Showing posts with label Image. Show all posts
Showing posts with label Image. Show all posts

Monday, March 22, 2021

Deathblow from Image Comics (Original Version)

 Originally posted on Classicmarvelforever on 4/10/2009

Deathblow


 

 

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Michael Cray


F: Am(50)
A: Rm (30)
S: Ex (20)
E: Am (50)
R: Ty (6)
I: Rm (30)
P: Rm (30)
Health:150
Karma: 68
Popularity: 5
Resources: Gd (10)
Origin: Gen Active Human

Talents:
Cray is an elite military operative, who has the following skills:
Military*, Demolitions, Covert Operations, Detective/Espionage, SCUBA, Marksman*, MA: A, C, Trivia: Elite Operations, Trivia: Modern Weapons, Trivia: Special Operations, Combat medicine

Contacts:
Deathblow has the following Contacts
Remnants of Team 7, Special Operations, Sister Mary, Various Covert Operations contacts, Various US Military Contacts

Powers and Equipment:
Deathblow has several powers due to his Gen-Active nature, which did not emerge until recently:

Regeneration*: Cray has AM (50) Regenerative and Recuperative powers.
Recovery: Cray also has the impressive ability to recovery from damage at a surprising rate,

Limitation: Originally, Deathblow was supposedly suffering from inoperable cancer, and was dying. Either due from drinking from the Holy Grail, or his own latent Gen-Active powers, Cray was healed of the cancer.




Tuesday, October 2, 2018

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.

Tuesday, September 25, 2018

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.

Wednesday, November 6, 2013

Daryl Dixon from 'The Walking Dead'

Daryl Dixon




 

 

 

 

 

 

 

 

 

 

 

 

 

 

Daryl Dixon

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

Health: 66
Karma: 36
Popularity: 5 (Among the Survivors)/-5 (Amid the remnants of Woodbury)
Resources: Pr (4)

Talents:
Crime
Brawling
Mechanic
Tracking
Hunting
Crossbows
Firearms
Sharp Weapons
Marksman*
Leadership*
Knowledge: Survival
Knowledge: Post-Apocalypse Georgia
Knowledge: Walkers

Powers:
Will to Live (or Lord loves a redneck): Like Rick Grimes and The Governor, Daryl has a desire to live that allows him to seemingly perform power-like effects, some of which seemingly are just dumb luck, while others are simply his unwillingness to break against the world of the living dead:

  • Dumb Luck: More than once Daryl has been saved by nothing short of dumb luck. In situations in which Daryl must make a Psyche or Endurance FEAT vs. death, walker bite, or traumatic injury (psychological or physical) Daryl may spend karma after the effect. Examples of this were during the search for Sophia, when Daryl was unconscious and regained consciousness just as walker attempted to bite him, which only succeeded in biting his boot. Several other instances throughout the series mirror this effect.
  • Resolve: Daryl has the ability to keep going even when faced with terrible trauma. Daryl can substitute his Endurance FEAT for his Psyche when situations present themselves, and can shake off stun effects with an Endurance FEAT. Mirrored most famously after he was injured from the fall during the search for Sophia and was shot in the same episode.
  • Iron Will: Goes without saying, that Daryl ignores damage and trauma with Gd (10) ability.
  • Fast Healer: Daryl regains Endurance ranks faster than a normal fellow survivor, allowing him to gain Endurance back as if he had a +1cs higher.

Contacts:
The Extended Atlanta Survivors, but specifically Rick Grimes and the remaining original group (Glenn, Carol, and Carl)

Limitations:
Devoted to his 'family': Daryl is devoted to his family, initially only to his brother Merle and then later the original Atlanta survivors. Daryl will place himself in danger if it means helping them, and refuses to give up even if the odds are against him (shown in the devotion to finding Merle in the ruins of Atlanta, the search for Sophia, and the search for Carol). When faced with choices between family and personal survival, Daryl will always choose family, or in most cases, what would be best for them.
Traumatic History: Daryl had a traumatic history which has been discussed in detail (and even shown in the video game featuring him). As such, Daryl has a hard time trusting anyone initially. When Daryl gives his trust, it is complete.

Equipment:
Daryl, like most of the survivors, uses whatever is at hand, but prefers two specific pieces of equipment: A Horton Scout HD 125 crossbow with modified scope and a Busse Team Gemini Knife, which has been him since the beginning.

Wednesday, November 7, 2012

Walking Dead from 'The Walking Dead'












Average Zombie:
F: Pr (4)
A: Pr (4)
S: Typ (06)
E: Gd (10)
R: Fe (2)
I: Ex (20)
P: Fe (2)

Average Health: 24
Average Karma: N/A (Walkers do not have karma)
Average Popularity: As a group, -50 world-wide
Average Resources: N/A

Talents:
Walking Dead Zombies are brainless ghouls, and have no talents per say, regardless of the talents they had in life.

Powers:
Undead State: Walking Dead zombies are truly undead, and possess the following attributes:
  • Undead: the Walking Dead zombies are not alive, and do not need food, air, or rest (outside of human flesh).The undead suffer damage as a regular person does, but simply ignores it, unable to feel pain. In addition, the Walking Dead cannot be affected by toxins or anything that would affect biological beings. The Walking Dead can be destroyed en masse, and are not invulnerable: Their strength is their numbers.
  • Increased sense of smell: While not exactly superhuman, Walking Dead zombies hunt primarily by smell and hearing. The Walking Dead are considered to have Pr (4) hyper Olfactory.
  • Chain Hunting: Sound attracts the Walking Dead zombies, which quickly causes them to gather. If one zombie finds prey, another will follow, and so on.

Contacts: Walking Dead zombies have no contacts

Limitations:
Walking Dead zombies have many weaknesses, including:
  • Unusual Looks: Walking Dead zombies suffer a permanent -1CS reaction
  • Slow Moving: Walking Dead zombies always go last in a round, and can only cover 1/2 area per round
  • Inability to reason: As shown both in the comic and in the TV series, the lack of reasoning is the greatest weakness. Rick Grimes covered himself in zombie guts and was able to pass undetected through crowds of the undead for a short time.
  • Decomposition: Walking Dead zombies are in states of decomposition, and will literarly fall apart through natural wear and tear.
  • Unlike most zombie types, Walking Dead Zombies are not the cause of infection: Everyone is already infected, and will re-animate when killed, no matter the cause. A zombie bite is usually fatal due to combination of bacteria and where the bite is, and is not the cause for a person to re-animate. The disease affects everyone in the Walking Dead universe, and is considered to have Am (50) intensity for the purposes of contraction. The virus goes to work within 10 - 180 minutes of cessation of life, reanimating the body of the victim.

Tuesday, November 6, 2012

The Governor from 'The Walking Dead'






William "Billy" Blake, AKA Philip Blake

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

Health: 70
Karma: 50
Popularity: 0/5/-5 (Generally/Citizens of Woodbury/To most other survivors).

Talents
Sharp Weapons
Blunt Weapons
Guns
Marksman*
Leadership*
Survival
Knowledge: Post-Apocalypse
Knowledge: Walkers


Powers
Will to Live: Like Rick Grimes, the Governor has a will to live, even after suffering greatly at the hands of the Atlanta Survivors. If the Governor suffers a kill result and make an Endurance FEAT, he will automatically stabilize. In addition, the Governor can draw upon the karma of the Woodbury citizens to make additional FEAT rolls so long as he remains in charge. Not really a power, just an effect of his leadership (brutal, but effective). In addition, the Governor does not suffer any karma loss for any violent action.

Contacts
Woodbury Citizens (while Leaders)
Philip Blake (Young Brother, while alive).

Limitations:
  • Psychotic: The Governor has gone slightly mad (depending on your interpretation) and has desensitized himself to his world, the needs of individuals, or any crimes he might commit.
  • Mauled: The governor is missing an arm and an eye after the escape of the Atlanta survivors, suffering a -1cs to all FASE and -1cs to Intuition accordingly. in the TV version, he's only missing his eye.

Rick Grimes from 'The Walking Dead'




F: Gd (10)
A: Gd (10)
S: Typ (6)
E: Ex (20)
R: Typ (6)
I: Gd (10)
P: Ex (20)

Health: 46
Karma: 36
Popularity: 0
Resources: Pr (4)

Talents:
Law-Enforcement*
Leadership*
Sharp Weapons
Marksman*
Knowledge: Walkers
First Aid

Powers:
Die-Hard: Rick is something of a die-hard, often being able to cope with insurmountable odds as well as the horrific world in which he lives. Rick has also suffered from near-mortal wounds, including being shot at close range prior to the apocalypse and other serious injuries over the course of his life. Rick is considered to have Gd (10) resistance to fear, due to his experience, and can affect an Endurance FEAT when forced in life-or-death situations instead of his primary attribute. In addition, any action that Rick would suffer a mortal wound grants Rick an additional Endurance FEAT (unless a '01' is rolled), reflecting Rick's stamina.


Contacts:
Nearly all of Rick's contacts are dead, except for the following:
Michonne
Carl, his son.
Limitations:
  • Post-Traumatic Stress: Rick is beginning to show signs of the world in which he lives, causing him to suffer a -1cs to all FASERIP abilities when confronted with situations of a dire nature. Rick has been careful to hide these incidents, but they are beginning to take a toll on him.
  • Dependent: Carl: Rick is obsessed with protecting his son, and will lay down his own life to protect or save Carl. Carl is the last real link to Rick's life prior to the outbreak
  • Enemy: Woodbury: Rick is considered to have enemies of any surviving members of the Woodbury community.
  • Amputee: Rick is missing his right hand after first encountering the Governor and the town of Woodbury. (Comic book version only).
  • Infected: Like all survivors in the world, Rick is infected with whatever turns the dead into zombies. If Rick reached 0 Health and loses all endurance, Rick will turn into a zombie within 10 - 100 rounds.

Michonne from 'The Walking Dead'




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

Health: 56
Karma: 40
Resources: Pr (4)
Popularity: 0

Talents:
Law*: Michonne was a lawyer prior to the rising of the dead
Weapon Specialist*: Katana: Michonne's katana is an extension of her, and she has gone to lengths to retrieve it.
Sharp Weapons
Guns
Marksman*
Knowledge: American Football
Knowledge: Walkers: Michonne has a great deal of knowledge about the behaviors of walkers, using it to shield herself and rescue others.
Martial Arts: E


Powers:
Indomitable Will: Michonne has no real powers, but has a will similar to Rick Grimes, and is capable of resisting the worst in the post-walker world. Michonne gets an Ex (20) FEAT roll when encountering the world she's in, and resisting such things as the damage done her by the Governor.

Contacts:
The Atlanta Survivors
The Prisoner Survivors
Alexandria-Free Zone Survivors
Rick Grimes (Specifically)

Limitations:
  • Post-Traumatic Stress: Even before encountering Rick's group, Michonne had signs of PTSD from seeing her children, husband, and friend killed by walkers. After the events of Woodbury, Michonne's PTSD continues to grow, and is something that has affected her more than once. Michonne will ultimately be at a -1cs for all FEATS due to incidents or situation which trigger her survivor's guilt.
  • Bad Luck with Men: Michonne has bad luck with men, as seen in her relationships with Morgan, Ty, and others.
  • Vengeful: Michonne's need for righting wrongs done to her is legendary.

Wednesday, April 20, 2011

Nautika from 'StormWatch'


Nautica 



Maya Royko
F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Rm (30)
R: Typ (06)
I: Ex (20)
P: Gd (10)
Health: 100
Karma: 36
Resources: Gd (10)/Am (50)
Talents:
Military
Detective/Espionage
Leadership*
Underwater Combat
Marine Biology
Knowledge: International Threats
Knowledge: Superheroes and Villains
Knowledge: Stormwatch Protocols
Powers:
Underwater Adaption: Nautica is completely adapted to underwater life, from the ability to survive in deep water indefinitely to the ability to mimic certain aspects of sea-life. The origin of Nautica’s powers is unknown, and she has displayed the following abilities:
  • · Water Breathing
  • · Water Freedom
  • · Hyper Swimming: Am (50)
  • · Electrical Generation: Rm (30) ability to generate bio-electric charges
  • · Sonar: Ex (20)
  • · True Flight: Nautica can fly with Ex (20) ability for short distances
  • · Body Resistance: Gd (10) resistance to physical damage.
  • · Body Adaptation: Nautica’s body adapts to temperature extremes and pressure within water with Ex (20) ability.
Contacts:
Stormwatch
Limitations:
  • Unusual Looks: Nautica does not have a nose, pupil-less eyes, and webbed hands.
  • Loyal: Nautica is among the most loyal members of Stormwatch
  • Dark Secret: Nautica was held over a year by Kaizen Gammorah in secret, and was subjected to varieties of torture and psychological abuse. As such, Nautica may be unconsciously programmed to do Kaizen’s bidding.