Showing posts with label Horror Comedy. Show all posts
Showing posts with label Horror Comedy. Show all posts

Saturday, October 3, 2020

The Stuff from 'The Stuff' (1985)

 “Are you eatin' it...or is it eatin’ you?

The Stuff



 

 

 

 

 

 

 

 

 

F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)**
I: Gd (10)**
P: Rm (30)**

Health: Various (See Below)
Karma: 50*/Various(See Below)
Resources: N/A
Popularity: 0/50/-20)

Talents:
The Stuff has no talents. Those infected lose their talents the more that The Stuff consumes them.

Powers:
The Stuff Organism:
Made up of a simple (and tasty) organism, the Stuff has no real sentience apparently and exists as a bubbling source that emerges somewhere from deep within the Earth. The Stuff is a zero -calorie food source that actually is a more developed organism that devours its consumers from within and turns them into zombie-like creatures who lack intelligence. It is theorized that The Stuff is actually a single organism that is controlling its prey through their consumption and even a throw-away like suggests that The Stuff may be partially responsible for the death of the dinosaurs. For game and mechanic purposes, the Stuff possesses the following abilities:


  • Material Invulnerability: Although The Stuff has the same consistency of whipped marshmallow fluff, The Stuff is resistant to many forms of destruction and has only shown to be truly vulnerable to fire. As such, the Stuff is considered to have Invulnerability at Rm (30), except to fire which does +2cs damage to it. The Stuff has no real presence (See below) and as such has no mind and/or emotional state and cannot be affected by Mental/Emotional attacks. The Stuff is capable of surviving temperature extremes (as being frozen to absolute zero) and shows no sign of being vulnerable to such things as other toxins or disease. Closer examination could suggest it is as close to a mass once-celled organism as anything else.
  • Addictive Nature: The Stuff is rather insidious as it devours its victims while they consume more of it. The mere taste of The Stuff causes an opposed Psyche FEAT against a more progressive rank as The Stuff is made more available. Due to the nature of The Stuff, Karma cannot be used to make the FEAT. A Red result is necessary to resist addictive qualities of The Stuff, ultimately forcing the victim to consume more of The Stuff to be sated. Victims will need to begin a process of making opposed Endurance FEATs and Psyche FEATs to prevent the addiction from growing vs. Yellow Intensity. As the Victim devours The Stuff, Judges will need to track Endurance ranks – while the Victim sees no danger in devouring The Stuff, The Stuff will begin replacing their Endurance ranks point for point with each pint devoured. Once the victim reaches 50% replacement, they begin the transformation into a Stuff controlled zombie-like state. After 50% consumption, the victim begins losing Reason and Intuition ranks, 1 per day per attribute until they are fully transformed. The transformation can be hastened by consuming greater quantities of The Stuff. As of 1985, there only cure for the Stuff was abstinence of it or through perhaps weaning off of The Stuff to the lesser quality product dubbed ‘The Taste’
  • Stuffed: After the victim reaches 50% consumption, all they will wish to do is consume more of The Stuff. This will convert their body faster creating additional reserves of The Stuff and turning them into zombie-like beings who retain their Fighting, Agility, and Strength, have their Endurance converted into a Stuff driven Endurance rank, and ultimately have Poor (4) Reason, Intuition, and Psyche. The Stuffed cannot be reasoned with and cannot be returned to normal as of 1985. When damaged/destroyed by reaching 0 Health, The Stuffed will explode producing near areas of The Stuff which can then be consumed.
  • The Stuff as a Hive Mind: If the theories are true and through the movie it is suggested they are, then The Stuff does indeed possess some level of intelligence and/or direction. As such, the goal of the Stuff is to spread and consuming – which it does by augmenting itself through victims and The Stuffed. The Stuff gains Intuition and Psyche through this process determined by how many individuals are within the group: 1 point per stat per 1000 people is the basis of the growth through the movie numbers of Stuff sold. It is unknown if The Stuff has any purposes or direction – a Reason stat was provided purely for activity of those addicted. It is also assumed that The Stuff is connected together, all of it is part of one organism.
  • Mass growth and Health: The Stuff continued to bubble up and grow based on the consumed mass of itself, and is assumed to be an immense lake under the Earth. As such to determine the actual size and volume would be difficult but as it does consume those who would consume it, it can be suggested that The Stuff could be the size of a small ocean.


Contacts:
The Stuff has no contacts -but those who seek to profit from it include major desert and food corporates who have upwards of Am (50) to Mn (75) resources.

Limitations:
The Stuff is pretty simple, but has the following limitations
  • Unnatural Addiction: The Stuff is highly addictive – a fact that was made very clear in 1985 which led to it being banned and sold on the black market (As seen with the multiple popularity score.) Although everyone knows how dangerous it is, The Stuff is considered still a black-market item and highly sought after.
  • Fire: As said earlier, the fastest most complete means to destroy the Stuff is Fire. Fire negates all invulnerability and completely can destroy The Stuff quickly.
  • Non-Mobile: The Stuff can bubble and act through locomotion of natural effects but cannot move by itself or act.

Notes:
This was a write-up planned for years ago – I like the movie, it’s a satire as much as a horror movie (if not more) and it was difficult to properly capture elements of The Stuff – that being said, It is zero calories and has a good taste….


Originally published on Classicmarvelforever.com on 2nd October 2020

Tuesday, October 2, 2018

Sharknado Mechanics from 'Sharknado'

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






Sharknado Effect:

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

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

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

Talents:
None

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

Contacts:
None.

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

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






Tuesday, September 25, 2018

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.