Showing posts with label Independent. Show all posts
Showing posts with label Independent. Show all posts

Wednesday, September 23, 2020

The Elementals from Bill Willingham

 



Created by Bill Willingham in 1984, The Elementals was one of Comico's breakout hits during the 1980s and remained a standard for independent comics until ending in the 1990s. Combining magic, mythology, and the other tropes of a superhero comic, The Elementals continued to break the same ground that The X-Men and other traditional four-color comic broke during the 1980s and provided a look into a world where the traditional enemies were not so clear-cut.

Formed by the elemental forces of the universe to do battle with a powerful sorcerer named Saker, The Elementals themselves were drawn up from fairly diverse backgrounds, not always able to work together or unite against a more organized enemy.

When I got into Independent comics in the 1980s, The Elementals  were a major part of that period for me, shaping me not only as a writer but as a GM and creator. Although Willingham sold the Elementals to Comico in the 1990s it is difficult to see anyone but Willingham crafting the Elementals or designing their stories - a trait that Willingham showed with extraordinary skill during his phenomenal run on Fables.

I've covered the initial team but will be adding to it in the future with their enemies. So far we have:

Fathom - Becky Golden - An heiress who drowned and was resurrected by the elemental spirit of water

Monolith - Tommy Czuchra - The youngest and smartest of the Elementals who was killed by a landslide and resurrected by the elemental spirit of earth

Morningstar - Jeanette Crane - A former police detective killed in an arson attack, resurrected by the elemental spirit of fire. 

Vortex - Jeff Murphy - a former military pilot who died in an event related in a helicopter crash. Resurrected by the elemental spirit of Air. 




Wednesday, September 9, 2020

Belabet from 'Danger Unlimited'

Belabet

 


 

 

 

 

 

 
 

 

 

 

 

 

 

Corporal Teresa LaFayette of C-OP

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

Health: 60/180
Karma: 40
Resource: Typ (6)
Popularity: -20 in own era/20 to resistance


Talents:
Military
Law Enforcement*
Knowledge: C-OP Operations
Multi-lingual: English, Creole, French
Martial Arts C
Pilot

Powers:
Body Transformation: Rocky Armor Skin
Belabet can transform herself into a large, hulking, rocky figure which provides the following:

  • Armor Skin: Mn (75) protection
  • Increase of stats to bracketed values (See above)
  • Self-Sustenance: While in her armored form, Belabet does not need to breath or eat


Note: Belabete's transformation takes a single combat round, with her mass increasing by several hundred pounds (To between 500 - 800 lbs)


Contacts:
Grandma LaFayette
The New Danger Unlimited

Limitations :

  • Wanted: Belabet and the members of Danger Unlimited are currently wanted by the forces of C-Op and the alien overlords known as the Xlerii

Sunday, August 30, 2020

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.

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.

Saturday, September 15, 2018

Jakita Wagner from 'Planetary'





(Originally published on CMF on 4/10/2009)
Jakita Wagner

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

Health: 150
Karma: 80
Popularity: 0*
Resources: Personal Ex (20), Planetary MN (75)

Powers:
True Invulnerability*:
Jakita is nearly impervious to conventional injury, granting her Rm (30) True Invulnerability.
Hyper Speed: Jakita has Rm (30) hyper speed, allowing her to move faster than normal. Jakita has full control over her abilities.

  • power stunt, Jakita has perfected the hyper-charge, granting her up to + 2cs to her strength for charging purposes.


Hyper Leaping: Jakita can leap small distances with Ex (20) ability, having done so in the past.

Child of a Century Baby:
Jakita is the apparent child of Lord Blackstock and the lady Anaykah, and as such, possesses a greater degree of resistance to disease and toxins than just her Invulnerability. In addition, Jakita possesses Longevity, and while being born in the late 1920's, she looks as if she was in her late twenties.

Talents:
Jakita has the following skills:
Wrestling
Brawling
Leadership* (As she took over for Elijah during his disappearance)
Detective
Archaeology: As Jakita is a member of Planetary, an "archaeologist of the unknown".
Trivia: Planetary Operations and Protocols
Trivia: World specific Knowledge (Jakita is briefed on the world in question that Planetary has explored).


Contacts:
Planetary
Lord Blackstock (Apparent Biological Father)
Elijah Snow
The Drummer
Jack Carter

Tuesday, June 23, 2015

Vortex from 'The Elementals'






Jeff Murphy


F: Ex (20)
A: Ex (20)
S: Typ (06)
E: In (40)
R: Typ (06)
I: Gd (10)
P: Gd (10)

Health: 86
Karma: 26
Popularity: 30 (It will drop the longer he is in contact with individuals).
Resources: Ty (06)/Rm (30)

Talents:
Mystic Origin*
Military
Knowledge: Coast Guard Operations
Knowledge: Elementals Enemies and Friends
Firearms
Marksman*
Aerial Combat
Pilot: Rotorwing
Pilot: Fixed-Wing
First Aid
Rescue Operations

Powers:
Imbued with the elemental force of Air:

Jeff was imbued with great powers which allowed him to control and shape air and air currents. As such, Jeff could perform the following feats and abilities:
  • Air Control: Vortex could control and shape air to perform a variety of tricks and feats with Mn (75) ability. Jeff could fly, grant flight to others, do rank damage against opponents, smother three areas, affect and control elements in their gaseous states (By manipulating the surrounding air currents), or dissapate aerosol effects.
  • Air Shaping: Jeff could also manipulate air currents to create cyclones and tornados, soften impact areas or increase air friction against an opponent.

Undead Nature: Although unspecifically stated early on, the Elementals are undead - Not the rotting variety, but the non-living detached from humanity sort of undead. Regardless of the success or failure of their actions, the Elementals cannot gain or lose karma in the traditional sense, although especially early on, the Elementals do not realize this fact and will go about trying to do so. The Elementals do not evolve quite like anyone else, as they are affectly stuck in their positions and with each other. for the mechanical purposes of the the Elementals, they regenerate to the their original RIP totals, evolving only when mystical prompted or due the effects of radical changes. They cannot improve their abilities nor their state.

Along with their inability to 'live' normal lives, The Undead Nature of the Elementals prevents them from interacting with normal humanity for long periods of time. The longer that a member of the Elementals interact, the Judge must secretly roll a reaction/Intuition bonus. Humanity will mostly fill 'ill-at-ease' with the Elementals, but that feeling grows. The result of the reaction bonus is as follows:

White: Open Hostility
Green: Distrust/Anger/Disgust
Yellow: Unnerved but mostly normal. Will feel something is off
Red: No effect immediately.


This effect begins almost immediately after encountering the Elementals, but checks only begin after a certain period (usually a week to two). For each week after initial encounter, subtract a -1 CS from the target intuition to reflect the growing sense of something....wrong....

Finally, the Undead Nature of the Elementals makes them almost completely immune to damage in a traditional sense, although they can take damage and are not apparently immune. Each Elemental is immune to the element which initially killed them, and they are restored (mostly) to how they looked before they died. Once restored, they do not age, are immune from toxins, disease, and other similar normal effects. An Elemental regenerates damage with Am (50) ability, recovering Endurance ranks as quickly. While taking damage, the Elemental still must make checks vs. Death, Stun, and Slam, but even on a Death result may begin regenerating. Too many early issues had an elemental waking up in coroner's office or still operating with massively obvious damage. While apparently unkillable, the Elementals are from it.

An Elemental can choose to die or be killed through acts of extreme violence. Mystical forces and powers can also kill an Elemental, as can the forces of the others - An Elemental can kill another Elemental (but not early on). It is possible that an Elemental will live for tens of thousands of years (As seen in the first series after the encounter with the assassin Sanction - A dream sequence from Monolith shows him a possible (likely) future). If an Elemental receives a kill result with 50% of their health and Endurance missing,it is possible to kill them...the elemental must make a Psyche FEAT at -2cs, followed by an Endurance FEAT. If the Elemental fails one or the other, they begin the normal dying process and cannot regenerate. If they fail both, they lose the remainder of their health and Endurance ranks immediately. Once an Elemental is died, another person who has been killed in the same manner will rise to take their place (Drowning for water, burning for fire, landslide/mudslide/etc for Earth, and suffocation for air).


Contacts:
Vortex had some contacts from his days in the Coast Guard, and was on good terms with members of F.I.S.H including Agent Porter Scott.


Limitations:
Jeff had the following limitations:
  • Elemental Drawback: Jeff suffered the same effects as all of the Elementals, as stated above.
  • Impetuous: Jeff was a 'shoot first/ask questions later' sort of the figure early on, and seemed to have a lot of rage in him. As such, Jeff is considered to be at a -1cs reaction penalty during initial rounds.
  • Unlucky: Once per game, Jeff's luck will turn, as he always takes a significant amount of damage or beating. The best way to illustrate this is once per adventure, Jeff will automatically fail a dodge/evasion/endurance FEAT which will lead to stun/slam/etc (but not death, see above). Jeff simply gets hit the hardest it seems in the comic.

Wednesday, May 20, 2015

Baron Karza from Micronauts

Of all the write-ups I've done over the years, I cannot begin to believe I left this one off the blog. Without a doubt, Baron Karza is probably my favorite villain. Bill Mantlo's excellent characterization defined what a super-villain should be motivated, act, and end like.

BARON KARZA


Karza, former head scientist and Microverse Tyrant

F: Rm (30)
A: Rm (30)
S: In (40)
E: Mn (75)
R: In (40)
I: In (40)
P: Am (50)
Health: 175
Karma: 130
Popularity: -60 (In Microverse, for those few he didn’t kill)
Resources: MN (75)

Talents:

Baron Karza was considered at one time the greatest scientist in the Microverse. His Talents included:
Doctor, Computers, Physics, Cybernetics, genetics, Trivia:Time-Travellers, Trivia: Uni-force, Astrophysics, Resist: Domination*, Leadership*, Tactics, Martial Arts: C, Martial Arts: E

Contacts:
Karza had very very few contacts, mostly lackeys and occasional servants:
Prince Shaitan of the Acroyears (Low)

Powers and Equipment:
Powered Armor: A great deal of Karza’s abilities came from the armor he wore. it was both the symbol of his enduring power, and the symbol of dread and terror that Karza inflicted upon the Microverse. The armor conveyed the following powers:
- Body Armor: MN (75) protection vs. physical attacks, AM (50) against energy
- Force Blasts: AM (50) energy blasts
- Communication w/ Cybernetics: Karza could control and manipulate both creatures and technology at RM (30)
- Self-Sustenance: Since Karza no longer had an organic body per say, the armor sustained him/.
- Force Shields: Karza could enact force shields with AM (50) intensity
- Body Transformation: After merging with the Force Commander Argon, Karza could change himself into a Centaur-like form, which would provide him with RM (30) hyper-running. In addition, Karza could and did attack with his hooves, which would inflict Rm (30) damage.
Karza’s Mental Powers:
-Mind Possession: Perhaps the power most famous for, Karza could transfer his consciousness into another form, and did so with Kitty Pryde of the X-men, as well as Argon the Force Commander, and quite possibly Commander Rann. Karza could do this at Am (50) ability.
-Telepathy: Karza possessed RM (30) telepathic powers
-Astral Projection: It is theorized Karza could exist on the Astral plane, and if so, could do this at RM (30) ability
-Mind Bolt: Karza could fire AM (50) mental bolts of pure force, substantial enough to counter Professor X.

This is quintessential Karza, the combination of Doctor Doom and Darth Vader all rolled up into one. If you get a chance to read the excellent Bill Mantlo Micronauts, it's worth it.


Red Sonja, the She-Devil with a sword








F In 40
A Rm 30
S Ex 20
E Rm 30
R Gd 10
I Ex 20
P Rm 30
Health: 120
Karma: 60
Resources: Typ (6)
Popularity: 20 (in her own age)

Real Name: Sonja
Other Known Aliases: She-Devil with a Sword
Place of Birth: Hyrkanian Steps
Marital Status: Single
Known Relatives:Father, Mother, Brothers, Sister(Deceased)

KNOWN POWERS

Indominable Will: Sonja’s will is impressive, especially in defense of her oath. As such, Sonja’s Psyche is considered to be AM (50) in the purposes of all FEATS.
Lucky: Sonja is incredibly lucky in her adventures, often times overcoming adversaries simply by the smallest of margins. As such, once per game, Sonja may choose to re-roll one result. In addition, If Sonja is faced with a critical result which could result in loss of life and/or limb, Sonja can re-roll a failed result.

EQUIPMENT
Sonja utilizes various swords and weapons of exceptional quality. When encountering Sonja, it is assumed that she will be utilizing a sword of Rm (30) material, capable of doing Ex (20) slashing damage.

TALENTS
Archery: Bows, Martial Arts: Basic, Martial Arts: Rough-house, History: Pre-Atlantian, Hunting, Tracking, Survival: Wilderness, Survival: Jungle, Stealth, Occult Lore: Hyrakean, Weapons Group: Ancient, Multi-Lingual, Horsemanship, Thief*. Wrestling, Sharp Weapons

CONTACTS
Sonja has the following contacts:
Conan (Moderate)
Various contacts across the world.
Spider-Man (Low)

LIMITATIONS:
  • Enemy: Kulan Gath
  • Enemy: Thoth Amon
  • Vow: Sonja has taken a vow which among other things prevents her from being with a man who has not defeated her in battle.

Elijah Snow from 'Planetary'




F: Ex (20)
A: Gd (10)
S: Typ (6)
E: Rm (30)
R: Rm (30)
I: Rm (30)
P: In (40)

Health: 66
Karma: 100
Popularity: 0*
Resources: Personal Ex (20), Planetary MN (75)

Powers:
Cryokinesis: Coined by Jakita Wagner as 'Heat Subtraction', Elijah has complete mastery over the manipulation of Ice, temperature at Am (50) ability. Elijah once flash froze Dracula completely within a few seconds, and has considerable use of his powers.

  • Century Baby: As Elijah is one of the century babies, Elijah probably has access to a number of powers that are simply not easily identified. Among the powers Elijah has shown:
  • Iron Will: In (40) intensity to resist both elaborate mind control and pain.
  • Dimensional Perception: Elijah understand the various rifts and folds in the dimensional fabric, and can pinpoint precise entry points.
  • Longevity: Elijah is extremely long-lived (100+) prior to joining Planetary.

Talents:
As Elijah has both a good intellect and several years studying under Sherlock Holmes, It is safe to say that Elijah has been trained in various skills ranging from Judo to languages to sciences. Elijah has demonstrated:
- Resist Domination
- Observation
- Occult Lore
- Basic Sciences
- Dimensional Theory
- Psychology
...and several other skills down the road.

Contacts:
Planetary
Jakita Wagner


Limitations:
  • Missing Memory: Elijah suffered from serious mental blocks placed within his mind by the mysterious four, which included forgetting about Planetary and much of his life. AS such, Elijah is at a -2cs to recover any information regarding his past, or specifically the early encounter with the four.
  • Dark Secrets: Elijah has many dark secrets that have more than once threatened his relationships within Planetary, including withholding information regarding Jakita's true parentage. Such information makes Elijah difficult to know, and even more difficult to deal with.

Tuesday, May 12, 2015

Monolith from 'The Elementals'



 

Tommy Czuchra

F: Gd (10)
A: Gd (10)
S: Typ (06)/Mn (75)
E: Rm (30)/Mn (75)
R: Ex (20)
I: Gd (10)
P: Rm (30)

Health: 56/170
Karma: 60
Popularity: 30 (It begins to drop the longer he's affiliated)/-20 (as Saker's General)
Resources: Gd (10)/Rm (30)/Mn (75) (As himself, as a member of Elementals, as a General in Saker's army able to command Saker's resources).

Talents:
Student*
Mystic Origin*
- Occult Lore
Knowledge: Elementals
Leadership*
Military (Later)



Powers:
Imbued with the elemental force of Earth:

Tommy was granted immense power as the avatar for the elemental form of Earth. As Monolith, Tommy could transform his form into the massively powered Monolith, granting him the following abilities:
  • Armor Skin: Monolith's rocky exterior could withstand great damage to Am (50) rank vs. Physical/Energy damage. Monolith could only be stunned through massive or mystical damage (As seen when the assassin Sanction blew a hole through him with a fairly high-tech rocket).
  • Immunity: In his Monolith form, Tommy was immune to disease, toxins, most radiation, and poisons. Although Tommy's undead also granted him immunity, Tommy takes no additional damage as Monolith.
  • Superhuman Stats: Tommy's Strength and Endurance would increase as Monolith, granting him a significant health boost.

Undead Nature: Although unspecific early on, the Elementals are undead - Not the rotting variety, but the non-living detached from humanity sort of undead. Regardless of the success or failure of their actions, the Elementals cannot gain or lose karma in the traditional sense, although especially early on, the Elementals do not realize this fact and will go about trying to do so. The Elementals do not evolve quite like anyone else, as they are affectedly stuck in their positions and with each other. for the mechanical purposes of the the Elementals, they regenerate to the their original RIP totals, evolving only when mystical prompted or due the effects of radical changes. They cannot improve their abilities nor their state.

Along with their inability to 'live' normal lives, The Undead Nature of the Elementals prevents them from interacting with normal humanity for long periods of time. The longer that a member of the Elementals interact, the Judge must secretly roll a reaction/Intuition bonus. Humanity will mostly fill 'ill-at-ease' with the Elementals, but that feeling grows. The result of the reaction bonus is as follows:

White: Open Hostility
Green: Distrust/Anger/Disgust
Yellow: Unnerved but mostly normal. Will feel something is off
Red: No effect immediately.


This effect begins almost immediately after encountering the Elementals, but checks only begin after a certain period (usually a week to two). For each week after initial encounter, subtract a -1 CS from the target intuition to reflect the growing sense of something....wrong....

Finally, the Undead Nature of the Elementals makes them almost completely immune to damage in a traditional sense, although they can take damage and are not apparently immune. Each Elemental is immune to the element which initially killed them, and they are restored (mostly) to how they looked before they died. Once restored, they do not age, are immune from toxins, disease, and other similar normal effects. An Elemental regenerates damage with Am (50) ability, recovering Endurance ranks as quickly. While taking damage, the Elemental still must make checks vs. Death, Stun, and Slam, but even on a Death result may begin regenerating. Too many early issues had an elemental waking up in coroner's office or still operating with massively obvious damage. While apparently unkillable, the Elementals are from it.

An Elemental can choose to die or be killed through acts of extreme violence. Mystical forces and powers can also kill an Elemental, as can the forces of the others - An Elemental can kill another Elemental (but not early on). It is possible that an Elemental will live for tens of thousands of years (As seen in the first series after the encounter with the assassin Sanction - A dream sequence from Monolith shows him a possible (likely) future). If an Elemental receives a kill result with 50% of their health and Endurance missing,it is possible to kill them...the elemental must make a Psyche FEAT at -2cs, followed by an Endurance FEAT. If the Elemental fails one or the other, they begin the normal dying process and cannot regenerate. If they fail both, they lose the remainder of their health and Endurance ranks immediately. Once an Elemental is died, another person who has been killed in the same manner will rise to take their place (Drowning for water, burning for fire, landslide/mudslide/etc for Earth, and suffocation for air).


Contacts:
Tommy had contacts with the other Elementals until his turn as well as the government agency F.I.S.H., and always had Lord Saker's interest. After Tommy's turn, Tommy gains Saker's remaining forces as contacts.

Limitations:
  • Inhuman Looks: Tommy as Monolith suffered a -1cs initial reaction effect.
  • 13 going on 30: Tommy's undeath makes him perpetually 13. As such, despite his true age, Tommy will always look 13, even thousands of years in the future.
  • Descent into Villainy: Tommy abandons his team (and later being Monolith), and is considered not only a criminal but a high-ranking member of Lord Saker's army.

Thursday, May 7, 2015

Fathom from 'The Elementals'








Rebecca Golden


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

Health: 100
Karma: 50 (See Below)
Resources: Rm (30)
Popularity: Initial 30, but the longer the Elementals remain active it begins to drop.


Talents:

Mystic Origin*
Heir to Fortune*
Knowledge: Popular Culture
Knowledge: Media Trends
Knowledge: High Fashion
Underwater Combat


Powers:

Imbued with the elemental force of water:


Rebecca Golden drowned while boating, only to find herself resurrected by the elemental force of water into its new avatar. While possessing great powers, Golden's new unliving nature and unusual looks provided many problems and ultimately led to several confrontations. Golden's powers as an elemental include:
  • Complete Adaptation for Water: Golden is considered to be completely adapted for aquatic life, granting her Hyper-Swimming and Water Freedom at Mn (75), as well as water breathing. As a side-effect, Golden's skin has turned a brilliant jade green, and her hands and feet are webbed making her the most distinct Elemental outside of Monolith in his stone form.
  • Water Body: Fathom can convert her body completely into water, allowing her merge with larger pools, escape captors through use of sinks and toliets, and even 'heal' herself. While in her hydro-form, Fathom cannot be spotted nor identified outside of mystical or mental means, in essence she's just water.
  • Hydrokinesis: Fathom can control water, drawing upon natural sources or water vapor in the air. Fathom does this with Mn (75) ability, and has show such uses as creating water blasts, water forms, water walls, mile-high tsunamis, and creating localized flash floods among other things. Unlike the rules for most power stunts, Fathom does not need to spend karma to develop new tricks, but she does need to do them 10 times before they become part of her standard base. See 'Undead Nature' for more details.

Undead Nature: Although unspecifically stated early on, the Elementals are undead - Not the rotting variety, but the non-living detached from humanity sort of undead. Regardless of the success or failure of their actions, the Elementals cannot gain or lose karma in the traditional sense, although especially early on, the Elementals do not realize this fact and will go about trying to do so. The Elementals do not evolve quite like anyone else, as they are affectly stuck in their positions and with each other. for the mechanical purposes of the the Elementals, they regenerate to the their original RIP totals, evolving only when mystical prompted or due the effects of radical changes. They cannot improve their abilities nor their state.

Along with their inability to 'live' normal lives, The Undead Nature of the Elementals prevents them from interacting with normal humanity for long periods of time. The longer that a member of the Elementals interact, the Judge must secretly roll a reaction/Intuition bonus. Humanity will mostly fill 'ill-at-ease' with the Elementals, but that feeling grows. The result of the reaction bonus is as follows:
  • White: Open Hostility
  • Green: Distrust/Anger/Disgust
  • Yellow: Unnerved but mostly normal. Will feel something is off
  • Red: No effect immediately.

This effect begins almost immediately after encountering the Elementals, but checks only begin after a certain period (usually a week to two). For each week after initial encounter, subtract a -1 CS from the target intution to reflect the growing sense of something....wrong....

Finally, the Undead Nature of the Elementals makes them almost completely immune to damage in a traditional sense, although they can take damage and are not apparently immune. Each Elemental is immune to the element which initially killed them, and they are restored (mostly) to how they looked before they died. Once restored, they do not age, are immune from toxins, disease, and other similar normal effects. An Elemental regenerates damage with Am (50) ability, recovering Endurance ranks as quickly. While taking damage, the Elemental still must make checks vs. Death, Stun, and Slam, but even on a Death result may begin regenerating. Too many early issues had an elemental waking up in coroner's office or still operating with massively obvious damage. While apparently unkillable, the Elementals are from it.

An Elemental can choose to die or be killed through acts of extreme violence. Mystical forces and powers can also kill an Elemental, as can the forces of the others - An Elemental can kill another Elemental (but not early on). It is possible that an Elemental will live for tens of thousands of years (As seen in the first series after the encounter with the assassin Sanction - A dream sequence from Monolith shows him a possible (likely) future). If an Elemental receives a kill result with 50% of their health and Endurance missing,it is possible to kill them...the elemental must make a Psyche FEAT at -2cs, followed by an Endurance FEAT. If the Elemental fails one or the other, they begin the normal dying process and cannot regenerate. If they fail both, they lose the remainder of their health and Endurance ranks immediately. Once an Elemental is died, another person who has been killed in the same manner will rise to take their place (Drowning for water, burning for fire, landslide/mudslide/etc for Earth, and suffocation for air).


Contacts:

Initially, Fathom maintained the contacts within her wealthy family and had the contacts within the Elemental group. Fathom also caught the eye of the lycanthrope Rat Man, whom she began a romantic relationship with. While he lived, Agent Porter Scott seemed to be one of the few humans that was able to work with the Elementals and maintain a good relationship.


Limitations:

  • Undead Nature: See Above as it as much a limitation as it is a benefit.
  • Enemies: The Elementals have a variety of enemies, ranging from Lord Sakar to Captain Cadaver. Each enemy is dedicated usually destroying the world/reshaping it, and are fully aware of the dangers the Elementals are. In fact, Lord Sakar was the reason the Elementals were formed in the first place, through Sakar's use of the Shadowspear, a weapon of great power and catastropic intent.
    Unusual Looks:
    Fathom has bright green skin and webbed hands and feet all of the time.
  • Globally Known: After the defeat of Sakar, the Elementals become globally known with public identities.

Grendel (Christine Spar Version) (The 1980s)


The child of Hunter Rose's adopted daughter Stacy Palumbo, Christine Spar was the first female Grendel and some would argue that she was the first major anti-heroine of the 1980s indy comic market (I would argue that Slaughterman, a pre-Metroid armored hero(ine) was perhaps one of the first with their own market). Seeking to rescue her son Anson from the vampire Tujiro, Spar embraces the identity of Grendel, becoming entrenched with the madness and violence that it represents. Spar's descent into violent madness is mirrored by the knowledge of her own violent origins and the legacy of Hunter Rose. In the end, Spar loses her life in a final battle with Hunter Rose's greatest foe, Argent - ultimately failing in her quest and dying a tragically violent death that all Grendels suffer.




Grendel

Christine Spar

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

Health: 70/90
Karma: 50
Popularity: - 10 (as Grendel), + 15 (As Christine Spar)
Resources: Rm (30)

Talents:
Christine Spar has the following talents:
Journalism*
Martial Arts A, B, E
Acrobatics
Weapons Specialist*: Grendel's Fork
Researcher
Thief*
Knowledge: Hunter Rose
Knowledge: Vampires (Limited, Judge's choice)

Powers:
Devil by the Deed: Christine has no real powers, but is driven by an almost insatiable vengeance which grants her several power-like abilities. When Christine discovers her connection to Hunter Rose and after her son Anson is kidnapped, Christine changes, becoming harder edged, more driven. The new drive grants Christine the following effects:
  • Iron Will: Christine can ignore damage for a short time, shutting it out like the power of Iron Will and continuing to move forward. Christine still suffers damage and is affected by slams, but may make an intensity FEAT vs. Ex (20) intensity to remain on her feet and ignore pain.
  • Increased Fighting and Agility: Especially while wearing the mask, Christine seems to be more determined and forceful, increasing her Fighting and Agility to the new ranks (Note, this does increase her Health score).
  • Natural Born Liar: Christine can lie with greater ability, granting her an Ex (20) ability to deceive and bluff her way out of situations, as seen during the police interrogations when Grendel becomes active.
  • Fearless: Christine simply cannot feel fear in a traditional sense. It is not that Christine is immune to fear, it is that she simply has suffered too much and cannot feel fear in traditional situations. In such situations Christine can resist with Ex (20) intensity normally, or Rm (30) if she is wearing the Grendel mask.

Equipment:

Christine has access to military-grade surplus through her later connections and wealth from her work as a novelist, but her primary equipment is the Grendel Fork and Mask that were designed by her 'grandfather' Hunter Rose.

Grendel Fork: The 5' fork is a technogical device made of an In (40) material which has microtransmitters built into thr housing and 2' blades which are completely retractable. The fork can halve effective body armor/defenses and does Ex (20) edged damage due to sharpness. In addition, the fork can produce an electric charge from a button along the length, which does Rm (30) damage for one round. The fork is also equipped with a feature allowing it to be used as a grappling line with up to 100' of compressed coil, as well as a weighted blunt end which can be used for Rm (30) blunt damage. The fork requires the Weapon Specialist* talent to wield effectively, as it is balanced perfectly for Hunter Rose (and ironically, Christine Spar).

Grendel Mask: Developed by Rose, the mask allows Ex (20) night vision, allowing it to see in nearly complete darkness up to 2 areas. In addition, the mask provides increased sense of smell, hearing, and can tap into radio frequencies with Gd (10) ability. The mask further provides Grendel with Gd (10) protected senses, and can (by Christine's time) provide Pr (4) intimidation of most citizens (Due to the image's connection to Hunter Rose and Grendel as a whole).

Contacts:
Initially, Christine has many contacts within the publishing world and various friends in society. As Christine begins to descend into madness while attempting to pursue Tujiro and later Argent. Christine can only really count on her Boyfriend Brian towards the end of her life, her contacts either being killed or turning away from her.


Limitations:

The Legacy of the Devil: Anyone who becomes Grendel suffers a grisley death (At least until Grendel Prime). By the Time of Christine Spar (and especially after her book) the world knows about Grendel's past, and are fully aware of the violent history that was left by Hunter Rose. Madness is common with Grendel, and is no different with Christine. Grendel's legacy gives Christine several key limitations:
  • Wanted: The Christine Spar Grendel is wanted in connection to acts of extreme violence and destruction, as well as being associated to the more widely known and villified Hunter Rose version. As such, Grendel is sought actively by police and vigilantes alike.
  • Publically Known: Christine Spar's identity is publically known and is often connected to the new Grendel. The Authorities are fully aware of Spar's identity, she did write a tell-all book on Hunter Rose, and simply lack solid evidence to connect the new Grendel to spar
  • Trademark Look: Outside of the trademark mask, Christine Spar has the same white streak in her hair that Hunter Rose had, become more prevelant as the series (and Christine's madness) progress.
  • Violent Nature: Grendel is always at the source of great violence, and will take the more violent way (Especially in Christine's case) when possible. Christine will spend karma on kill results.
  • Enemy: Argent: Grendel is the enemy of Argent, the Native American werewolf who battled Hunter Rose. Christine becomes obsessed with Argent leading to her final battle.
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Wednesday, November 6, 2013

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.