Showing posts with label Immortals. Show all posts
Showing posts with label Immortals. Show all posts

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.

Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

Saturday, September 29, 2018

Gabriel from 'The Prophecy'




'I'm an angel. I kill firstborns while their mamas watch. I turn cities into salt. I even, when I feel like it, rip the souls from little girls, and from now till kingdom come, the only thing you can count on in your existence is never understanding why.'







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

Health: 140
Karma: 145
Popularity: *
Resources: *

Talents: Conceivably, Gabriel could have nearly all of the fighting talents and weapons talents as a being literally older than recorded history, as well as a diverse amount of talents. As such, this write-up is only focusing on the talents displayed within The Prophecy and not the follow-up movies or folklore/religion.
Sharp Weapons
Mystic Origin*
- Occult Lore: Angelic
- Occult Lore: Demonic
- Occult Lore: Places of Power
Religion
Acrobatics
Resist: Domination*
Ancient History
Ancient Languages
Musician

Powers:
Angelic Nature: Gabriel is an angel, and cannot be killed in conventional means. Gabriel does not need rest, does not suffer from disease, toxins, radiation, or any of the traditional vulnerabilities of the flesh. In The Prophecy, the only certain way to kill an angel is to remove their heart, which renders them inert/dead. As the angel of death and the central villain of the movie, Gabriel displayed the following abilities:
  • Invulnerability: To aging, toxins, radiation, fire, disease, pain, and death
  • Mystical detection: Gabriel can sense mystical effects through sight and most importantly, smell.
  • Animate Dead*: Gabriel can prolong death among those who have attempted suicide and have yet to cross over. Gabriel can force the unfortunate spirits to resume residence in their bodies if they are brain dead, and force them to do his will. Gabriel does this with a Psyche FEAT versus the target's psyche. Should the victim die through conventional means or be mortally wounded, the victim cannot be 'raised' again, forcing Gabriel to find a new thrall. Gabriel cannot have more than one thrall at a time.
  • Teleportation*: Gabriel can teleport in a burst of ravens to different locations that are either line of sight or known to him.
  • Telepathy: Gabriel can read the minds of all mortal beings with Rm (30) ability, allowing him to also probe an individual's memories and/or control/influence animals.
  • Angelic sense: Gabriel can sense the presence of other angels and individuals touched by angels (no pun intended) with Am (50) intensity, limited to line of sight or a 2-area range.
  • Healing: While Gabriel's corporeal body cannot be killed, Gabriel can sustain wounds and damage that are apparent, requiring him to spend 1 - 10 rounds to heal such damage. Gabriel can heal such wounds quickly through ingestion of sugar for some reason (As shown with all angels in later movies).
  • True Sight: Gabriel sees things as they truly are with Ex (20) ability
  • Mystical Attacks: All of Gabriel's attacks are considered mystical, and as such, do strength damage, halving body armor and suffering no resistance. Gabriel can easy shred through standard non-mystical materials and can pull a heart from a human chest.
  • Exorcism: It is assumed at Gabriel and most of the other angels possess the ability to draw spirits and such beings from other bodies with an opposed Psyche FEAT.
Gabriel's horn: featured in the movie as more of a prop, Gabriel's horn does Am (50) sonic generation and treats as a mystical attack, capable of shattering glass or affecting specific targets within an area. Gabriel can allow others to use the horn if he holds it, as seen in the movie.

Contacts:
The Host: Gabriel had many contacts within the Heavenly Host prior to the schism, and as such has contacts within his own faction.


Limitations:
  • No working knowledge of Technology: Gabriel does not have knowledge of technology, and must have individuals drive him or use certain technology. While not significant, Gabriel's inability to use technology may be more significant that just ignorance.
  • Enemies: Among Gabriel's enemies are Lucifer and other members of the opposing factions of angels.
  • Arrogance: Gabriel is extremely arrogant and vindictive towards humanity.

The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




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

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

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

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

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

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


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

Limitations:

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

Monday, September 3, 2018

Dr. Richard Malcolm from 'The Night Strangler' (1973)


What's a few lives compared to immortality, Mr. Kolchak?

An near-immortal doctor who preys upon victims every 21 years, Richard Malcolm is dangerous, deranged, and perhaps beyond the capability of most men. Discovered by the intrepid Carl Kolchak as the person responsible for a series of Seattle murders in 1973, Kolchak uncovers a carefully hidden history of a man whose existence defies understanding.

Dr. Richard Malcolm



Richard Malcolm,MD
 
F: Ex (20)
A: Gd (10)
S: Ex (20)
E: Ex (20)*/Am (50)*
R: Gd (10)
I:  Ex (20)
P: Ex (20)

Health: 70/90
Karma:  50
Resources: Ex (20) *
Popularity:  0 (As Malcolm), -5 (as the Seattle Strangler)

Talents:

Malcolm has several talents he’s perfected over the century+ he’s been alive. These talents include:
Military

  • Doctor*
  • Alchemy*
  • Occult Lore*
  • Chemistry
  • Knowledge: Seattle Underground areas
  • Knowledge: Seattle
  • Knowledge: Current Events
    Knowledge: Cultural History 19th – 20th Century
  • Brawling


Powers:
Alchemical Immortality and Physiology: Malcolm has nearly mastered a alchemical formula which grants improved health, vigor, strength, and longevity. Malcolm’s formula is not perfect (See Limitations), and he must administer a certain amount during a certain period or beginning aging in an accelerated pace to his true age. While under the effects of the formula, Malcolm has the following abilities:

  •  Increased FASE: Malcolm has greater strength and vigor than a man of his build and size, being able to snap a person’s neck or power through a group of police officers in ambush. It is assumed that Malcolm’s FASE would be more akin to a normal man of his build and age if he had not started the formula.
  • Longevity: Malcolm’s formula preserves his youth at the age he began treatments while not actually granting him immortality. Malcolm is considered to have Longevity.
  • Recovery: Malcolm’s statement to Carl Kolchak when discovered suggested that while in the ‘bloom’ of the treatment he was able to recover from fatigue and wounds easily, granting him Ex (20) recovery.
  • Resist: Disease: Malcolm also suggested that the formula played some hand in his ability to resist the outbreaks of disease that plagued his family in the 19th century, as such it is suggested Malcolm also has Ex (20) resistance to disease.

Equipment:
Underground Lair:
Malcolm maintains a residence in the unused and un-reclaimed parts of Seattle, including his primary residence, an extensive chemistry lab, library, and the mummified corpses of his dead family around a table. The area is extensively damaged and requires an Intuition FEAT of Gd (10) or better to navigate. Entrances to the surface are still marked on original city maps, but for the most part Malcolm is left alone.

Contacts:
Under the assumed identity of his great-grandson, Malcolm maintains some connection within the city with the charity that bears his name, but for the most part Malcolm has no current contacts.

Limitations:
Dependency on the Forumla: While the formula works to keep Malcolm young, it is not perfected and must be administered with fresh material (blood and such) every 21 years. Without the formula or its doses Malcolm begins to deteriorate and the following occurs:

  • Loss of Endurance ranks: Within six weeks of the 21st anniversary Malcolm begins to physically deteriorate, requiring hire doses of the remaining stock to simply remain. Malcolm loses an Endurance rank ever five days until he is able to rejuvenate with a new batch.
  • Hideous Appearance: Malcolm begins to ‘rot’ as he deteriorates, appearing as a corpse-like man while requiring the formula. Malcolm’s body seems to suffer a degree of decomposition as the formula wears off, which is reversible with another dose.
  • Dependency: Malcolm is dependent on the formula to remain alive, and as such, has justified its methods in creation.

Richard Malcolm as he begins to decompose



Monday, August 20, 2018

Laura Collins from 'Dark Shadows'


And from these ashes the Phoenix is reborn. Reborn to live on and spend the next hundred years in Paradise.

The mysterious mother of David Collins whose origins and life were the first real insight into the occult on Dark Shadows, Laura Collins appeared many times within the intricate timeline of the series, always connected in death, life, and rebirth within the Collins line. As a phoenix, Laura lived for hundreds if not thousands of years, always dying in fire and returning nearly exactly the same, always searching for something…or someone. In many incarnations, Laura’s death and renewal consumed her children, and always connected to the Collins line.


 Laura Collins

 

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

Health: 46
Karma: 90
Resources: variable, from Typ (06) to Rm (30)
Popularity:  0* (when recognized as what she is, 10/-10 in occult circles)

Talents:
Laura Collins has the following talents:
Mystic Origin*
- Occult Lore
Knowledge: History
Knowledge: Culture across the ages
Knowledge: Collins Family
Knowledge: Human Nature

Powers:
Born to fire
Laura Collins is a near immortal being dubbed a phoenix, whose life and death follow a cycle of usually 100 years. Laura Collins has existed since the ancient days of Egypt and through to the modern day, where she has become involved many times with the Collins family as both a matriarch and associated member over the centuries. Laura’s abilities include:
  • Pyrokinesis: Laura has set fires but with a though, created flames at will with Rm (30) intensity. Laura is not necessarily immune to flames, but she is drawn to them and has shown her ability to set them by staring.
  • Serial Immortality: Either through fire or at the end of 100 years in flames, Laura Collins immolates and is reborn again. It is believed that Laura returns fully grown and only slightly different in appearance each time she is reborn. In later Dark Shadows
  • episodes it is suggested that Laura can bring about her rebirth sooner than 100 years or if killed beforehand. Laura will live exactly 100 years, aging as she does until reborn.
  • Incarnation Awareness: Laura is aware of all of her past lives even if she acts if she does not. Laura can draw upon her experiences and knowledge with a simple Reason FEAT, although some information may not be readily apparent.
  • Psychic abilities: Laura can mesmerize people with Rm (30) ability, erasing or changing memories of those around her, including altering her own appearance to reflect a more desirable or younger one.

Contacts:
Depending on what identity Laura has, she may have contacts within the Collins family and surrounding communities.

Limitations:
Laura has many limitations despite her nature, they include:
  • Secret: Laura works hard to ensure her identity as a phoenix is kept a secret until such time that she is willing to reveal it. Laura has plotted murder and uses her powers to ensure her secret and goals are kept.
  • Obsession: The Collins bloodline: Laura is obsessed with her family, specifically her children. Although not expressly stated in the series, subsequent official works have suggested that Laura is obsessed with maintaining her connection to the Collins bloodline and often reappears within it.
  • Obsession: Laura’s Children:  Each time that Laura has been encountered she has attempted to sway her children to join her in the flame…although it means their deaths. Laura will stop at nothing to have her children die beside her in the flames, even if it means that they will not return.
  • Hidden Appearance: Laura’s true appearance is kept hidden and never shown, implied to be either an ancient hag (as she gets closer to the 100-year mark) or something otherworldly. When her children saw her true appearance, they were appalled and recoiled in horror.
  • Affinity with fire: Laura is fascinated by fire and will always be drawn to it. In many situations, Laura will position herself near an open flame or take a seat near a hearth, behaving at times obsessively towards flame.
  • Enemies: Laura has enemies within the Collins family (such as her nephew Barnabus, her ex-husband Roger Collins, Quentin Collins, and Josette Collins) as well as the witch Angelique who actually ally themselves to thwart her.
  • Vengeful: Laura remembers the slights against her and works within the scope of long-term plans to seek revenge. Laura is not above using her immortality to her advantage in those situations. It is implied that once someone has made an enemy out of Laura, Laura will wait them out to a point of her choosing.
  • Solitary Creature: Laura is the only one of her kind, as there can only be one Phoenix at any given moment in time.