Showing posts with label John Carpenter. Show all posts
Showing posts with label John Carpenter. Show all posts

Sunday, September 13, 2020

Liquid 'Satan' from 'Prince of Darkness' (1987)

 Prince of Darkness








F: N/A
A: N/A
S: N/A
E: N/A
R: Un (100)
I: Un (100)
P: Un (100)

Health: *
Karma: 300
Popularity: - 20 (in future)
Resources: *

Talents:
Mystic Origin*


Powers:

Eldritch Horror: The liquid mass which is identified as Satan is considered to be an eldritch horror in the truest sense: It is an alien, unfathomable evil which exists to release the powers of the Anti-God into the waking world. While contained, 'Liquid Satan' is inert, existing in the real world as a swirling neon green liquid, always seeking means to escape its prison. The powers of the Prince of Darkness are limited by three major factors: The approximate closeness of the celestial alignment, the length of time released, and whether or not if a host is present. The Prince of Darkness has the following abilities when active:

  • Immortal: The Prince of Darkness cannot be destroyed or harmed in a conventional way, and remains in a liquid state until it possesses a host, which it will do the moment that it is freed. For all intents and purposes, the Prince of Darkness is immortal and invulnerable from real harm.
  • Possession: The Prince of Darkness can possess a host, destroying the spirit of the individual and replacing their RIP with its own. When the Prince of Darkness does so, it assumes the FASE of its host, and can act within the mortal world. It will continue to alter its host to fit the needs to free the Anti-God (No FASE increase, just more cosmetic), and will not release the host unless the host is destroyed (See below). The Host is granted Mn (75) regeneration and recovery, capable of regenerating limbs and recovering from other damage. In addition, the host body is effectively immortal so long as the Prince of Darkness resides in it.
  • Mass Possession: The Prince of Darkness is capable of mass possession of those individuals with Psyche ranks below Poor (4), capable of possessing up to 20 at a time without issue once active. In addition, the Prince of Darkness can liquefy, destroy, or transform its possessed minions (cosmetically), working to increase fear or terror with RM (30) ability
  • Possession: By entering individuals, The Prince of Darkness can possess specific individuals with Am (50) ability, reducing their RIP to Pr (4) and rendering them little more than zombies. The individuals are now tied directly with the the Prince of Darkness, being more than mental zombies to its will.


Dimensional Travel*: During a specific celestial alignment, the Prince of Darkness can open a door into the anti-matter universe where the Anti-God dwells. This dimensional opening must have a full length mirror for operation and must occur during the celestial alignment.


Limitations:

  • Unable to speak: the PoD may not verbally communicate even through its thralls
  • Thrall dependence: even more than other cases, the thralls and possessed victims depend on the PoD to remain active. If it is imprisoned or leaves a 6 square area presence, they die immediately.
  • Servant of a dark power: the PoD is merely the servant of the Anti-God

Contacts:

The Anti-God

Friday, February 8, 2019

Laurie Strode from 'Halloween'


Laurie Strode




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

Health: 56
Karma: 46
Resources: Pr (04)/Typ (06) – (Personal Resources/Family Resources)
Popularity: 0 (Before the Haddonfield Incident) 5 Afterwards

Talents:
Laurie is still a student, and possesses the ‘Student’* talent.
Laurie could consider to have Area Knowledge: Haddonfield and Local Lore: Haddonfield if one so chose.

Powers:
Laurie is a normal human, but displays several Pseudo-powers:

  • The First Final Girl: Laurie’s use of karma is unique throughout the first Halloween movie: When Laurie is threatened or terrified, she gains karma each time she encounters one of Michael’s activities or when spotting Michael. In addition, Laurie spends Karma when hiding from Michael or when defending from Michael’s attacks, gaining Karma whenever she believes she’s injured Michael. In addition, Laurie will automatically spend Karma if caught in a terrifying situation to at least a Green result. Laurie will also spend Karma to protect anyone in her charge, and will actual seize initiative to create advantages for her charges to escape.
  • Higher Endurance: Laurie has higher a higher Endurance that allows her to resist certain effects and continue to operate with successful Endurance FEATs. Laurie’s Endurance is not superhuman, but it does border maximum human.
  • Final Girl Will: A variation of Iron Will, Laurie can suppress her trauma and damage for some time, unknowingly doing so as she reacts to the onslaught o Michael Meyers. Laurie will ignore most damage below Gd (10) for several rounds, but will eventually collapse and have serious issues she will need to recover from.

Contacts:
Laurie was well-liked by the Haddonfield community, trusted to be a babysitter for several members of that community. In addition, it is assumed that Laurie could call on Samuel Loomis after the events of the first Halloween.

Limitations:
Laurie Strode has a few limitations – well, one big one:
  • Hunted by Michael: Whether by accident or by intention, Laurie is one of the targets of the monstrous serial killer Michael Meyers, and he will stop at nothing to kill her. Laurie is one of the few people to escape Michael Meyers, and was present during his last efforts in Haddonfield.
  • Cry Wolf:  Laurie often spots the danger before anyone else, recognizing there is something or someone wrong and often tries to tell authorities and others before anything happens. For whatever reason, No one really believes Laurie’s premonitions and ignores her feelings.

Notes:

This is Laurie through the first movie, ignoring the sequels, H20 and the 2001 movie where Laurie was ‘killed’. This is a personal decision for me, as I felt nothing that has followed (Yet) has been really on the same part as the first one. Laurie’s ‘Final Girl’ abilities are not real powers, but mechanics that would allow her to survive in that situation. In addition, the higher Endurance I feel is probably a bit high, but I think it can be justified throughout the film and situations. Finally, I would suggest that the ‘Cry Wolf’ limitation is not something that Laurie is conscious of, she’s simply reporting what she sees, which is 100% accurate and ignored anyway. I debated adding something about her ability to spot the threat, but I ended up giving her an Ex (20) Intuition instead. I places her Psyche as high as I did based on the events in the movie and how well she actually navigated them.

Wednesday, November 5, 2014

The Martan Ghosts from 'Ghosts of Mars'

’ This is about one thing: dominion. It's not their planet anymore. ‘

I figure I’ll cut down my narrative on the write-ups, mainly due to the fact I can drone on and people really just want the stats :>.

Why the Ghosts from Mars?
First, I love John Carpenter movies, and I rather liked the practical approach to the effects. Second, it was a near concept combining the ghost story/possession/sci-fi survival flick into a fairly slick film. I rather liked the majority of the movie, and I think it’s a neat enough monster-group to be represented

 

Ghosts of Mars



Standard ‘Ghost’

F: Varies on Host
A: Varies on Host
S: Varies on Host
E: Varies on Host, See ‘Powers’
R: Typ (06)
I: Rm (30)
P: Ex (20)

Health: Variable
Karma: Roughly 56
Popularity: ‘0’ prior to the initial outbreak, it is assumed that the popularity reduces to ’-50’ as they become a planetary threat to the Martian colony.
Resources: N/A

Talents:
The individual ghosts seem to have their own talents, which include the basics:

  • Knowledge: Ancient Martian Culture
  • Knowledge: Martian Language
  • Sharp Weapons
  • Blunt Weapons
  • Artist: Scarification/Tattooing
  • Small-Unit Tactics
  • Mystic Origin* (See Notes)

Powers:
Free Spirits*: In the truest sense of the word, the Martian ghosts are free-spirits capable of nearly permanently possessing a body until physical death. The ghosts are perhaps a thousand strong, maybe more, and work with a group mentality to reassert control of the red planet. The ghosts have the following abilities:
  • Free Spirit: The Martians exist purely as free spirits, and cannot be killed through any physical or traditional means. As such, the ghosts cannot normally interact with individuals unless they possess a host and cannot be detected through normal means. The ghost adapt their FASE from their hosts, and completely replace their hosts RIP with their own. The ghosts are nearly impervious to damage in their spirit forms, although their hosts are not so, and suffer damage at the regular rate. Ghost-possessed individuals can still be stunned and knocked unconscious, but this does not free a host from the ghost (hah, I'm a poet and didn't know it).
  • Possession: The ghosts can permanently possess a physical host, and maintain that possession until death. The possession is a Rm (30) intensity attack which depending on the opposed result determines the time between the initial attack and complete possession. As the ghost 'takes over', the individual will begin ritually scarring themselves, decorating their flesh as the ancient martians did. The process is as follows: Once the target has been 'selected', they must make a RM (30) Psyche with a Yellow Intensity or begin the possession process. If the result is a critical failure (01), the possession occurs within the same round. If the result is white, the possession can occur between 1 - 10 rounds, if the result is green the possession will take 1 - 10 Turns. The possession can be resisted with Karma or can be stopped by 'shutting down' or altering the sensory input of an individual (With an Ex (20) or better effect). The ghost cannot attempt to possess someone they have already failed in 'converting', nor can they seem to affect anyone with a Rm (30) Psyche or higher.
  • ESP: The ghosts can 'sense' other beings and are not hindered through normal sensory obstacles (Such as darkness and the like). In addition, those who are being 'possessed' or have contact will pick up the psychic impressions of the ghosts, such as their goals and history.

Contacts:
The ghosts only communicate or have contacts through their own group.

Limitations:
The ghosts have several key limitations despite their near-immortal nature:
  • Dependency on a host: The ghosts cannot interact with the physical world, and must possess a host in order to do so. In addition, the bond between a host and the martian means the martian can be 'killed' for a while at the death of the host
  • Bloodthirsty and Cruel: The ghosts are extremely savage and will delight in causing as much sadism as possible.
  • Inhuman: A possessed host does not maintain anything that is a remnant of who they were. In combination with the ritual scarring and bloodthirsty nature, ghost-possessed individuals are incredibly easy to spot.
  • Goal: The entire host of the Martian ghosts seem to be dedicated in murdering the 'invaders' and taking them over in order to return Mars to the Martians.
  • Lack of communication: The ghost do not communicate verbally in a means that humans would understand.
  • Binding*: It seems to be possible to bind a ghost to a place, as was part of the backstory. If this is the case, then it would be easy to assume the ghosts suffer a -1cs to their Psyche for the purposes of mental entrapment/mystical binding.

Notes:
For the purposes of the write-up, I've included the Mystic Origin* talent. I debated this because it is clear that the ghosts may not be traditional spirits...however....even John Carpenter said they were actually alien beings more akin to lovecraftian horrors, so I kept it. I also debated adding a variation of Iron Will, which could totally be justified as they simply do not feel pain in their host forms, and in some cases ,seek it out. I ended up not including it, as I felt that there were only a few examples of this in the movie.

Wednesday, November 6, 2013

Doctor Samuel Loomis from 'Halloween' (Original)

Doctor Samuel Loomis

 




Doctor Samuel Loomis

F: Typ (6)
A: Typ (6)/Pr (4)
S: Typ (6)/Pr (4)
E: Gd (10)/Typ (6)
R: Gd (10)
I: Ex (20)
P: Ex (20)

Health: 28/20
Karma: 50
Popularity: 10/5 (In medical circles/to the general public)
Resources: Gd (10)

Talents:
Medicine*
Psychology
Firearms
Marksman
Detective

Powers:
Dedicated to the point of obsession: Loomis has no powers, except his incredible will and desire to see Michael Myers destroyed. While not a power, Loomis has survived burns and terrible wounds that would incapacitate or at least slow down a normal person. Even after his last battle with Michael Myers, Loomis continues to fight to try to stop Myers, and although spiritually shatters, Loomis simply does not stop. For the purposes of game mechanics, Loomis may make a FEAT roll vs. Ex (20) intensity instead of a Psyche or Endurance FEAT when confronted with dire circumstances. This is to mirror Loomis's resolve. In addition, if Loomis is facing Michael Myers, Loomis gains a +1cs to all Reason, Intuition, and Psyche FEATS when dealing with his iconic foe. This effect does not negate nor grant resistances of any sort - It simply allows Loomis to continue when he should be stunned/dead/incapacitated.

Contacts:
Theoretically, Loomis had contacts within the medical field, and was at one considered a very well-respected member of the psychiatry community.

Smith Grove: Loomis has contacts with the hospital that incarcerated Michael Myers

Laurie Strode: If Laurie Strode is alive, Loomis may have contact with her.

Limitations:
Obsession: Simply put, Loomis is obsessed with stopping Michael Myers, recognizing the nature of evil in Myers. Loomis's obsession has often worked against him, and Loomis suffers a -1cs penalty when Myers is active in all social skills.

Infamous: Loomis's actions and obsession has also made him infamous in many circles, and many see him as 'damaged goods'

Decreased Physical attributes: Loomis suffers damage (and later a stroke) during his battles with Myers, hence the two sets of FASE stats. Loomis continues to suffer throughout the rest of the sequels, which is reflected in the first set of stats (around 'Halloween') and the second (around the 5th movie).

Wednesday, October 21, 2009

The Thing from another world from 'The Thing' and 'Who Goes There?'

I dunno, it's like this: thousands of years ago this spaceship crashes, and this thing, whatever it is, jumps out or crawls out and gets entombed in the ice.

 The Thing from another world






 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Depends on Host
A: Depends on Host
S: Depends on Host and Mass
E: Depends on Host and Mass
R: Rm (30)
I: Rm (30)
P: Rm (30)

Health: *
Karma: 90
Resources: Depends on Host
Popularity: Depends on Host

Talents:
Theoretically, the Thing can absorb the complete knowledge of its hosts, and maintain that knowledge, adding to it as it assimilates individuals and creatures. The Thing then can split into multiple creatures, each possessing that learned knowledge to that point. The Thing clearly knows the following:

  • Medicine*
  • Anatomy*
  • Piloting
  • Astrogation
  • Military
  • Multi-Lingual
  • Psychology
  • Repair/Tinkering
  • Knowledge: Culture specific

Powers:
Alien Physiology: The Thing is an alien from another world, a species that exists by consuming and absorbing host creatures and gaining their knowledge and physiology. Unlike other aliens that utilize a host to gestate, the Thing actually absorbs the host, mimicking their lives through gained knowledge, hence the adjustable FASE and in some cases, the possibility of the adjustable RIP. When first encountered, the Thing had absorbed fifteen men and several sled dogs, before being found by the Americans. As such, the Thing must be able to make physical contact with its victims, which begins a cellular process, similarly to a viral infection although with no warning signs. The assimilation of a new creature is how the Thing propagates, and a new independent creature is born with the knowledge of the previous assimilated beings.
The thing has the following attributes:
  • Total Memory: Unranked Total Memory regarding the knowledge and memories of previous victims.
  • ShapeShifting: The Thing and change its shape by shedding or gaining biological mass through absorption as described above. The thing can change itself into a more formidable (and hideous) amalgamation of creatures with Un (100) ability, limited to the functional aspects of the creatures absorbed. For instance, it could shapeshift into a four-armed dog creature if it has absorbed two men and a dog, etc.
  • FASE increase: The Thing gains bonuses to its FASE based on the attributes of the beings absorbed. So, if it absorbs three men and one of them has an Ex (20) strength, it will have an Ex (20)
  • The process of absorption and conversion is quick, and if the Thing manages to 'infect' a creature, it must make an Endurance FEAT based on the current rank of the Endurance +2cs ranks of the Thing at the time. For example, if the Thing attacks a human, and it currently has a Gd (10) Endurance, The victim must make an Endurance FEAT of Rm (30) to avoid the infections. A Yellow FEAT is necessary when the Thing seeks to absorb an individual, and if the victim fails, the process of infection, absorption, and reproduction is quick. The victim essentially becomes another creature within 1 - 20 rounds.
  • Adaptation: The Thing has shown unnatural ability to adapt quickly to situations, considering to have the power environmental adaptation at Rm (30) as seen in the short story. The movie versions have the Thing capable of adapting to the arctic conditions quickly, and not be as hampered by them as others.
  • Telepathic: In the original short story, it is suggested the creature may be telepathic, capable of anticipating the moves of those against it. If this is the case, it would possess telepathy at Gd (10), although telepathy is not suggested in either of the movie versions.
  • Non-Detection: Once the Thing has assimilated someone, it is difficult to determine if the person is the thing or not, granting it non-detection at Am (50) from all but mystical means, save for its limitation below. The non-detection aspect is clear in every version of the story, making it difficult to determine who is who.


Contacts:
None, although would could suggest other creatures.

Limitations:
Despite the capabilities of the Thing, it does possess key weaknesses:
  • Vulnerability to Fire and heat: In both the short story and the 1982 remake, the Thing has been shown to be extraordinary vulnerable to fire, often requiring fire to permanently injure of kill it. When faced with fire, the Thing takes +2cs damage from it. In the original film version, electricity is used to generate greater amounts of heat in order to kill it, and it is believed heat is essential in overwhelming its being.
  • Detection: In the short story and the 1982 remake, detection of the creature was made through blood samples. As each creature is independent, they are however connected to parts of themselves, such as a blood sample. Something as simple as pushing a hot wire into the blood sample will illicit an immediate response from the creature, often revealing them.
1954 version of the Thing

Tuesday, October 6, 2009

S.D. 'Snake' Plissken from 'Escape from New York/LA'

Snake Plissken





S.D. "Snake" Plissken

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

Health: 110
Karma: 60
Popularity: -50 (In Federated States of America by Law Enforcement)/30 Everywhere else....everyone knows and/or has heard of Snake.
Resources: Typ (6)

Talents:
Military
Guns
Marksman*
Dual Weapon Fighting: Guns
Quickdraw: Allows a +2 to Initiative when using a pistol or pistol(s)
Martial Arts: A, C
Pilot: Submersible
Pilot: Glider
Crime
Resist: Domination*
Athletics
Pilot: Fixed wing
Pilot: Rotor wing
Covert Operations

Powers:

Snake does not possess 'powers' per say, but he has several abilities which border on being powers. These include:

Indominable Will: Simply put, Snake is not phased by much, and remains relatively unshaken in many events. This means that fear or emotional control simply to make Snake react are pretty much ignored. Even when facing death, Snake is more upset at being duped than the concept, and Snake's bravado and coolness under fire is something else. Snake gains an additional +3cs check in resisting emotional influences accordingly.

Combat Sense: Snake is a seasoned soldier and criminal, and as such is considered to have Ex (20) combat sense

"Snake Eyes": Akin to luck manipulation, fortune favors Snake in strange ways. First, Snake never loses initiative if faced with situations that would warrant his death, such as being outnumbered or counting down until the moments before the twin explosive capsules go off in his arteries. Snake will always have something happen to give him the advantage. It does not mean Snake is invincible or always wins his fights, but just the ones that would matter between life and death, specifically his life or death. Cases include: Making it back before being killed by said explosive devices in the nick of time, making an impossible set of basketball shots in under ten seconds, beating a much larger and skilled opponent with two gunshot wounds, coming across old 'buddies' who have risen to positions or relative power, being ambushed by gangs of individuals but gaining the upper hand, or surfing down a tsunami-sized wave.

Equipment:
Snake's Pistols: Snake utilizes standard military grade hardware, but specializes in a pair of custom designed pistols which do 15 pts shooting damage through their balance and/or design. These guns are Snake's primary and most noticible weapons.

Flame resistant outfit: Snake has utilized a suit of flame resistant clothing which provides Ex (20) protection against fire and heat. The outfit includes a trenchcoat which can be pulled up to cover Snake's head and face.

Holographic Project: Snake has utilized a one-shot camera providing a fifteen minute holographic image which can project up to 1/2 mile and provide full sensory information such as hearing and sight. The projector simply conveys Snake's image and provides hearing and sight, but nothing more.

Stick Matches: Everyone needs them occasionally.

Contacts:

Most of Snake's contacts are either dead or in hiding, but a few of them include:

'Texas' Mike O'Shea: a member of Snake's team and occasional partner in crime, believed deceased
'Fresno' Bob: known accomplish and late partner during the Kansas City job.
Harold 'The Brain' Hellman: Another partner who betrayed Snake during the Kansas City job, deceased.


Limitations:
Wanted Fugitive: Despite a federal pardon, Snake Plissken is a wanted fugitive on a planetary level, especially after the events of the L.A. incident. Snake is wanted and actively hunted for his criminal activities

Reputation: Most criminals have heard of Snake, either thinking he should be taller or dead. Snake is a victim of his own reputation, and as such, Snake's reputation has haunted him more than once.

Distinctive Look: Snake is known for his one eye, large snake tattoo, and mannerisms. Snake never conceals his identity.