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

Wednesday, November 6, 2013

Frank Brayker from 'Demon Knight' (1995)

Frank Brayker



 

 

 

 

 

 

 

 

 

 

 

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

Health: 70
Karma: 76
Resources: Pr (04)
Popularity: 0

Talents
Military
Occult Lore*
Guns
Sharp Weapons
Improvised Weapons
Knowledge: The Key
Knowledge: 20th Century History
Knowledge: Demonology

Powers
Bearer of the Key:
Frank Brayker was the most recent bearer of one of the seven keys of creation, and as such, has many benefits and abilities conveyed from it. The Key is a reliquary of sorts, containing the trace blood of Jesus as well as all of the other bearers from the time it was initially filled. The bearers of the key have the following abilities:

  • Incarnation Awareness: Although not truly incarnation awareness in the traditional sense, each bearer is shown the history of the key and all hands of those who the key has passed through. As such, each bearer leaves a degree of themselves (literally) within the key, and ultimately pass into the current bearer. This explains the Am (50) Psyche, as well as the Occult Lore skill, which is somewhat inherited.
  • True Sight: The Bearer of the Key has the ability to perceive creatures as they really are, as shown with Brayker and ultimately Jerilyne recognizing the Collectors. The Bearer is considered to have this ability at Ex (20)
  • Recovery: The Bearer can be wounded and even mortally injured, but they recover from most other wounds and damage far faster than a normal human being, with Ex (20) ability, allowing them to recover endurance ranks fairly quickly.
  • 'Immortality': The Bearer does not age while in possession of the key, and they will maintain their youth at the time that they received the key and became the Bearer until such time that it is ready to pass from their hands. Brayker was a veteran of World War One, receiving the Key during the height of the war. The Bearer is not 'truly' immortal, as they can be killed and are
  • Demonic Detection: The Bearer can always tell when a demon is present within three areas. The detection is only for demons, and it is assumed that it will not function for other types of mystical creatures.The Bearer can detect demons with Am (50) ability and up to three areas.


Contacts
Frank Brayker has no real contacts

Limitations
Bearer of the Key: Frank is the bearer of a powerful mystic artifact which is being sought by powerful demons. Frank cannot disguise who he is from them, and he is considered to not just have enemies, but is actively being pursued.
Limited Means: Frank is transient as he must continually be on the move.


The Key

 

 

 

 

 


 

 

 

 

 

 

 

 

The Key is a powerful artifact which is tied directly to the bearer. One of seven keys, the Key is the last key not obtained by the forces of darkness, who desire it above all else as it would allow them to plunge the universe into chaos and shadow. The Key radiates mystical power, allowing anyone with Gd (10) mystical detection to determine what it is. Anyone with true sight, postcognition or Danger Sense will need to make a Psyche FEAT vs. Ex (20) intensity due to mystical nature of the key. Those failing will be a penalty while in the presence of the key (An area effect, -2cs). The Key is made of simple materials (Brass more than likely fitted with tempered glass), but it is protected as if it is made of Cl1000 Material. The key cannot be destroyed in conventional means. The key is a potent artifact, with the following known properties:

  • Demon Warding: When blood is drawn out of the Key, it can be used to seal doorways, windows, and entrances with a Mn (75) level ward. Demons cannot cross the ward so long as the key is active. Humans and other beings can cross the wards without incident, although as seen, should the key cross its own wards they drop. It takes a few drops to seal a simple door, a great deal more in order to seal larger spaces.
  • Sanctification: The blood within the key is considered sanctified, and as such, remains in its liquid form and does Rm (30) damage to tainted or supernatural creatures based upon the opposing Psyche. Should a creature have greater than Am (50) Psyche, the damage increases, as seen in the differences between the possessed and summoned demons.
  • Bearer: The key chooses its bearer, which is usually done under certain conditions and signs. The Bearer is fully aware when they are entering a situation in which they could die or that the key must be passed.

The Key is limited to how much blood it contains. If the movie is correct, then the key can hold upwards of 6 quarts or more, depending. While the Key does not look like it can hold this amount, it seems capable of doing so. The Key must be 'recharged' through the complex ritual that extends between a new Bearer and the previous one (See Below)

Changing Bearers:
While anyone can hold the key, only one Bearer benefits from the additional abilities and immortality at a time. The Bearer is usually chosen by fate: Usually tied to specific signs and events, the old Bearer becomes aware that their time is limited. Once a current Bearer is mortally wounded, the chosen Bearer is told (and shown) the events surrounding the Key's creation. The new Bearer then drains the blood of the old Bearer into the key, recharging it. Upon the acceptance of the task, the Bearer gains the enhanced abilities and powers, and the old Bearer dies.


Eric Draven from 'The Crow' (1994)

Eric Draven





 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

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

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

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

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

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

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

Tuesday, November 6, 2012

Seth Gecko from 'From Dusk til Dawn'

Seth Gecko






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

Health: 70
Karma: 60
Resources: Ex (20) due to his bank heist.
Popularity: - 10/ -15 (Seth Gecko had a ten state task force looking for him at one point)

Talents:
Crime*
Guns
Marksman*
Knowledge: Criminal Underworld
Knowledge: Human Nature
Intimidation
Sharp Weapons

Powers:
None, although Seth has some considerable willpower and attitude.

Contacts:
Richard 'Richie' Gecko (While alive)
Various criminal contacts
Possibly the only other survivor of the Titty Twister slaughter, Kate Fuller


Limitations:
  • Wanted fugitive: Seth Gecko is an incredibly violent and wanted fugitive. As such, a manhunt has been established for his capture.
  • Loyalty: Seth is by contrast, extraordinary loyal to those who have proven themselves, such as his brother Richie and the Fullers prior to their destruction at the hands of the vampires.
  • Enemies: It's assumed that if any of the vampires survived that Seth would be a prime target for his actions (and indeed, it is suggested in the old PS game From Dusk 'til Dawn

Tuesday, October 6, 2009

Halloween Girl from 'The Nocturnals'

Halloween Girl
 


Evening "Eve" Horror



F: Pr (4)
A: Typ (6)
S: Pr (4)
E: Gd (10)
R: Gd (10)
I: In (40)
P: In (40)

Health: 24
Karma: 90
Popularity: 0
Resources: Pr (4) (Most is provided by her father, Doc Horror).

Talents:
Mystic Origin*
Multi-Lingual: Including the speech of the dead and the ancient language which commands the Gunwitch
Student*


Powers:
Halloween Girl has many powers, including:

True Sight: Halloween Girl can see and perceive things as they truly are with In (40) ability. Instances include Eve spotting vampires rather casually, werewolves on sight, and those possessed by the Crim.

Spirit Attractor: Spirits are naturally attracted to Halloween Girl, and she can perform the following as such:
- Spirit SIght: Along with her True Sight, Halloween Girl can see Dead people and the spirits of the afterlife. As such, She possesses astral perception as well with Am (50) rank.
- Spirit Storage: Halloween Girl can store spirits in her plastic pumpkin and toys contained therein, granting them physical bodies in the form of her toys to manipulate as they see fit. The "Toys" are anything but, and have grown to monstrous proportions upon occasion or use. the Toys are very protective of Eve, and will work against anyone who seeks to do her harm.
- Undead Control: Spirits: Eve can manipulate the dead simply by listening to them and offering them safe haven or to finish their unfinished business. Eve's control is based on her Psyche rank, and can be resisted by an opposing psyche rank. In such cases, Eve is at a -2cs to manipulate or force a spirit into one of her toys. Eve rarely does this, as it is 'insulting her friends'.
- Unfazeable: Eve is unfazed by things that should be scary for a girl her age. Eve's best friends consist of eldritch horrors, zombie gunmen, dead spirits, and a school of students just like her. As such, Eve isn't scared by the unusual, she lives it.
- Mystical Potential: Eve has the potential to become a practioner of the mystic arts, but she's only a young teenager and hasn't really gone in that route yet.

Contacts:
The Nocturnals
Doc Horror (Father)
The Gunwitch: Bodyguard and Protector

Limitations:
Youth: Halloween Girl is 13, and even with the experiences she has had, tends to be excited and often too curious for her own good, which has gotten her into trouble more than once (Outskirts of Doom is a good Example).

Photophobia: Eve suffers from a limited degree of Photophobia, as does her father and most denizens of the 'Black Planet'. The Photophobia makes Evening more active at night.