Showing posts with label Jack's Villains. Show all posts
Showing posts with label Jack's Villains. Show all posts

Saturday, September 29, 2018

The Cigarette Smoking Man (CSM) from 'The X-Files'

'Extraordinary men are always most tempted by the most ordinary things.'




The Cigarette Smoking Man, The Smoking Man,

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

Health: 56
Karma: 90
Popularity: 0* (See Below)
Resources: Gd (10) (Personal), Mn (75) (accessible)

Talents:
The CSM has many, many skills in years of service to the government and the shadowy conspiracy
  • Military
  • Covert Operations
  • Bureaucracy
  • Firearms
  • Detective/Espionage
  • Crime*
  • Knowledge: Conspiracies
  • Knowledge: Literature
  • Knowledge: Philosophy
  • Knowledge: Pilot
  • Knowledge: Edged Weapons (knives)
  • Advanced Intelligence Gathering Methods
  • First Aid
  • Knowledge: Human Nature
  • Law Enforcement*

Powers:
  • Indomitable Will: The CSM has a will which simply astounds: He cannot be intimidated, he cannot be swayed, and he can ignore certain things simply out of principal and his position within the conspiracies. For the purposes of the game, the CSM can substitute his Psyche score for any Psyche or Intuition effect FEAT he has to make. This does not mean the CSM can avoid damage or significant physical effects, it means simply that he cannot be affected, made afraid, or other game effects dealing with willpower or emotional control without having the ability to roll on the higher column. This ability explains how the CSM is able to effectively deal with various effects he's under. It is clearly stated by Chris Carter that the CSM is immune to fear of death in any way shape or form (cited from various sources). Even when facing his own death, the CSM seemed 'eh' about it.
  • Ghost in the Machine: Outside of a select few, there are no records of the CSM anywhere (which explains his popularity score). The Lone Gunmen were only able to produce a record they *thought* was accurate on the CSM, which was contradicted by evidence later on. The CSM has the authority to operate, but no one really knows who he is or what his purpose is.

Contacts:
At different points throughout his, the CSM has had unparalleled access and support from the Federal government and the conspiracies (specifically the Syndicate) within. The CSM has access at different points in the series to Mn (75) resources (The whole Federal level), and will always ensure the Buffalo Bills will never go to the Super Bowl and win.

Limitations:
  • Overconfident: The CSM is extraordinarily overconfident, which has been his failing at different points.
  • Enemies: The CSM has a multitude of enemies, ranging from Mulder and Scully to other high-connected members within the Syndicate.
  • Obsession: The CSM is seemingly obsessed with keeping all details of his life private, except when writing.
  • Obsession: Fox Mulder: The CSM is obsessed with Fox Mulder at different points due to a private connection.
  • Trademark: The CSM is usually seen smoking, specifically Morley cigarettes (Hence his name).

Saturday, September 15, 2018

The Cheetah (Deborah Domaine version)









Deborah Domaine
 (posted originally 3/03/11 on CMF)


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


Health: 100
Karma: 60
Resources: (As Domaine) Ex (20), as Cheetah Pr (4)/Rm (30) (Depending on support from others)
Popularity: (As Domaine) 5/ As Cheetah - 15

Talents:
As Domaine
Dilettante
Knowledge: Environmental Causes
Knowledge: Environmental Groups

As Cheetah:
Acrobatics
Tumbling
Martial Arts A, C, E
Crime*

Powers:
While Domaine has no real powers, it has been argued and shown that she has some degree of the following pseudo-Powers:

  • Iron Will: Domaine, despite her brainwashing by Kobra, has a large degree of Iron Will, capable of shrugging off damage and/or effects with Rm (30) ability.
  • Recovery: Domaine can recover from injuries far faster than a woman with her build and strength, from plunging into the Icy Potomac after being shot three times to recovering from a blast from Firestorm, Domaine can recovery from damage with Ex (20) ability
  • Combat Sense: Domaine has some form of natural combat sense, granting her the ability at Ex (20)


Equipment:
Sharpened Claws: Attacked to her nails, Domaine has been outfitted with Chromium steel nails painted red, which can halve effective normal body armor by half, and do Ex (20) slashing damage. As a benefit of being trained with them, Domaine can make up to two Fighting actions a round without making a Fighting FEAT. Domain has also been known to poison her nails with a fast-acting toxin that causes unconsciousness at Ex (20) intensity.
Contacts:
Cheetah has the following contacts:

The Cheetah (1): Priscilla Rich was Deborah's aunt
The Secret Society of Supervillains
Kobra

Limitations:

  • Hopelessly Insane: Deborah has been driven insane by Kobra to become a living weapon. Very little of Deborah's caring personality remains. As such, Cheetah is easily provoked into action and is more reactionary than capable of planning.
  • Irrationally hate towards Wonder Woman: Cheetah will ignore all other opponents to attack Wonder Woman.

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.


Wednesday, November 5, 2014

Randall Flagg from 'The Stand'

‘Hope you guessed my name. Oh. Nothing. Just a little classical reference. Actually, my name is Flagg, Randall Flagg.’




Randall Flagg



Walter O' Dim, Randall Flagg, the Walkin' Dude, The Midnight Rider, The Man in Black, The Grinning Man, the Tall Man, The Adversary, He who walks behind the Rows, The man with no face, the Monster, Marten Broadcloak, and many many more.

F: Ex (20) (As perceived)
A: Gd (10) (As perceived)
S: Rm (30) (As perceived)
E: Rm (30) (As perceived)
R: Ex (20)
I: Am (50)
P: Mn (75)

Health: 90
Karma: 145
Popularity: 0*/-30/40/- 20 (Within the general population, within the Denver Free Society, Within the Las Vegas population, general mystics and/or members within various dimensions)
Resources: Mn (75) (See Below)

Talents:
Mystic Origin*
Knowledge: Mystical Forces
Knowledge: Mystical Places
Knowledge: Human Atrocities
Knowledge: Crime
Knowledge: Human Nature
Knowledge: Demonology
Knowledge: Mystical Entities/Individuals
Knowledge: Dimensions
Knowledge: Dark Magic Rituals
Knowledge: Bindings
Scholar*

Powers:
Dark Wizard and semi-Demon: Randall Flagg is an experienced wizard and part demon, whose skills and abilities make him incredibly formidable. Either due to his knowledge and experience as a wizard or through the later becoming a demon, Flagg has the following abilities:
  • Mystical Prowess: Flagg is capable of manipulating mystical forces wtih Mn (75) ability, including such effects as producing flames, changing objects from one form to another, creating powerful illusions, dream-traveling, dimensional travelling, reading minds, mental assault, post-cognition, pre-cognition, shape-shifting, and mystical bindings among other things. Flagg has used his magic to manipulate situations to his advantage on numerous occasions.

    Demonic Being: Flagg's nature as a demon grants him several additional abilities, including:
    • Immortality: Unless killed through extraordinary means, Flagg cannot be killed in the traditional means. Flagg has survived both the attack from weapons forged from Excalibur to a nuclear warhead explosion, and returned much later. Whenever Flagg suffers white result vs. death, Flagg gains an immediate Psyche FEAT. If successful, Flagg is believed destroyed and simply reappears elsewhere....even another dimension or location where he is not recognized.
    • Inhuman Shape: Flagg's true shape is inhuman and demonic during the course of The Stand with side-slitted eyes, horns, and fangs among other horrifying features. At one point, Flagg's visage is so terrifying it causes several living creatures to fall down dead. Flagg's appearance grants him fear generation at Typ (06), and forces an Endurance FEAT at Typ (06) as if struck by a stun effect when first encountered.
    • Superhuman Attributes: If you look at Flagg's FASE you will see 'as observed' attached. The FASE were the suggestions of different aspects presented in the book and 1994 TV Miniseries, but theoretically are higher and/or lower depending on which incarnation Flagg finds himself in.
    • 'Incarnation Awareness': Flagg comments many times that he has lived multiple lives and remembers many of those incarnations of himself. Although never really different, Flagg is fully aware he has lived before in times of turmoil or as individuals responsible for great acts of violence and evil.


Contacts:
Flagg has no real contacts he can reliably call upon, as eventually either he betrays them or causes situations to happen to lose them (See Limitations). Flagg however can 'make friends' very, very easily with his charisma and ability, and has caused the destruction of more than one world through his ability to manipulate people into giving him what he wants.

Limitations:
Obsessed with Destruction and Chaos: Flagg is nearly obsessed with destruction and creating chaos, usually leading to the destruction of communities, societies, and species. Flagg's goals have always been to usurp powers that be, then seed chaos and destruction.
Power-Mad: Flagg is also dedicated to gaining enough power to essentially replace the powers that be, and will play 'The long-game' as necessary to achieve that.
Short-sighted and Arrogant: Despite Flagg's power-hunger, he incredibly short-sighted to the nature of people and arrogant to believe himself able to handle any issue or problems that might arise. Flagg's arrogance has led him to failure more than once. Flagg suffers a -1cs to Intuition bonuses when confronting opposition's ability to match him, and a -2cs when engaging enemies withing a position of power (such as when Roland faced him with the real gun, the witnesses during the last few moments of Las Vegas during The Stand, or the events in Eyes of the Dragon.

Notes:

This Randall Flagg is primarily from The Stand and as represented as such. While I love the full history of the character, I think I needed to keep Randall Flagg focused on when he was first encountered rather than the later aspects. Although several of his powers and his limitations are found throughout every appearance and incarnation, this write-up was mainly drawing from two sources: The TV Miniseries and the novel.

Perhaps one day I'll tackle the Dark Tower, but I'd have to get through my Bond write-ups and my 1980s write-ups first ;P

Wednesday, November 7, 2012

Count Orlok from 'Nosferatu' (1922)

imply put, I think without Nosferatu, modern horror movies would have been far different. While F.W. Murnau sought to create his own version of Dracula after being refused the rights to the novel, it was clear that he had something unique...something that hit a cord within both the movie audiences of the period or any period for that matter.

While Dracula was cultured, Orlok was diseased. While Dracula was handsome, Orlok was hideous. While the novel Dracula was as much a part of the invasion genre of British Literature, Nosferatu was part of the post World War expressionist movement, representing a type of horror associated with the survivors of the great war.

I have always been fascinated with Count Orlok, not just for his distinctive style but also the absolute way that Murnau sought to frame the character. I always felt that while Orlok and Dracula have similar plans, similarities end with the story points: While both are monsters, Orlok is more overt about it, and in many ways, is more terrifying.


So, for the final write-up of this year's Halloween, Count Orlok

Count Orlok



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Count Orlok

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: In (40
P: In (40)

Health: 130
Karma: 90
Popularity: - 10 (As the spreader of the plague)
Resources: Rm (30)


Talents:

Business/Finance
Mystic Origin*
Multi-Lingual
Acting
Disguise

Powers:

Nosferatu: Orlok is a Nosferatu (Bird of Death), but is only vaguely similar to the types of vampires that are reflected by Dracula. Orlok's limitations are more severe, and cannot easily make others of his kind. Those who die by Orlok's hands do not rise as vampires, nor is Orlok able to remain active during the hours of daylight. Orlok however does not have the traditional limitations of vampires at the same time. Orlok's abilities and limitations include:

  • Increased FASERIP: Orlok's physical presence is greatly increased, and is capable of superhuman acts as shown in the Book of the Vampyre read by Hutter and his fiance.
  • Shadow-casting: It is suggested that Orlok can shadow-cast with Ex (20) ability, as shown in different scenes within the original silent movie and the remake in the 1970s.
  • Terrifying presence: When Orlok is not disguised, he generated Pr (4) fear generation as seen to cause me to freeze with fright
  • Vampyre: Similar to Bio-vampirism, Orlok is not specifically stated to require lifeblood to live, but does kill a number of people for it. Unlike the traditional vampire, Orlok does not suffer from not feeding, as his life-force is tied more to his native soil than blood. In addition, Orlok cannot create others of his kind as a vampire does. The exact means that Orlok would create other vampyres is unknown. As a vampyre, Orlok is virtually immune to damage, and can only be killed either by sunlight or through decapitation. The advised means to kill Orlok is to stall him with the blood of a pure girl as the sun rises.
  • Natural Weaponry Claws: Orlok has wickedly sharp claws capable of doing Ex (20) damage, halving effective body armor. If a yellow or red result is achieved, the victim must also make an Endurance FEAT versus disease.
  • Plague Carrier: Orlok carries a variation of the Black Plague, and spreads it through bites. Orlok is often suggested to be the origin of outbreaks of the plague across Germany. Orlok does this with Rm (30) ability.
  • Rat/Insect Control: Orlok controls rats and insects with Rm (30) ability
  • Heightened Senses: Orlok possesses heightened senses with Ex (20) ability.

Contacts:

None

Limitations:

  • Bloodlust: Orlok is bloodthirsty, and while not necessarily needing it for survival, will go out of his way to feed. Orlok suffers -2cs to actions to prevent him from feeding.
  • Vampyre: While not a traditional vampire, Orlok is a Vampyre (There is a marked difference). Orlok is completely vulnerable to sunlight, which will kill him within seconds. Secondly, Orlok must have soil of his home to rest and regenerate his powers. Without such, Orlok dies.
  • Repugnant: Orlok is hideous, suffering a -1cs reaction bonus




Colonel Ives from 'Ravenous'

Breakfast. Lunch. And Reinforcements.

Colonel Ives


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Colonel Ives/F.W. Colqhuan

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

Health: 120
Karma: 70
Popularity: - 2
Resources: Pr (4)

Talents:
Military
Survival
Marksman*
Unarmed Combat
Sharp Weapons
Cooking

Powers:
Windigo: In many ways, Ives is the truest interpretation of the Native American legend of the Windigo, granted superhuman powers from feasting on human flesh. Prior to his initial feast, Ives was dying of Tuberculosis, and found himself not only empowered but fully healed. Trapping victims and seeking to convert others, Ives gained the following abilities:

  • Altered FASERIP: Ives's stats are a result of his ingestion of human flesh. These attributes are permanently increased, and as such, he is far stronger and capable of greater feats of Endurance than his wiry frame suggests. In addition, Colonel Ives's perception and senses are increased, granting him the increased intuition
  • Regeneration: Ives can recover from near fatal wounds with Rm (30) ability, which can be accelerated with ingestion of human flesh (See Recovery).
  • Recovery: Rm (30) ability to recover endurance ranks and/or health at an alarming rate. Ives can gain a +2cs increase to his Recovery when eating people, as seen in the movie, recovering from near fatal wounds nearly instantly.
  • Hyper Speed: Pr (4): Ives has increased physical speed as a result of his transformation, and can move far faster than a trained military officer.
  • Increased Senses: Smell: Ives has gained an increased sense of smell at Gd (10)
  • Iron Will: Ives has Ex (20) Iron will, capable of ignoring gunshots and other forms of damage to a point. While the damage is still done, Ives ignores it.
  • Longevity*: While not expressly stated, it is clear that the feast of flesh rejuvenated Ives, and possibly extended his lifespan.

Contacts:
None, although he converts Colonel Hart to his dietary plan, Hart would not be considered a contact.

Limitations:

Dark Secret: Ives is a cannibal
Addiction: Ives must feed on human flesh. Every day without a serving causes him to become neurotic, reducing his regeneration and recovery attributes (but strangely leaving his adjusted FASE). Ives needs a Psyche FEAT to maintain control of himself, and especially during moments of 'The kill'

Rose Tattoo from 'Stormwatch'





Rose Tattoo, the Spirit of Murder 'Shawna', Countless other names

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

Health: 150
Karma: 90
Resources: Typical (6)/Am (50) accessible while part of StormWatch/The Authority
Popularity: -20 (in mystical circles)/0/15 as a member of the Changers/StormWatch/Authority

Talents:
It is uncertain how many talents Rose truly has as being a spirit of murder, but she has displayed combat and military talents such as:
Mystic Origin*
Knowledge: Changers Protocols
Knowledge: StormWatch Protocols
Knowledge: Authority Protocols
Military
Martial Arts A, B, C, D, E
Acrobatics
Tumbling
Firearms
Weapons Master*
Bows
Repair/Tinker: Weapons
Weapon Design
Detective/Espionage
Crime*
Knowledge: Geography

Powers:
The Spirit of Murder:

As the Spirit of Murder, Rose is one of the greatest combatants that has ever existed, capable of taking on whole groups of opponents and killing every one of them. Rose represents violence and murder incarnate, and as such, she possesses great powers and abilities based around her ability to kill. These abilities include:
  • Spirit Possession: Rose is a spirit, and if killed will move on to another host, usually a woman about to commit or in the process of committing murder. Once Rose has taken possession, the possession is complete, and effectively that person becomes Rose Tattoo. Rose cannot be exorcised from her new host, and slowly changes her host to take on her usual look.
  • Ultimate Skill: Fighting: Rose knows every fighting form ever developed, and as such, gains all appropriate bonuses in combat.
  • Ultimate Skill: Weapons: Rose has knowledge of every kind of weapon used in conflict or to murder, and gains all bonuses accordingly.
  • Immunity: Stun: Rose cannot be stunned in traditional means through any attack that does not do at least 3/4s of her health in damage.
  • Danger Sense: Am (50)
  • Combat Sense: Rose has a unique combat sense which allows her to spend her actions to evade ranged attacks as well as melee attacks.
  • Iron Will: Am (50) ability to ignore effects, damage, and other effects.
  • Resistances: Disease, Toxins, aging, and poisons: Am (50) ability
  • Weakness Detection: Rose can determine the means to kill anyone with Mn (75) ability. As the Spirit of Murder, Rose cannot summon these means, but she can use whatever means necessary to achieve them. As a good example, Rose killed the first Doctor in StormWatch through a combination of sex and overdosing him with Heroin.
  • Spirit of Murder: Rose exists so long as murder exists. As such, if Roses's physical form is killed or destroyed, Rose will simply assume a new one in 1-100 rounds depending on two things: The severity of the damage and more important, who inflicted it.

Contacts:
Henry Bendix (Weatherman one)
StormWatch
The Changers
The Authority

Limitations:
  • Unusual Looks: Rose has a pure white eye which she hides with her bangs, and an intricate series of rose colored tattoos on her body, which she doesn't hide (and goes out of her way to show).
  • Casual Killer: Rose is a casual killer, valuing very little for life and often taking pleasure in murder and carnage. Rose gains karma for killing large groups.
  • What she really is: Rose hides what she really is, but occasionally, her true visage is seen. She has driven men mad in the heights of pleasure when they get a glimpse of her, and causes those with True Sight to recoil at her appearance.
  • Murderous Reputation: Rose's reputation is one of a psychotic killer, and she does little to change that.

Count Dracula from 'Dracula' - Jack's Definitive Version

Count Dracula

 

For the first part, I wanted to distance this write-up from the Marvel write-up, which is difficult if not impossible to divorce from because of how ingrained the media portrayal of Dracula is to the character. It's impossible to sort out the original Dracula from how he has been featured, from the Bela Lugosi version in 1931, to the Christopher Lee Hammer films, and even the anime version. The original version, the supporting characters, and the story set the standard in 'modern' horror, influence writers from HP Lovecraft to Stephen King. King wrote Salem's Lot as a deconstructed Dracula in modern times, and indeed Kurt Barlow is in many ways a modern version of the Count.

In Edwardian England, Dracula was a gothic romance, an invasion novel, and a pulp all rolled into one. While borrowing elements from the older Sheridan Lefanu Carmilla, which many consider Stoker lifting a great deal from, such as the strong Dutch doctor Van Helsing (Van Hessilus) and more as seen in the novella Dracula's Guest. The novel of Dracula influenced the silent film Nosferatu, which in turn influenced the 1931 Dracula, and set the stage of the 'Hollywood' vampire. Dracula has the distinction of being the most filmed fictious character, with well over 200 movies featuring the character. In media, Dracula also has the distinction of being the lead character in the longest running villain-centric comic, Marvel's Tomb of Dracula, as well as being adapted into anime in both Vampire Hunter D and Hellsing, as well as one of the earliest Western Comic adaptations into anime with Tomb of Dracula.

Important Dracula facts:
  • Bela Legosi was buried wearing his Dracula cape.
  • The Marvel version of Dracula is based visually from a production starring Jack Palance.
  • Dracula Guest actually features another vampire, and is more in-line with Carmilla.
  • Dracula has been represented with a heavy to moderate accent, but in the novel it is clearly stated he spoke perfect english with only a slight inflection.

This write-up will focus primarily on the novel version of Dracula with very little influence by other sources, at least I hope, although I'm probably influenced by my recent viewing of 1992's Bram Stoker's Dracula Vlad Dracula

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

Health: 140
Karma: 110
Resources: Rm (30)
Popularity: - 10


Talents:
Amassed during generations of study and learning, the Dracula from the novel include several skills not often associated with the later representations of the character. These skills include:
  • Sharp Weapons
  • Leadership
  • Horsemanship
  • Occult Lore
  • Alchemy
  • Business/Finance
  • Athletics
  • Multi-Lingual
  • Demonology
  • Area Knowledge: London
  • Area Knowledge: Styrian Mountains
  • Military
  • Area Knowledge: Eastern Europe
  • Cultural
  • Crime
Dracula however is capable of possessing far more skills, as he has existed for hundreds of years, and kept very current on 'modern' society.
Powers:
Vampire: Dracula is a vampire, an undead being that requires the lifeblood of the living to continue to exist. As a vampire, Dracula has many abilities which compliment his formidable will and various skills. Dracula is caught between life and death; existing but not living. As such, Dracula may perform the following:
  • Vampirism: Dracula requires blood to sustain his youthful appearance and fortify his powers. Dracula must feed constantly to maintain his youth, requiring 1-4 pints of blood every three days to remain youthful. Dracula gains health by feeding off of an individual in equal exchange, renewing his youth and vitality. Dracula not only drains health, he drains endurance ranks, allowing him to renew not only his health but his endurance.
    Dracula can infect another being with vampirism, by reducing their endurance to half and forcing them to ingest his ‘blood’, essentially replacing their lost endurance with equivalent of his own lifeblood. The process requires the consumption of 20 points of health from Dracula to the host for the process to begin. Once begun, the victim begins the process of becoming one of the undead over a 7 – 10 day period, with some of the markings and weaknesses of a vampire. Should the victim perish during the period, they will become one of the undead between 1 – 3 days of death, becoming a lesser vampire in the thrall of Dracula. Dracula’s bite by itself will not transform someone into a vampire, nor does his preference seem to work on men as seen by the crew of the ship [the Demeter], who died to the man with none returning as vampires.
  • Shapeshifting: Dracula has the ability to change his shape in a variety of ways, including into a rat, wolf, bat, owl, and a fine fog-like mist. Dracula can grow and shrink from his normal size to a particle, capable of entering or exiting through any crack or crevice. Dracula can reduce his mass to Sh 0 and gain natural weapons: Bite and Natural weaponry: Claws (both at strength) while in his animal forms.
  • Undead State: Dracula is wholly immune to damage from normal means, requiring blessed weapons, holy objects, or the other means to damage a vampire to truly damage him. Dracula cannot be harmed through physical attacks that are not magical in nature, suffering no loss of health, stun/slam/stagger effects, and will not suffer kill results, within acceptable reason. For the most part, Dracula is considered to have Am (50) resistance to damage, as well as not having the need to breathe, sleep, or sustain himself outside of the need for blood.
  • Hypnotism: Dracula’s ability to mesmerize his opponents is phenomenal, even functioning while incapacitated or ‘asleep’. Dracula can mesmerize and control the actions of those around him by simply making eye contact, possessing Am (50) ability to do so. Dracula can plant post-hypnotic commands with a simple FEAT against the opponent’s Psyche, rather than Intuition.
  • Vampiric Control: Dracula can command and control those individuals who have either been turned into a vampire or infected by Dracula directly. Dracula can command those undead with a simple Psyche FEAT, and can influence the actions of individuals that Dracula has forced to drink his blood or drained. Dracula is considered to have telepathy equal to -1cs of his Psyche rank with his victims, and is capable of both reading their minds and using them in a form of clairvoyance and Claudience as to activities and such. What Dracula do thralls see and hear, Dracula sees and hears.
  • Weather Control: Dracula can control the weather with Rm (30) ability, causing massive storms, impenetrable fog banks, and winds. As seen in the early arrival at the Borgo pass and later onboard the Demeter, Dracula can easily cause the weather to bend to his will.
  • Necromatic Magic: Although only addressed In Dracula’s Guest and the early stages of the novel itself, Dracula had learned ancient mystical arts such as necromancy and alchemy, and it was suggested that Dracula had used such to become a vampire. While Dracula did not display such powers overtly, Dracula could be considered proficient in mystical abilities. Dracula was stated as being a student at Scholomance, the legendary school in the Hungarian mountains that was run by the Devil.
  • Wall Crawling: Dracula is capable of scaling sheer surfaces ‘Like a spider’, with Rm (30) ability, often cited by Jonathan Harker as being reminiscent of a large spider or bat.

Contacts:
Dracula, despite the potential to having legions of the undead at his beck and call, is rather limited to who he can call upon for assistance. The local gypsies that serve Dracula could be called upon, and while abroad Dracula made use of various agents such as movers, shippers, barristers, and the like. Despite it all, Dracula has no real contacts or allies.


Limitations:
Despite all of his powers, Dracula is limited in several ways:
  • Unholy Nature: Dracula cannot stand the presence of the relics of divine faith: crucifixes, holy water, the sacramental host, and other items. Dracula can be repelled and even driven away from areas which are sanctified accordingly. Dracula will suffer a -2cs in the presence of holy objects.
  • Rules of the Undead: Dracula is bound by certain rules that govern his status: First, Dracula cannot cross running water and can only cross at low tides. Second, Dracula cannot enter a place or location without being invited (Leading many to speculate it was the necessity of Jonathan Harker’s visit). Third, Dracula must rest on his home earth to regain strength, which means he must have large crates of his home soil with him. If the soil is blessed or sanctified, then it is unable to be used. Finally, while Dracula can endure sunlight, he is locked into the form he has taken prior to dawn and cannot shapeshift until dusk. In addition, if Dracula is at rest, he is completely incapacitated, and can only truly find rest during the daylight hours.
  • Dracula's Arrogance: Dracula is extraordinarily arrogant, and he's been thrown off his plans and plots, and often times in the novel that his own arrogance was his undoing.

George Batroc - Batroc the Leaper

Batroc the Leaper

 

 

 

 

 

 

 

 

 

 

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Georges Batroc

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

Health: 100
Karma: 50
Resources: Ex (20)
Popularity: - 10/0

Talents:
Martial Arts A, B, C, D,E, Multi-Lingual, Military, Survival, Crime, Detective/Espionage, Knowledge: AIM, Knowledge: Hydra, Knowledge: Mercenaries around the world, Guns, Acrobatics, Tumbling

Powers:
Martial Supremacy B: Batroc is the undisputed master of the French form of kickboxing known as Savate, and as such, can do some amazing things (He jump-kicked Mr. Hyde twice...first time no effect, second time, he kicked him unconscious). As such, Batroc is considered to have Ex (20) Martial Supremacy.

Body Armor: Batroc wears a costume which is made of flexible body armor, similar in scope to what SHIELD agents wear providing Ex (20) protection vs. Physical and Gd (10) protection vs. energy, toxins, etc. In addition, Batroc's goggles grant him Gd (10) protection against vision based attacks.

Combat Sense: Batroc's years as a mercenary and skilled combatant have given him the ability to react to danger, granting him Ex (20) combat sense.


Contacts:
Batroc's Brigade, Captain America (ironically), AIM, Mercenaries around the world, and apparently Wolverine.


Limitations:
Code vs. Killing: Innocents: Batroc may be a mercenary, but he's not in it to hurt innocent people. Batroc will willingly give up his plans if innocents are in danger, and will work with authorities to stop those who might harm innocents.

Lady-killer: Batroc has a thing for the ladies in a big way, and they've been his downfall in the past.



Black Adam

his write-up is not covering any new territory, it's a combination of various Teth-Adams throughout the history of the character. It's similar to my take on Captain Marvel from back a few months ago, and I invite discussion on it accordingly.

Why Black Adam?
There are several reasons I dig Black Adam, outside of the 'classic' look. First, like the more modern portrayal of Sinestro, Adam didn't start as a bad man, he was a defender of justice and loyal subject of the pharaoh. He was chosen by SHAZAM to bear the powers of SHAZAM's champion, and there was a core for the most part that was honorable to that, even at his most villain-like (Except when Theo Adam had control). Secondly, there was a chance Adam could have fully reformed, a chance where despite his violent attitude, he was putting the good of his people ahead of himself, and that his idea of justice, while brutal, was based on a growing (Or returning) sense of morality. I think that having that yanked away with the death of his wife Isis is tragic...but it leads to the fact that Adam fell from grace, hard, by choice....it was Adam's choice to return to being a villain, which in some ways appeals to me more: A tragic fall by choice rather than by chance or accident.


So...Black Adam


Black Adam



Teth-Adam

F: Ex (20)/ Mn (75)
A: Gd (10)/ Mn (75)
S: Gd (10)/ Un (100)
E: Ex (20) / Un (100)
R: Gd (10)/ Rm (30)
I: Gd (10)/ Am (50)
P:Gd (10)/ In (40)

Health: 60/350
Karma: 30/ 120
Popularity: 30/ -30 /-50 (As leader of Qurac or associated with JSA/Early villain career/As instigator of the WWIII event)
Resources: Pr (4)/ Ex (20)/ Am (50) (After the fall of Qurac/During his normal villain career/As leader of Qurac)

Talents:
Mystic Origin*
Martial Arts A, E
Multi-Lingual
Leadership*
Politics
Crime
Knowledge: Superheroes and Villains
Knowledge: Mystical Threats
Knowledge: Marvel Family and enemies
Aerial Combat
Ancient Weapons*
Military


Powers:
The Power of SHAZAM: Teth Adam was SHAZAM's first champion, and was granted the powers of the ancient Egyptian gods to serve as both protector of Egypt and champion of the world. While often turning to villainy, Adam maintains the following powers:

S- The Stamina of Shu: Granted great endurance by the god Shu, Adam has higher endurance and greater powers than those of mortal men, on par with Captain Marvel. Shu's endurance also grants Adam the following powers:
  • Self-Sustenance: While in his 'Black Adam' form, Teth Adam does not need to eat, breath, or rest. In addition, Teth-Adam does not age while in the Black Adam state.
  • Hyper Endurance: With a simple FEAT, Adam can push himself past his normal limits, up to +2cs depending on the nature of the FEAT. Adam's endurance is near limitless, but he must make an endurance FEAT each round to maintain such, and sufers a -2cs to all Endurance FEATS afterwards for 10 - 100 Rounds.

H - The Swiftness of Heru: Granted the speed and powers of Heru, Adam has developed the following powers:
  • True Flight: Adam can travel at Un (100) speed within Atmosphere, and perhaps faster in space.
  • Hyper-Speed: Adam can move at Mn (75) hyper-speed.
  • Hyper Agility: Adam's agility is increased, as seen in adjusted stats.
  • Initiative Bonus: Adam gains a +5 to all Initiative totals while in his Black Adam persona due to increased perceptions and reactions, which is always on while he is Black Adam.

A- The Strength of Amon: Granted great strength, Adam has the following benefits from the god Amon:
  • Hyper Strength: Adam's strength is increased a thousand fold, and is capable of lifting far greater weights (Such as an aircraft carrier) by drawing on reserves. Note: Adam is capable of lifting objects whose exponential weight is greater than simply Un (100).
  • Hyper-Intake/Expulsion: Adam possesses 'super-breath' at Mn (75) ability.

Z - The Knowledge of Zehuti: Black Adam can draw upon the knowledge and wisdom of Zehuti, God of Knowledge, and is considered to have the following blessings from the god:
  • Linguistics: Un (100) ability to learn languages, and can do so within one round
  • Clairvoyance: Adam can perceive distances with Un (100) ability
  • Combat Sense: Mn (75): Adam has countless military experiences with his powers, and has developed far greater experience when drawing upon the knowledge of Zehuti
  • Leadership: Adam is a capable strategist and leader, which is increased by his powers drastically. Adam can convince others of his plans and can often do so with even the most noble of heroes.

A - The Power of Aton: Adam can draw upon the might of Aton, which grants him the following blessings:
  • Environmental Independence: Adam can survive deep space, the deepest part of the oceans, or other hazardous environments (Except those which do environmental damage above Shift Z).
  • Transformation: By saying 'SHAZAM', Adam is transformed from Teth-Adam to Black Adam, reflected in his adjusted FASERIP.
  • Mystical Lightning - Each bolt that Adam calls can do Un (100) mystical damage. Much like Captain Marvel, Adam has learned to 'dodge' the lightning to do an area effect mystical attack.
  • Resist: Magic: Adam has Am (50) resistance to direct mystical attacks, although not as potent at Captain Marvel.
  • Power Transferral: Adam can transfer his abilities completely to someone else, or grant them similar abilities. Adam has done this with both Osiris, the brother of his wife Isis, and to Mary Marvel. Due to Adam's influence, it is possible these powers are 'tainted' somehow.

M - The Courage of Mehen: Granted the blessing of Mehen, Adam has the following abilities:
  • True Invulnerability*: Adam is Invulnerable to traditional damage up to Mn (75) rank, and is capable of ignoring Stun/slams less than in (40) ability. (Note: I'm using the alt rules for Invulnerability: He doesn't get rank shifts, he's just invulernable to the rank of Mn (75), and then takes damage normally, but he's invulnerable to all effects save mystical, emotional, and mental).
  • Resist: Fear: Adam has proven himself to be resistant to fear Rm (30) ability.
  • Adam's Rage: While drawing on Mehen, Adam can draw upon a nearly limitless rage, which allows him to increase his damage by +1cs. Adam has killed thousands while gripped in his rage, and will not be deterred (See limitations).


Contacts:
Adam's contacts have always been shifting, but there are a few groups and individuals that would come to his aid if necessary:
- Isis
- The Society


Limitations:
Despite his powers, Adam is limited in several ways:
SHAZAM: Adam must speak the word 'SHAZAM' to transform into his powered form. Once he has reverted, Adam suffers from any effects suffered while in his 'Black Adam' form, such as age (He was originally defeated by reverting to Teth-Adam, and then immediately aged 4000 years. If Adam is prevented from speaking, he cannot transform.

Global Fugitive Both Black Adam and Teth Adam are global fugitives, considered to be an international terrorist for his actions during WWIII. As such, All law enforcement is dedicated to hunting him down.

Short-Sighted: Despite his powers, Adam can be extraordinary short-sighted, not realizing dangers or threats at times until they have struck.

Arrogant: Adam is extremely arrogant, which has cost him victories and more than that: It was partially due to his ego that Qurac fell.

Vengeful: Adam is extremely vengeful, and will not stop at anything to take his revenge if he has been wronged or if he feels justified. Nothing will stop him, and there is no reasoning with him. Adam will kill countless innocents if it means gaining his revenge.

Loyalty: Despite it all, Adam is extraordinarily loyal to his people, his wife, and his beliefs. Adam literally crossed the four corners of the world to attempt to resurrect Isis, and it was his loyalty to his people which triggered his downfall.

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.

Murder Legendre from 'White Zombie'

Murder Legendre





 



Unknown, believed to be Murder Legendre
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: In (40)
Health: 60
Karma: 80
Popularity: -5 (in Haiti)
Resources: Ex (20)

Talents:

Occult Lore
Crime
Knowledge: Languages
Knowledge: Haiti
Knowledge: Voodoo
Knowledge: Human Nature
Knowledge: Herbology
Sharp Weapons
Business/Finance

Powers:
Voodoo Master:
Legendre is a master of what is considered 'Hollywood Voodoo', and can perform feats of astounding skill and abilities based around that concept. Legendre has the following abilities as a Voodoo master:
  • Zvumbie Animation and control: Legendre knows how to create Zvumbies through the use of chemicals and native plants, thus granting him a near army under his control. Legendre affects individuals through either having them drink the potion or through direct exposure, which causes them slowly to become enslaved to his will. A victim must make an Endurance FEAT vs. poison at Ex (20) intensity, or slowly begin to succumb to the effects. The effects reduce the target's Reason, Intuition, and Psyche to Fe (2) for the duration of the effect, placing them under Legendre's will. Legendre has been shown with dozens of zvumbies, who act as guardians and workers in his sugar mill and personal holdings
  • Hypnotism: Legendre has master mesmerism, and can ensnare targets through staring into their eyes with Rm (30) ability. Legendre can cause hallucinations, control the actions of those not immediately bound to his will, seemingly project his thoughts, and plant post-hypnotic suggestions.
  • Sympathetic magic: Legendre can create dolls and fetishes which are used through enchantment and/or ritual to force a target to do as he pleases, cause them great pain, or to bind them into actions. Legendre is capable of doing so with Rm (30) ability.
  • Imposing Aura: Legendre conducts himself with an imposing aura, which makes many think twice about the man. Legendre is considered to have fear generation at Fe (2) in his dealings, possibly a side-effect of his hypnotic powers.


Contacts
:
None

Limitations

  • Will: If Legendre's will is broken and/or he is knocked unconscious, his zvumbies lose their driving control and shuffle around aimlessly. In addition, any hypnotic suggestions or abilities used against an enemy are broken.
  • Arrogant: Legendre possesses a degree of arrogance, often taunting his victims and keeping his worst enemies as servants. As such, Legendre is at -1cs when provoked.
  • Wanted Criminal: It is heavily implied that Legendre is wanted for unspecific crimes in the past.

Monday, October 1, 2012

Captain Cold, the coolest Flash villain around.

Captain Cold





Dr. Leonard Snart

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

Health: 60
Karma: 80
Resources: Ex (20)
Pop: - 30 in Central/Keystone City, - 20 Everywhere else

Talents:
Leadership
Weapons Design
Engineering
Crime
Knowledge: The Society
Knowledge: The Rogues
Knowledge: The Flash (2, 3, and 4 specifically)
Resist: Domination*
Repair/Tinkering
Weapons Specialist: Cold Gun
Electronics
Computers
Repair/Tinkering

Powers:
Captain Cold's Cold Gun: A remarkable device which generates intense cold, the Cold Gun has undergone many changes since it first appeared. The Cold Gun is a unique weapon, and designed by Snart to perform many functions based around Mn (75) level Ice Generation. Cold has developed several key 'power stunts' off of the gun's main generation abilities, including:
  • Ice Blast: Mn (75) Damage
  • Creating basic structures as shields and/or debris
  • Creating large ramps and travel methods, granting Snart Ex (20) movement
  • Freezing opponents instantly solid with Mn (75) ability following a successful 'to-hit'
  • Creating slick areas reducing effective enemy agility by -4cs
  • Cold Generation of Mn (75)
  • Suffocating individuals by creating solid weights

The Cold Gun:
(Unique, Bio-locked, Scientific): Mn (75) material (Promethium housing (As of Flash vol 3), portable thermofusion generator).

Costume: Captain Cold wears a costume which protects him against the intense cold of his gun and provides some additional protection. The suite provides him with Gd (10) physical protection, and Rm (30) cold protection. In addition, the visor that Cold wears grants him Ex (20) Protected Senses - Vision.

Experienced: while not necessarily a power, Cold gains a +2 initiative bonus when fighting superheroes due to his experience. Cold is one of the most experienced villains in the game, and knows the ins and outs of being a super-villain. In addition, Snart gains an additional +2 initiative bonus for a total of +4 when fighting speeders.

Contacts:
The Society, The Rogues, Golden Glider

Limitations:
  • The Rogue's Code: Snart follows (and enforces) the Rogue's code, which is a strict set of guidelines that all of the Flash Rogues follow. Failure to follow the rules earns a severe if not lethal reprimand from Cold, as in the case of the killing of Inertia for killing Bart Allen. No one breaks the Rogues Code, no one.
  • Known Identity: Captain Cold's identity is known by the authorities
  • Wanted: Captain Cold is actively wanted by the authorities.