Showing posts with label Literary. Show all posts
Showing posts with label Literary. Show all posts

Sunday, August 30, 2020

C. Auguste Dupin and the Murderer from 'Murders in the Rue Morgue'

 The riddle, so far, was now unriddled'


C. Auguste Dupin

 


 

 

 

 

 

 



 

 

 

 

 

 

 

 

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

Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 10

Talents:
C. Auguste Dupin is the first literary detective, noted for his use of intellect and logic to resolve crimes. Dupin is considered to have the following talents based on his appearances and apocrypha:
Detective/Espionage
Military
Firearms
Chemistry
Zoology
Rudimentary Forensics (For 1840)
Medicine*
Knowledge: Politics (European)
Knowledge: Paris
Nobility*
Heir-to-Fortune (Although it is all lost before the first Dupin story)
Crime* (The knowledge of, not the current practice).


Powers:
Abductive Reasoning: Dupin can make extraordinary guesses based on observation and information to solve baffling crimes and mysteries based on subtle information. While not a real power, Dupin’s abilities seem to border the paranormal. In essence, Dupin can make a Reason FEAT to determine information about a particular situation based on his skills and experience. Dupin then makes an Intuition FEAT which will determine a successful result. For each success level, Dupin’s abductive guesses can glean additional details and information about a particular case or situation. In essence, Dupin makes a Reason FEAT, which adds to his Intuition FEAT:

  • Green Result: No additional bonus
  • Yellow Result: +1cs to next Intuition FEAT
  • Red Result: +2cs to next Intuition FEAT
Dupin’s skill bonus is then applied to his result, maximum of Am (50) ability. Dupin is considered the finest detective of his era, and future fictional detectives are based on him.

Contacts:
Dupin has several contacts within Paris society, as well as contacts that are well-placed within the government and abroad.

Limitations:
Dupin’s limitations are implied:

  • Out of favor: Dupin is well-respected for his ability as a detective, but his family has fallen out of favor and the once great fortune has all but gone. Dupin often seeks to do the right thing despite reward, but his current situations seemingly place him in need during one of his cases. Dupin’s resources were perhaps at Ex (20) at one time, but now are at Typ (06) and he lives at a much lower level than he once did.
  • Reputation: Dupin has a reputation as being logical and a little bit off-putting to those who do not know him well. Dupin’s obvious genius makes him seem a bit aloof and cold.
  • Age: Dupin is slightly older than his contemporaries and is a striking man of his middle age.



Notes:
Despite the lack of physicality represented in the story, I believe that Dupin’s FASE is fairly accurate based on additional writing and lore regarding Dupin’s backstory that was developed post-Poe but considered to be part of the character.
I have no doubt on Dupin’s RIP score, as I believe he was considerably intelligent, aware, and possessing greater willpower.



The Rue Morgue Murderer.




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Fe (02)
I: Typ (06)
P: Pr (04)

Health: 50
Karma:12
Resources: 0
Popularity: 0/-2 (once discovered, and only then as a small story)

Talents:
The murderer can mimic physical actions of individuals, but only roughly and with an almost parody of said actions – nothing serious, only something like shaving or similar.


Powers:
The orangutan has no powers, and is only a healthier than average specimen.

Contacts:
The orangutan has no contacts.

Limitations:
The orangutan has no additional limitations outside of being an animal, but if one wanted to suggest that it was bloodthirsty, it wouldn’t be out of the question.

Notes:
The orangutan’s reveal as the murderer is one of the all-time twist endings, and only ever served to perplex the situation. Orangutans are docile in comparison. I added bonuses to the typical ape write-up to reflect what I felt was the differences as described.

Tuesday, November 6, 2012

Varney The Vampire from 'Varney the Vampire'



Marmaduke Bannerworth, AKA Francis Varney

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

Health: 120
Karma: 70
Resources: Ex (20) to Rm (30) (Depending on the Bannerworth family, or as Francis Varney)
Popularity: 0/-5/-10 (As Bannerworth/As the "regretful' vampire/As the villain


Talents:
Military
Mystic Origin* (After curse and rebirth)
Knowledge: Nobility
Knowledge: English History
Knowledge: Archaic Weapons
Nobility* - Varney is a member of a noble family, and was himself knighted.
Marksman
Horsemanship
Human Nature

Powers:
Vampyre: Varney is cursed to be a vampire, after accidentally killing his son in a pique of rage. As a vampyre, varney cannot find eternal rest, cannot be killed in normal means, must sustain himself on human blood, and has other strange powers associated to his infernal nature. Varney however does not have some of the traditional limitations of what is considered a 'traditional vampire', and has several key advantages:
  • Vampirism*: Varney must sustain himself on human blood, and requires quite a bit of it in order to 'survive'. Unlike traditional vampires, Varney requires no invitation to enter locations, nor does his victims potentially become undead themselves. Varney's vampirism is a curse, carried by Varney for the murder of his son. Varney must drain 10 points of health per day in order to sustain himself. It is suggested that Varney may only drain those related to his family, although this was not clearly defined. Depending on the period of Varney's appearance, Varney will either attempt to ignore his hunger (Psyche FEAT), or willing seek those who might be victims. If Varney feeds for more than two rounds, he regains full health and endurance. In addition, it is assumed that if Varney's remains are fed, it will regenerate him completely.
  • Invulnerability: Due to the nature of Varney's curse, Varney is effectively immortal against all but the most powerful forces. Varney is nearly immune to pain and damage in the traditional sense: Varney can be reduced to 0 health, but unless finished off by a massive source of damage (Such as a volcano), Varney will return. Varney takes damage, but is not hindered by damage, as seen multiple times during the novel in which he is driven off by pistols. Varney is considered completely immune to disease, toxins, and poisons. Varney seems to have some adversion to fire (see limitations).
  • Hypnotism: Varney is the first 'modern' vampire to use hypnotism against his targets, and is considered to have Rm (30) hypnotism. In addition, Varney gains a +1cs to using his hypnotism against those who are members of his family, and an additional +1cs if the target is a former victim and/or subject.
  • Flight: Varney can seemingly float and/or fly with Gd (10) airspeed, as described in the novel collection.
  • Natural Weaponry: Fangs: Varney is also the first modern vampire who attempts to bite his victim in the neck to drain blood, a recurring theme in many of the appearances. Varney has a Gd (10) bite, halving body armor effectiveness, which also treats as a mystical attack.
  • Iron Will: Varney is considered to have Rm (30) Iron Will, as his nature has granted him great resolve both to sustain his existence, and ultimately, to end it.
  • Non-Detection: Varney's nature is hard to determine at different points, requiring a Intuition FEAT of Rm (30) or better to determine Varney's true nature. Varney will not detect as undead, except when he is feeding or using his abilities. Those who have seen Varney's true nature will be able to easily recognize him however.
  • Immunity to vampiric limitations: Varney's vampirism is not a traditional form of vampirism, being the effects of a divine curse. As such, Varney has none of the traditional limitations of vampires (save the need for blood and, after his nature is revealed, the unnatural presence).

Contacts: At different points, the Bannerworth family has been both victims and contacts to Varney, depending on the chapter and period of the book. As such, it is suggested that Varney has connections within his family, as well as various European royalty.

Limitations
Varney has several limitations, several are due to his curse:
  • Fire: Although not expressly stated, it is assumed that Varney has some issue with fire (indeed, flames from Mt. Vesuvius being his final destruction). For the purposes of this write-up, fire and flame damage does +1cs to Varney.
  • Known Vampire: Once Varney is revealed, it is hard to hide the fact. As such, Varney's popularity, regardless of his nature at the time, reverts to -10.
  • Predatory Presence: Varney always seems to have a presence of a predator, granting +1cs to Intuition checks for those who can determine such. People will feel 'ill-at-ease' around Varney.
  • Cursed: Varney is cursed for shedding the blood of his son. As such, Varney is bound to the nature of his curse and cannot easily escape it. Any attempts to break his curse requires a Psyche FEAT. Varney is only able to break his curse once his confesses to a priest, and then hurdles himself into a volcano.

Emeric Belasco from 'Hell House' (As well as the Belasco House)







F: Sh0
A: Sh0
S: Sh0
E: Sh0
R: Rm (30)
I: Rm (30)
P: Am (50)

Health: 0
Karma: 110
Popularity: - 5/-10 while alive (and in occult circles), -20 in Occult Circles after death (With Hell House)
Resources: In Life - In (40)

Talents:
Occult Lore
Psychology
Business/Finance
Crime
Parapsychology
Resist: Domination*
Stage Magician
Knowledge: Counter-Culture
Multi-Lingual
Knowledge: Ancient History
Engineering
Chemistry
Metallurgy
Psionic Potential*

Powers:
Free Spirit: Emeric Belasco has remained a consciousness after his suicide, allowing him full reign of his home due to its unique construction and his own care in how he secured his body. Unlike normal Free Spirits, Belasco's strength of will and capabilities are different, granting him several advantages that a normal Free Spirit would not have:
  • Telekinesis: Belasco can throw and manipulate objects with Rm (30) strength, often throwing things around or hitting individuals.
  • Possession*: Belasco can possess individuals and animals with Rm (30) ability, often possessing the being with the weakest psyche to do his bidding.
  • Telepathy: Belasco possesses Gd (10) Telepathy, capable of reading and anticipating the thoughts of those inside of the house
  • Mind Probe: Typ (06) ability to probe individuals within the house, which grants him the ability to best figure out how to manipulate them.
  • Presence Mask: Belasco is able to mask his presence with Am (50) ability, preventing people from identifying his spirit as the one which causes the issues. Belasco has managed to convince everyone that the spirits inhabiting Hell House are numerous, when in fact, it's simply Belasco himself.

Contacts:
None

Limitations:

  • Ego: Belasco's will is only surpassed by his ego, which can be used to rile Belasco into revealing himself as the sole prescence. It is Belasco's Ego which also leads to his downfall: The revelation of Belasco's own stature leads ultimately to his downfall in the afterlife. If Belasco is antagonized, he suffers a -2cs reaction bonus. In addition, if Belasco's secret shame is revealed (He was slightly deformed, having amputated his own legs and replaced them with prosthetics to grant him his gigantic height), Belasco suffers a -4cs and cannot affect the corporeal world for 1-10 turns.
  • Bound to Hell House: Unlike a regular ghost, Belasco anticipated that electromagnetism might allow the conscious mind to exist after death. As such, Belasco cannot extend his mind or abilities outside of Hell House.
  • Vulnerability to Electromagnetism: As with the book, Belasco would normally be vulnerable to the machine that is developed to purge the electromagnetic spectrum. Belasco hides in his well-shielded vault, which protects him from any Electromagnetic effect. Belasco suffers a +2cs damage from electromagnetic effects.


Hell House





Named the Belasco house after the designer and resident Emeric Belasco, Hell House gained its reputation beginning after its completion. A dinner party was massacred by its builder, Emeric Belasco, who promptly disappeared, leaving many to believe the house was cursed. Believed to be haunted by the spirits of all of Belasco's victims, the house was largely abandoned, with occasional attempts to 'cleanse' the house meeting with disaster.

In reality, the house was constructed based around radical theories about electromagnetic energy remaining after death, with the house acting to focusing and controlling it. Belasco used this energy to maintain his consciousness after death, even creating a room where his body remained after death that was completely shielded and hidden. Belasco's own spirit continued its psychotic and sadistic desires, promoting the myth of many ghosts rather than just a single spirit. Once cleansed of Belasco's spirit once and for all, it simply was a house....nothing more.

Johnny Smith from 'The Dead Zone' (1983)




Johnny Smith

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

Health: 26
Karma: 70
Popularity: 2
Resources: Typ (06)

Talents:
Teacher*

Powers

The Dead Zone: Due to an automobile accident that left him in a coma for over six years, Johnny Smith can gain knowledge of a person - past, present, and possible future but with a touch. Smith's ability allows him to do the following:
  • Postcognition: Smith has Am (50) postcognition, allowing him to see into a person's past and 'see' speciifc incidents as if he is/was present. Smith cannot 'read minds', but he can see the events as honest as they are portrayed in the memories of the individuals who he touches. Smith can observe events over the course of how they happened, but to the casual observer, a moment is all that passes.
  • Precognition*: Smith has the Am (50) ability to predict events through a touch, and can determine possible outcomes through the actions of individuals by seeing the possible future. Important and critical events seem to have priority, as major events may be years away (As seen with the events around Greg Stillson. Johnny must touch the individual in order to use his powers.
  • Clairvoyance: Johnny can occasionally gain glimpses into individuals connected to others, as seen in the novel and in the movie albeit briefly. Johnny's range is more directed by the intensity of the connection between individuals he touches.

Contacts:
Johnny had contacts with his ex-fiance Sara and some local members of law enforcement.


Limitations:
  • Lame: Johnny's injuries from the auto accident that put him in the coma have required the use of a cane. Johnny has problems manuevering and acting without it.
  • Enemy: Greg Stillson: More in the novel than in the movie, Stillson's rise to power is paralleled by Johnny's life, which brings them into conflict. As such, Stillson would be an enemy of Johnny had the events at the end of the novel/movie not play out as they did.
  • Unwanted Attention: Johnny lives as a recluse due to the unwanted attention his power brought. As such, Johnny suffers a -1c for reaction when confronted by any attention or notoriety.

April 1st Write-up: Liam Neeson, the most dangerous man in the universe.

Liam Neeson




Liam Neeson, the man who will look for you, the man who will find you.

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

Health: 150
Karma: 120
Popularity: 50/-50 (To people who kidnap his daughter).
Resources: Am (50) (Liam Neeson is an international actor, who trained Batman, Obi-Wan, and Perseus)

Talents:
Actor*****: Liam Neeson is a method actor, if not the best method actor in the world. As such, Liam Neeson can learn any skill exposed to, and can learn it completely, adding to a formidble list which include:
Detective/Espionage
Religion
Martial Arts: A,B, C, D, and E
Acrobatics
Neurosurgery
Leadership*
Law-Enforcement
Crime*
Medicine*
Military
Wolf-Punching
Knowledge: Jedi
Knowledge: Batman-stuff
Knowledge: Narnia
Knowledge: Sailing
Knowledge: Forensics

Powers:
The Neeson Force: Born in the fire of primordal creation, the Neeson Force is a powerful cosmic power, which is embodied in Liam Neeson. The Neeson Force, while in the form of Liam Neeson is limited to the following abilities, simply because of the sheer awesomeness of Liam Neeson:
- Danger Sense: Am (50): Liam Neeson can sense danger or the danger of his daughter with Am (50) ability, and correctly determine how to respond
- Regeneration*: By willing himself to ignore pain, Liam Neeson can heal with Mn (75) ability
- Invulnerability: Liam Neeson cannot be affected by mental attacks nor can he be affected by emotional powers, for he is Liam Neeson.
- Wolf Detection: Liam Neeson can immediately detect the presence of wolves, especially those wolves who have kidnapped his daughter
- Telelocation: People who have kidnapped his daughter: Liam Neeson can immediately determine where the people are who kidnapped his daughter, and is able to find them in order to find her. The Neesonlocation spans dimensions and realities.
- Method Actor: Liam Neeson is the ultimate method actor, and can adapt himself into any role or ability, from Zeus to Darkman. As such, Liam Neeson can power simulate any ability or power through prepation for a 'role'. Such 'roles' will determine which powers he has access to.
- Improvisational acting: Liam Neeson's mastery of improvisation allows him to use any object as a weapon to kill those who have kidnapped his daughter. As such, Liam Neeson gets another 4 attacks a round

Contacts:
Liam Neeson knows a lot of people, but among them:
Batman
Obi-Wan Kenobi
Patrick Swayze
All those Narnia kids
Perseus
Voldemort (Who he can totally defeat)
Daughter Neeson.

Limitations:
While it is hard to believe that Liam Neeson has limitations, the truth is, he cares for all beings, especially his daughter. Liam Neeson sees protecting his daughter the most important drive in all existance, which is weird, because she gets kidnapped by Wolf-Sith-Terrorists all the time. Liam Neeson will stop at nothing to get his daughter back.

Abraham Lincoln, Vampire Hunter



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

Health: 80
Karma: 60
Resources: Various throughout life, from Pr (4) to Ex (20), although as President, he had access to upwards of Mn (75)
Popularity: 100 (Abraham Lincoln is thought to be one of the greatest presidents of all time) /-50 (To Vampires)

Talents:
Outdoorsman
Oratory
Law*
Military*
Weapon Specialist: Axe*
Wrestling
Politics*
Leadership*
Firearms
Occult Lore: Specialist in Vampires
Administration
Business/Finance

Powers:
Iron Will: If anyone truly possessed an Iron Will, it would be Abraham Lincoln. Lincoln is considered to have Rm (30) Iron Will, and as such, can also ignore Stun effects of Rm (30) or less, simply through sheer force of will. In addition, Iincoln simply ignores damage less than 1/2 of his health, allowing him to absorb up to 30 additional points of damage if his health is at 1/2 or better.

Combat Sense: Lincoln is an experienced enemy of vampires, and as such, understands their abilities and their powers better than most men alive. Lincoln can anticipate attacks with Ex (20) ability, granting him an additional +2 to initiative and allowing him an intuition FEAT in dangerous situations.

Resist: Mind Control: Lincoln's willpower is considered to be Am (50) when attempting to control him, as well as attempting to ensare him with hypnotic means. Lincoln's will is considerable to resist persuasion, and once his mind is set, he is unstoppable.

Axe: Lincoln's use of an axe was legendary, and while vampire hunting, Lincoln continued to use a specific axe he had since young adult hood. In his hands, Lincoln could do additional damage (+1cs), as well as allowing him two additional attacks a round.

Contacts:
Lincoln's contacts are numerous, and he could potentially draw on any resource within the US government while President. Lincoln encountered many figures, but several stood out:
  • Edgar Allan Poe: A friend from New Orleans, Lincoln and Poe had a secret friendship while studying vampires.
  • Henry Sturges: Lincoln's vampire associate and friend, who helps shape him into a vampire killing weapon


Limitation:
  • Secret: Lincoln maintains his secret of being a vampire hunter, even after being president.
  • Vow: After the death of his mother, Lincoln swore to destroy vampires whereever they are.
  • Honest: Lincoln is known for his honesty, and once he has given his word, he keeps it.

The Pod People from 'Invasion of the Body Snatchers'





F: Varies
A: Varies
S: Varies
E: Varies
R: Varies*
I: Varies*
P: Varies*

Health: Varies
Karma: Varies*
Popularity: Varies/-10 as an alien race by other races (One would assume)
Resources: Mn (75) - See Below

Talents:
Theoretically, the Pod People have all talents that their counterparts possess, adding to a collective intelligence. It is never expressly stated that the Pod People share knowledge, but it is stated in both the novel and the movies that they are of one mind, so it is probably that any mental skill possessed is shared, and that any physical skill is also shared. For the purposes of the write-up, specific mystical and mental skills are not shared.

Powers:
Group Collective: Pod People are a collective alien intelligence, which travels from planet to planet quietly subverting and replacing the dominant lifeform before moving on. As they are a collective intelligence, the pod people are actually part of a larger consciousness, thus they are all part of the same unit. This does not make the consciousness a hive mind: Pod People can share knowledge to a limited degree, but are not instantly aware of actions taken by the other members of the consciousness. As such, the aliens have the following abilities:
  • Duplication: The aliens exist by taking over the dominant race, which is done through the creation of near identical doubles. These doubles are perfect in every way to the original being, down to the skills, memories, and abilities of the individual. The process begins with exposure to the aliens, either through direct contact or being in proximity (within an area) of a 'pod'. The pods quickly mature, growing from their initial pod form to a complete copy within 24 hours. During this time, the individual in question must make a Psyche FEAT vs. Am (50) intensity, requiring a Red result. If the individual does not succeed, the process continues. Once the process has been completed, the individual must make another FEAT, and failing that, is destroyed and replaced. The process can be interrupted in the 24 period if the pod which is replacing the individual is found and destroyed. The replacement has all of the abilities of the host, with the knowledge the host has of using those abilities.
  • Telepathy: The Pod People communicate through near telepathic means when in the same area, granting them gd (10) telepathy.
  • Environmental Awareness*: A pod person is aware of their environment, and can determine if something is amiss or if there is a non-pod person present. The environmental awareness connects all of the pod people together, and they can determine if there are humans (or whatever else is dominant) in their sphere of influence. The awareness seems based on the visual acuity of the host: They must see their targets to determine if they are not part of the great alien consciousness.
  • Alert: As seen in the 1978 movie, pod people alert others to their presence with a high pitched scream, which can be heard up to several blocks away. The pod persons in the area will point and all scream, thus leading many others to their location.
  • Resources: The invasion builds resources as it replaces individuals, thus the high resource rank representing the level at the highest point of the invasion. The pod people will devote all of their personal resources to spreading the invasion, and will pool resources to that end.

Contacts:
None, as they are numerous.

Limitations
Despite the abilities, the invasion has several key limitations:
  • Replacement Limitations: Pod people cannot replace waking individuals, thus can only complete the transition and replacement of individuals while asleep or unconscious. If a person can remain conscious, they can prevent the final stage of replacement.
  • Detection: There are three major limitations that pod people have: Complete lack of emotion, lack of individual presence, and the overwhelming desire to spread the invasion. As such, a telepath or empath simply needs to make a power FEAT to determine if the individual is replaced or not. Anyone with enhanced senses (Specifically tracking or smell) has a chance to determine if the individual has been replaced. Finally, any attempt to solicite an emotional or unique response will reveal the individual's intent. Pod people also cannot replace robots or artificial beings, and may have greater issue with mystical or non-organic life.
  • Invasion: One would assume that the invasion has a reputation throughout the stars and amid alien races.
  • Limitations of the Host: Pod people have the same limitations the original version have, therefore, a limitation to a color would still be in effect.
  • Limited lifespan: Discussed more in the novel, the pod people have a lifespan of about five years, and must then look for a new dominant species on a different world.
  • Host Reliant: The Pods require the hosts/replaced individuals to spread the invasion, and cannot travel or act as their original form. The original pods are, however, capble of surviving space and re-entry, as they appeared as a meteor shower.

One final note:

Rawhead Rex from 'Rawhead Rex'











Rawhead and Bloody Bones, Tommy Rawhead, Rawhead Rex

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

Health: 160
Karma: 80
Resources: Pr (4)
Popularity: - 10


Talents:

Hunting
Mystic Origin*


Powers:

Demon: Rawhead Rex is a pagan demon, capable of extraordinary acts of bloodlust, gore, and perverse violence. As a demon, Rex has many attributes which make him nearly unstoppable from conventional means. Rex has displayed the following abilities (at least in the movie and short story):
  • True Invulnerability*: Rex has shown Ex (20) resistance to most conventional means of damage, and cannot be killed under normal circumstances due to his nature. Rex is completely immune to standard damage types, and can only be hurt through bypassing his natural invulnerability or other means. As Rex is a figure in Irish/Celtic mythology and legend, Rex is not hampered by traditional religious icons, such as wardings and such from the church. Please see Rex's limitations for more information.
  • Natural Weaponry: Claws: Rex possesses claws that can rend through natural material with ease (tearing through high tensile aluminum in seconds), as well as carving through human flesh with Rm (30) ability. Rex's claws are considered a mystical attack, and halve the effectiveness body armor, resistance, and other forms of protection.
  • Natural Weaponry: Fangs: Rex's mouth is a row of powerful sharp teeth that allow him to bite for In (40) damage. The bite is similar to his claws in that it is considered a mystical attack, halving effective protections.
  • Supernatural Senses: Rex possesses keen senses at Rm (30), which ironically also treat as protected senses at the same rank.
  • Tracking: Rex is capable of tracking individuals with Rm (30) ability, as shown in th film where he follows the primary protagonist on foot and waits for opportunity to kill his son.
  • Regeneration*: Rex can regenerate damage quick enough, with Am (50) ability
  • Recovery: Rex recovers Endurance ranks at a heightened level, providing him with Rm (30) recovery.
  • Hyper Running: While not overtly stated, Rex is was capable of maintain pursuit with a vehicle in the film and picking the appropriate time to strike. It would be safe assume Rex can move faster than normal with Gd (10) hyper running.

Contacts:

None


Limitations:

  • Pregnant Women: While it seems rather odd, in the short story, Rex's downfall came from a fertility Idol wielded by a pregnant woman, drawing the parallels between male and female sexuality in pagan religion. Rex can only be 'killed' by the use of the idol in the hands of a pregnant woman. Rex is immediately banished accordingly, and in the movie, it simply has to be a woman.
  • Unusual Looks: Rex suffers an extreme -2cs reaction upon first encountering him.
  • Bloodlust: Rex suffers from bloodlust, seeking to cause as much mayhem and violence as possible.
  • Imprisonment: It is possible that Rex could be re-imprisoned under the earth if the conditions were met, but this is pure speculation and up to the judge to interpret.

The Scarlet Plague from 'The Scarlet Plague'



The Plague itself is contracted from direct exposure, can be airborne, can survive up to 24 hours before dying off, and seemingly affects 99% of humanity. It is 100% lethal from exposure, with symptoms appearing within an hour of incubation. Symptoms are flu-like, with the additional side-effect of the Victim's hands and face (and in many cases, the whole body) turning a bright shade of crimson. Once the scarlet appearance has taken hold, the victim has anywhere from ten minutes to two hours before they perish.


Mechanics:

The Scarlet Plague affects any human or humanoid race, at In (40) intensity. When exposed, the victim makes an Endurance FEAT vs. That intensity to determine if they have contracted the plague. Characters with higher endurances gain bonuses, and individuals with In (40) or better disease resistance are considered 'immune'. In addition, .01% of the world's population seem to be naturally immune, which results in an additional die roll by the Judge. Results of a natural '100' means the character is automatically immune from the disease (but due to the nature of the plague, could still be carrying it for up to 24 hours).

Characters who are not immune must make an Endurance FEAT with the following results:

White Result: Character dies in 1-10 minutes, no additional Endurance FEAT. Characters will begin losing Endurance prior to Health, and begin the dying process almost immediately. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.

Green Result: Character dies between 24 -72 hours. No additional Endurance FEAT is made. Characters will begin losing Endurance prior to heatlh, and begin the dying process within 24 hours. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.

Yellow Result: Character dies between 72 - 124 Hours. Characters may make additional Endurance FEAT at the 72 hour period to determine when the dying process begins. A Yellow or Red Endurance FEAT will grant the character up to 72 additional hours prior to beginning the dying process. Characters will begin losing Endurance prior to heatlh, and begin the dying process within 24 hours of that result. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.

Red Result: Character dies between 124 - 336 Hours. Characters may make additional Endurance FEAT at the 124 hour period to determine when the dying process begins. A Yellow or Red Endurance FEAT will grant the character up to 212 additional hours prior to beginning the dying process. Characters will begin losing Endurance prior to heatlh, and begin the dying process within 24 hours of that result. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.

Plague Signs
Once the plague has begun to affect a character, their skin, especially the face and hands will turn a bright scarlet color. Individuals affected will suffer a -1cs to all reaction bonuses as they will be recognized as being afflicted. The plague remains active on the character up to 24 hours after the character has perished, and is contagious during the 'scarlet' phase.

Monday, October 1, 2012

The Giant Squid from 'The Beast'

Below the thunders of the upper deep;
Far far beneath in the abysmal sea,
His ancient, dreamless, uninvaded sleep
The Kraken sleepeth: faintest sunlights flee
About his shadowy sides; above him swell
Huge sponges of millennial growth and height;
And far away into the sickly light,
From many a wondrous grot and secret cell
Unnumber'd and enormous polypi
Winnow with giant arms the slumbering green.
There hath he lain for ages, and will lie
Battening upon huge seaworms in his sleep,
Until the latter fire shall heat the deep;
Then once by man and angels to be seen,
In roaring he shall rise and on the surface die.
- Alfred Lord Tennyson




The Beast Squid






F: Rm (30)
A: Rm (30)
S: Am (50)
E: Mn (75)
R: Pr (04)
I: Rm (30)
P: Pr (04)

Health: 185
Karma: 38
Resources: Fe (2)
Popularity: -20 (In Bermuda, when discovered)

Talents:
None

Powers:
The Squid's Physiology: The Squid is a fearsome oceanic predator, which has very few equals. Size, ferocity, and adaption has made the Squid more than capable of dealing with threats both ocean-born and land-based, and it remains something that is deftly adapted for its world.
  • Aquatic Adaption: While the body is massive, it is unique adapted for its environment. The Squid can move with In (40) Hyper Swimming, while it is also capable of +1cs while in water for combat actions. The Squid has water freedom and water breathing, although it does not have an air bladder...it's unique body emits ammonia chloride to keep it buoyant.
  • Multiple-Attacks: The Squid against up to Six attacks per round, with two attacks being the massive whip-like arms which can grapple with +2cs. Each arm is studded with curved hooks which do Rm (30) edged damage as well as the crushing damage. In addition, if the Squid makes a successful Grapple check, it begins doing Strength Damage against an opponent as well as slashing damage from the claws.
  • Tracking: The Squid can track prey through the water by feeling vibrations made and through scent. The Squid can track with Am (50) intensity while in water.
  • Luminescence: The Squid can shift it's skin colors based on mood, from a red to a neutral gray and can camouflage itself with Rm (30) ability
  • Size: The Squid is at least 40 M long. As such, normal weapons have problems damaging it (As seen in the books), as the Squid shrugs off most gunshots and anything short of a high caliber. The Squid can hit targets up to 3 areas from itself.
  • Beak: The Squid has a razor sharp beak capable of shredding steel, bone, and plexiglass with Am (50) ability.

Contacts:
None

Limitations:
The Squid's Physiology:
The Squid's own physiology works against it too:
  • Size: The Squid is +2cs to hit, easily
  • Water Dependence: The Squid requires an oceanic environment to survive. It cannot operate in fresh water, nor can it exist outside of water for long before suffocating.
  • Must Feed: The Squid must feed at least 1 per day to maintain itself, otherwise it begins to enter a state close to hibernation, or arrival of prey
  • Animal instinct: As seen in the book, the Squid is tricked by forcing it to react to its instinctual nature.

The '48 Virus from James Herbert's '48'




The '48 Virus





The ’48 Virus

A virulent bio-weapon developed by the Nazis and used in the last days of WWII, the ’48 virus killed a majority of the world’s population within weeks of the release, leaving those survivors who were broken down into two categories: Those suffering from ‘The slow death’, in which the virus would ultimately be fatal, and the survivors who possessed A/B Blood who were immune.

Mechanics:
The virus forces those exposed to make an Endurance FEAT vs. Rm (30) intensity or begin the dying process. Death is a painful experience, lasting 1-10 rounds and is called ‘The Blood Death’ for a reason, as the organs rupture and the victim suffers complete exsanguination. Should the victim survive the initial exposure, and are not blood type A/B, they must make an additional Endurance FEAT vs. Rem (30) intensity. The second FEAT is used to determine the length of time before the victim succumbs to the virus:

- White: Less than an hour
- Green: One to Six Weeks
- Yellow: One to Six Months
- Red: Six Months to Two years.

Victims suffering from ‘the slow death’ have blackened extremities and move with increased slowness and effort, giving them a zombie-like gait (-2cs to begin with for FASE, degrading further as the victims succumb).
Victims who make a Red FEAT may make an additional FEAT vs. Rem (30) intensity to retain their physical capabilities. In addition, the victim’s lifespan is extended up to two years (The leader of the Black Shirts, Hubble, has lived for several years). The additional strain of the virus also forces the victim to make a Psyche FEAT vs. Rm (30) or slowly begin to go mad (As Hubble was).

Monday, October 12, 2009

The Shark from 'Jaws' (1975)

That's a twenty footer..
Twenty-five....three tons of him



The Shark



 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Pr (4)
I: Rm (30)
P: Pr (4)

Health: 110
Karma: 38
Popularity: -25 around Amity Island
Resources: Fe (2)

Talents:
Underwater Combat
Hunting

Powers:
All of the Shark's powers are linked to its larger than normal biology:
- Hyper Swimming: Gd (10)
- Water Breathing
- Tracking: Through scent in the water, Ex (20)
- Stealth: Ex (20) in water
- Natural Weaponry: Bite: In (40) damage based on force of bite for size of jaws.
- Terrifying visage: Most people when seeing the sheer size of the Great White must make a Psyche feat against Gd (10) intensity or be stunned for 1-10 rounds.

Contacts:
None

Limitations:

  • Animal Intelligence: While the Shark is indeed an animal, it seems smarter than most of its species. Still, the Great White is bound by its instincts and nature.
  • Water Dependent: The Shark cannot function on land, outside of a particular species that is often confused with Candygram delivery people or dolphins.