
Karma: 60
Resources: Pr (04)
Popularity: - 30 (In supernatural circles), 0 (Among humanity as the actual Frankenstein Monster), 30 (Frankenstein’s Monster)

Talents:
Adam has learned a considerable amount since his resurrection, such things including:
Occult Lore
Martial Arts B
Brawling
Weapons Specialist* - Staves
Sharp Weapons
Hunting
Survival
Multi-Lingual
Resist: Domination*
First Aid
Adam has probably 200+ years of skills he’s acquired over the centuries since his ‘awakening’.

Powers:
Adam of I, Frankenstein is very different than the Hollywood portrayals to date, and as such, has a far greater amount of durability and resistances than normally encountered. In addition to his physical fortitude, Adam had many unusual properties due to in large part how he was created:

Surgical Composite:
Adam was created from the part of dead-men and brought to life through electricity and bio-chemical means. As such, Adam is no longer considered ‘human’(If he ever was), and although has many features akin to the undead, is not undead nor can be affected by such things that would do so. Adam’s abilities as portrayed in the Kevin Grevioux graphic novel and movie include:

  • Inhuman Endurance: Adam’s Endurance goes beyond the simple upper-limits of humanity, allowing him to stand toe-to-toe with both Gargoyles and demons without flinching. Several times in the movie both sides comment on Adam’s nearly limitless superhuman endurance. In addition, Adam doesn’t seem to need to rest in a traditional means, and ignores any damage under Ex (20) as it simply doesn’t faze him. Adam’s inhuman Endurance also allows him to recover Endurance Ranks at the rate of 1 per 3 rounds, including mystical effects. Adam also can only be stunned on an effective Red feat Vs. Rm (30) or higher intensity. Finally, Adam is able to regenerate health as if he had Rm (30) regeneration, although he must have the wounds closed and/or bones reset to fully recover use and such.
  • Stubborn Willpower: Adam can push through most effects that would require a direct Psyche FEAT, ignoring their effects if they are Ex (20) or less. This does not mean that Adam is not affected by damage or such, it simply means he can ignore effects accordingly. Case in point: Adam can resist most illusions and attempts to sway his will through non-normal means, and does so to both an archangel appointed agent and an elder demon, to their face. Adam can mitigate certain damage akin to Iron Will through simply being stubborn about it. (Treat as Iron Will at Ex (20) in some cases, Judge’s call).
  • Immunity: Adam is immune to making checks vs. Death. One of the reasons that Adam is sought after throughout the graphic novel and movie is that in effect, it is suggested that Adam is immortal.

Equipment:
Battle Staves:Adam utilizes two staves that were given to him early on by gargoyles to protect himself. These twin staves require Ex (20) strength or better to wield effectively, are made of blessed wood and have quiet magics upon them to do additional damage to demons and hell-spawn creatures. The staves are considered to be made of In (40) material, and do an additional +2cs damage to demons. Adam is incredibly versed in their use (Hence weapon specialist), and can conceal them on his person requiring a Gd (10) check or better to notice them.

Contacts:
Adam’s reputation is such that Adam has no real contacts. The few people that have attempted to help Adam in the past would perhaps do so, but not at Adam’s request – Adam is alone in the world for the most part and cannot draw on any contacts.

Limitations:
As Frankenstein’s creation, Adam was built to last…but he has several key limitations:

  • Unnatural Presence: Adam is considered to be an unnatural creature, and as such, creates an aura of ‘wrongness’ about him. Those who encounter Adam may first ignore him, but will quickly feel something is wrong. Anyone with Intuition with Gd(10) or better will feel something uneasy at first, and something to avoided. Supernatural creatures and those with Intuitions above Gd(10) can ignore this feeling, but normal humans will not, and it will be difficult for them to shake it. This creates a -2cs for all social encounters with Adam that last more than a turn.
  • Unusual Looks: Although his scars have faded with time, Adam is clearly scarred, creating a -1cs to social interaction (That makes it a -3cs with above limitation), as well as making him recognizable.
  • Infamous: Nearly all supernatural creatures know about Adam, and as such, he is considered both infamous and highly sought after. Rumor of Adam’s location may create social shockwaves in the supernatural community, hence the negative popularity.
  • Hunted: Adam is being sought actively by demons who seek to understand his creation in the hopes of recreating the process for their own ends. In addition, the forces of Heaven also want Adam to end the potential threat his existence could provide if his nature is uncovered.
  • Soulless (No longer active): Prior to the events of the movie I, Frankenstein, Adam was considered to be without a soul and could be possessed by a free spirit (indeed, that was exactly what the demonic forces wanted). This limitation is no longer in effect after the events of the movie.

Saturday, August 29, 2020

Death Angels from 'A Quiet Place' (2018)

  Death Angels



 

 











 

 

 

 

 

 

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm(30)
R: Fe (02)
I: Ex (20)
P: Fe (02)

Health: 100
Karma: 22
Resources: N/A
Popularity: - 30 (In the affected world)

Talents:
The death angels have no talents, and are considered an animal (albeit super-predator) intelligence.

Powers:
Death Angels are extraterrestrials that possess inhuman attributes which allowed them to survive the rigors of space, decimation of most of humanity, and resistances to most conventional attacks. The death angels are pack hunters who solely operate with their inhuman audible sensory abilities. The attributes of a typical death angel are as follows:


Death Angel Physiology:

A typical death angel is impervious to most forms of damage, are superhumanly fast, and can detect even the slightest noise. Typical death angel abilities are as follow:

  • Bio-Armor: A typical death angel is considered to have Am (50) armored skin, granting it appropriate protections accordingly. In addition, the aliens are impervious to temperature, impact damage, chemical/toxins, disease, and radiation at rank. Furthermore, the death angel’s armor acts as ‘sealed system’ for the purposes of travel through environmental hazards (See Limitations). The death angels arrived on an asteroid impact having survived the rigors of space.
  • Enhanced hearing: As sightless predators go, the death angels have a superior auditory system, considered to have Rm (30) hyper hearing. In addition, death angels also possess Rm (30) level sonar and can ‘home-in’ on a sound of Pr (4) or less even at their extreme ranges.
  • Speed: Death angels are considered to have a form of hyper-speed, capable of moving up to 4 areas a round with an additional +2 areas with a simple Endurance FEAT. In addition, Death angels gain an additional +2 melee attacks a round.
  • Natural Weaponry: Claws: Death angels possess natural claws which can rend steel and harder substance with ease. The claws of a death angel halve effective body armor and natural resistances, doing rank damage with each hit. Death.
  • Stealth: Death angels are hard to spot, and as seen can be almost impossible to detect until they are upon prey. As such, death angels are considered to have Gd (10) stealth.
  • Electrical Disruption: Although not explained in the movie, electricity is affected by the presence of death angels, and is considered to be Pr (4) electrical dampening. When in areas that are lit by electrical power, the disruption actually provides a +1cs to stealth checks for death angels and a -1cs Intuition check for characters.


Contacts:
Death angels have no contacts, and are not considered capable of having them.

Limitations:
Death angels are considered highly dangerous, but they do possess key limitations:

  • Vulnerability to High Frequencies: Death angels are nearly invulnerable except to high frequencies, which force an Intuition FEAT or cause them to become agitated and stunned. Additionally, the internal structure of death angels is incredibly vulnerable….and high frequencies force the death angels to reveal their internal structures. Any damage done to the vulnerable areas does +2cs damage and of course is not protected by the death angel armored skin.
  • Sensory dependent: Death angels are completely sightless (and while this gives them invulnerability to attacks that require sight) and as such, are dependent on their auditory abilities to navigate and hunt. Death angels cannot determine specific sounds, instead attacking whatever makes sounds. As such, areas that provide ambient sound (like rushing rivers) are often good camouflage to move as the death angels don’t specify targets. In addition, death angels can be drawn off by louder sounds and quickly ignore sources of lower intensity.
  • Dangerous Extraterrestrial: The world of A Quiet Place has suffered a near extinction of most of the species that can be hunted by the death angels. As such, they are infamous and known to all of its citizens. Any character with Exobiology or Alien Races as a talent would have heard of them, and probably aware of the high frequency weakness.

The Ghost and the Darkness from 'The Ghost and the Darkness' (1996)

 They are not lions, they are the Ghost and the Darkness”


The Ghost and the Darkness (movie version)




F: Rm (30)
A: Gd (10)
S: Gd (10)
E: Rm(30)
R: Pr (04)
I: Rm (30)
P: Typ (06)

Health: 80
Karma: 40
Resources: N/A
Popularity: -40 (In Tsavo), -10 (Worldwide)

Talents:
The lions have no talents.

Powers:
The man-eating lions of Tsavo are not typical lions, having killed upwards of 100+ men during their reign of terror. Unlike reality, the Ghost and the Darkness displayed unusual qualities and characteristics that added additional pseudo-like powers to the lions:


More than Lions:

  • Increased FASERIP: Unlike regular lions, the Ghost and the Darkness are much more exceptional, being able to rudimentary reason, understand their prey, and avoid traps that would normally be lethal. In addition, the Ghost and the Darkness have greater endurance and intuition, able to continue at full power/ability even when wounded or hampered. The Ghost and the Darkness also seem capable of recognizing their opponents and distinguishing between human prey.
  • Stealth: The Ghost and the Darkness have a degree of stealth, capable of avoiding skilled lion hunters and/or targets until the moment of attack. The stealth of the lions is good enough to prevent others from determining that there were actually two lions at the time, and are able to mostly conceal their tracks and trails for some time. As such, the lions are considered to have Gd (10) stealth powers.
  • Karma Use: The Ghost and the Darkness are not typical lions in the fact they can spend Karma for effects. As example, The Ghost and the Darkness will always spend karma right before an attack to maximize their stealth efforts. In addition, the Ghost and the Darkness seem to have events occur around them that are unconscious but are beneficial to them: When a hunter as them in their sights, the gun may misfire or efforts to locate them may cause a small rock-slide or any event. This can be done with an expenditure of 100 Karma by the Judge to benefit the Lions in some way.
  • Karma Gain: The Ghost and the Darkness gain +15 karma for every kill that they make, which is stored in a karma pool in which they spend from when attacking, defending, or in the process of their unique expenditure (as mentioned above).
  • Ambient Fear Level: While the Ghost and the Darkness are active, an ambient effect of fear seems to descend in the area. First, for each week the Ghost and the Darkness are active, anyone with Psyches of Typ (06) or less are affected. This affect forces a Psyche FEAT for any action or activity in the affected area. Success of a Yellow or better means that the individual may proceed normally. A Green success means that the subject may suffer a -1cs to activities, and a failure means that the fear has taken hold and the subject is more willing to flee the area/become hostile and suffers a -2cs to activities that occur within the area. In addition, should the Ghost or the Darkness be seen, the effect goes to Gd (10) intensity and the lions gain +5 karma for every incident.
  • Natural Weaponry: claws: The Ghost and the Darkness do Gd (10) damage with their claws, halving effective body armor on the edged table. In addition, The Ghost and the Darkness can attempt an opposed strength check to drag an opponent to the ground or away.


Contacts:
The Ghost and the Darkness have no natural contacts.

Limitations:
The Ghost and the Darkness are considered great examples of lions, but are nothing more than lions…mostly.

The Creatures with the Atom Brains (1955)

Typical Atomic Zombie (movie version)



F: Ex (20)
A: Gd (10)
S: Ex (20)
E: Am (50) *
R: Fe (02)
I: Pr (04)
P: Fe (02)*

Health: 90
Karma: 44
Resources: N/A
Popularity: 0*

Talents:
Despite their previous occupations and identities, the atomic zombies have no talents or real mental facilities to speak of.

Powers:
Cyber-Atomic Zombies:
The atomic zombies are victims of a German scientific experiment used by the gangster Frank Buchanan to get revenge on those who cost him both his empire and freedom. The creatures are living (or near living) beings who have been cybernetically enhanced and reanimated using a control implant and atomic energy. Although physically similar to how the atomic zombies were in life, they are completely mindless and controlled through a master control unit. The atomic zombies have the following abilities:

  • Increased FASE: The atomic zombies have greater than normal FASE attributes, specifically in Strength and Endurance. The atomic zombies also have an increase in Health*, but this is related to their dependence of atomic energy. (See Limitations).
  • Invulnerability: While charged, the atomic zombies are considered to have Invulnerability of Ex (20) to all physical and environmental effects. Within the context of their first major appearance, the atomic zombies were assaulted by the army who used everything from small arms fire to explosives and grenades with no effect. The atomic zombies are considered to also be immune from stunning effects as they shrug off even effects that should stun them with no perceptible impact. Finally, the atomic zombies seem to have greater resistance to slams, as they do not seem to suffer any effects from slam attacks. In addition, the atomic zombies are considered unkillable while powered, and ignore death results.
  • Passive Skills: Although the atomic zombies have no real skills to utilize on their own, they can be commanded to perform certain skills, such as being told to drive a car, etc. The atomic zombies may maintain such mechanical skills if they are trying to return to the power source or are commanded to do so. Passive skills should be any skill that does not grant a bonus to action or FASERIP.
  • Remote Viewing and communication: The atomic zombie implants allow Buchanan to observe and communicate where the atomic zombies are located. The range is Rm (30) transmission, and is limited to what the zombie can see or hear, so someone who is out of range, hidden, or simply out of sight cannot be seen. When communicating the zombies are initially heard with Buchanan’s voice, although the later zombies speak in their own words.


Contacts:
The atomic zombies have no real contacts, although if it is not known that a particular person is an atomic zombie, Buchanan may still be able to use their contacts for a short time (as he did with Dave Harris).

Limitations:
Atomic zombies have the following limitations based both on their creation, their obvious state, and the general purposes that they are used for:
  • Atomic Dependence: The atomic zombies must be recharged, and as such, have only a small window of opportunity before they must return to their lab of origin for recharge. After 6 hours of operation, the atomic zombies begin losing power and will unconsciously return to their place of origin. The atomic zombie will ignore their immediate situation, mission, and/or location to return to the laboratory. The zombies require an hour of recharge if severely depleted. FASE begins to drop 1 rank per hour until recharged (Although none of the creatures ever get to that point in the movie).
  • Radioactive: The atomic zombies are radioactive and can easily be detected with devices capable of picking up Typ (06) radioactivity or better. In addition, due to the nature of the atomic energy used, any who work with it are also bathed in radiation and can be detected. Lead-lined buildings can shield the detection, but only for so long.
  • Control Unit: The atomic zombies are controlled from a central command unit. Whomever controls that unit controls the zombies. In addition, if the control unit is destroyed, the atomic zombies immediately drop in their tracks, effectively destroyed.