Showing posts with label Lycanthrope. Show all posts
Showing posts with label Lycanthrope. Show all posts

Tuesday, October 2, 2018

Ginger Fitzgerald from 'Ginger Snaps'







Ginger Fitzgerald

F: Pr (4) / Typ (6) / Gd (10) / Ex (20)
A: Pr (4) / Typ (6) / Gd (10) / Ex (20)
S: Pr (4) / Typ (6) / Gd (10) / Ex (20)
E: Gd (10) / Ex (20) / Rm (30) / In (40)
R: Typ (6) / Typ (6) / Typ (6) / Pr (4)
I: Typ (6) / Gd (10) / Ex (20)/ In (40)
P: Typ (6) / Pr (4)

Health: 22 / 38 / 60 / 100
Karma: 18 / 20 / 48
Popularity: 0
Resources: Typ (6)

Talents:
Student*

Powers:

Werewolf: Ginger is infected with Lycanthropy, slowly transforming into a werewolf over the course of several days and stages. Ginger slowly will change fully into a large wolf, and along the way will inflict damage and violence in her wake. Ginger, much like the previous write-up of imhotep, gains powers during the slowly stages she transforms:

  • Stage One: Initial Stage, no change
  • Stage Two: (Reflected in the second set of FASERIP), Gains Heightened Senses Pr (4), Regeneration Pr (4), and slowly physically begins to transform. She also gains Natural Weaponry: Claws Gd (10), and infect individuals with lycanthropy.
  • Stage Three: (Reflected in the change in FASE) Gains Heightened Senses Gd (10), Regeneration Gd (10), Recovery Gd (10), Natural Weaponry Claws Ex (20),
  • Stage Four: (Reflected in the change in FASE), All powers go to Ex (20), gains Natural Weaponry: Bite RM (30).

Contacts:

Brigitte Fitzgerald

Limitations:

  • Monk's Hood: Ginger is capable of being cured by the herb Monk's Hood
  • Unusual Looks: As the changes progress, Ginger becomes less and less human. The changes are occasionally painful and are very noticeable.

Tuesday, September 25, 2018

Ethan Chandler from 'Penny Dreadful'







Ethan Lawrence Talbot








F: Ex (20)/Rm (30)
A: Rm (30)/In (40)
S: Gd (10)/Ex (20)
E: Ex (20)/In (40)
R: Gd (10)/Pr (04)
I: In (40)
P: Ex (20)*

Health: 46
Karma: 110
Resources: Rm (30)
Popularity: 0*/40 (In occult circles, especially extra-dimensional circles)

Talents:
Ethan has developed many skills in his life, including but not limited to:

Mystic Origin*
Marksman*
Firearms
Knowledge: History (American West)
Heir to Fortune*
Hunting/Tracking
Brawling
Sharp Weapons
Knowledge: Religion
Knowledge: Multi-Lingual (English, Apache, Latin, and Spanish)


Powers:
Curse of Lycanthrope:
Ethan is cursed with lycanthrope, becoming a werewolf on the nights of the full moon. As a blessing and a curse, Ethan has several advantages as being a werewolf, including his increased skill, dexterity, endurance, and strength. Ethan’s abilities include:

  • Tracking: Ethan can track with Rm (30) ability.
  • Natural Weaponry: Claws: Ethan can rend flesh with Ex (20) ability, halving effective body armor. Ethan’s attacks are considered mystical and slashing.
  • Hyper Running: Ethan can move at Gd (10) land-speed when transformed.
  • Natural Weaponry: Bite: Ethan can do Rm (30) edged damage with a bite, and may be able to spread lycanthrope with such. Ethan’s bite requires the victim to make an Endurance FEAT vs. Rm (30) intensity or contract the disease/curse.
  • Berserker: Ethan has no control of himself while transformed, rending friend and foe alike when the beast takes over. Ethan has only faintest memories of what he has done while a beast, and may indeed be responsible for several murders in London and definitely responsible for the Mariner Inn massacre. The only person who seems to be able to calm Ethan at any level is Vanessa Ives.
  • The God’s Wolf (Wolf of God): Ethan is recognized as something special and is dangerous in the presence of the night comers and infected. As such, Ethan does +1cs damage when facing either while transformed.
  • Predatory Senses: Ethan’s senses are slightly greater while in human form, partially allowing for his impressive reflexes, reactions, and sight. Ethan is considered to have Pr (04) enhanced senses while in human form, and Ex (20) enhanced senses while in his transformed state.
  • Affinity with wolves: Ethan can seemingly bond and perhaps even control wolves with Gd (10) ability.

Contacts:
Ethan has few contacts that he’ll rely on. Sir Malcolm Murray sees Ethan as a surrogate son, Sembe while alive would consider Ethan a friend. Ethan was close to Dorian Gray at one time and Victor Frankenstein, but one would assume that neither are as close after the last events of the Penny Dreadful series. Kaetenay would be considered a contact, Hecate Poole if she had lived. Ferdinand Lyle, a director for the British Museum seems rather taken with Ethan, but Ethan’s best contact would be Vanessa Ives.


Limitations:
  • Cursed: Ethan is cursed with Lycanthrope, and has no control of himself at any level when transformed. Ethan is bound to the lunar cycle, and has often lost control with no memory of his actions.
  • Hunted: Ethan is hunted by his father, who has sent bounty hunters to return him to the United States. As such, Ethan is pursued and assumes several identities. Ethan’s father has Rm (30) resources to spend on such a thing (in Victorian times, In (40) in modern day) to bring Ethan home.
  • Wanted: Ethan is wanted for his actions in the Mariner Inn Massacre and the belief he is tied to subsequent killings. As such, Ethan is considered a person of interest in several murders and actively pursued by Scotland Yard.
  • Loyal:Ethan is extraordinarily loyal to Vanessa Ives, and would do anything for her.


Lawrence Talbot, the Wolf-man (2010 movie version)

”I am what they say I am... I'm a monster. “






Lawrence Talbot

F: Gd(10)/Rm (30)
A: Gd (10)/Rm (30)
S: Typ (06)/Rm (30)
E: Gd (10)/In (40)
R: Typ (06)/Pr (04)
I: Gd (10)/Am (50)
P: Ex (20)/Typ (06)

Health: 130
Karma: 60
Resources: Gd (10) (Personal)
Popularity: 10/-10 (As a stage actor of the day, and as later the ‘werewolf murderer’)

Talents:
Lawrence has the following talents:
Heir-to-Fortune*
Nobility*
Performer: Stage Actor
Knowledge: Victorian Society
Knowledge: American Society circa 1890
Knowledge: Current Events in London
Firearms
Sharp Weapons




Powers:

Curse of the Wolfman
After being bit by the werewolf in the moors, Lawrence suffers the curse of the werewolf, transforming every full moon into a man-beast who rampages throughout the countryside and for the most part does not care who gets in his way. The curse provides Lawrence with certain abilities, which include:


  • Predatory Senses: Lawrence has superhuman senses when transformed, granting him Rm (30) heightened senses that allow him to track with Ex (20) ability. In addition, the wolfman can sense body heat, hear faint sounds such as heartbeats, and see in total darkness with Ex (20) ability.
  • Immunity: While the Wolfman, Talbot cannot be hurt by normal weapons shrugging them off as if they were inconveniences. The Wolfman took an entire volley of normal gunfire without stopping by trained officers. Silver is the only thing which can kill the Wolfman, otherwise, the Wolfman is for the most part invulnerable to standard damage. Special damage and mystical damage would be assumed to do full rank against the Wolfman, and he can still be slammed and stunned through normal means (although he can recover from a stun in a single round).
  • Hyper Running: The Wolfman can move with Ex (20) speed, capable of pushing that speed up to Rm (30) with an Endurance FEAT by running on all fours. The Wolfman can cover extraordinary amounts of distance in a short time.
  • Hyper Leaping: The Wolfman can bound and jump with Ex (20) ability, covering distance upwards and gaining altitude quickly with a series of Agility FEATs by jumping object to object. The Wolfman cleared 20’ in a single bound without effort during the London rampage.
  • Natural Weaponry: claws: The Wolfman’s claws do Rm (30) slashing damage, halving armor and acting as a mystical slashing attack. The Wolfman can damage other lycanthropes at rank damage, bypassing their normal defenses.
  • Natural Weaponry: Bite: The Wolfman can bite and rend with its teeth for damage, up to In (40). The Wolfman prefers to rend, and those bit by the wolfman can lessen the damage with an Agility FEAT. Those bit by the Wolfman are usually infected with lycanthropy. A victim must suffer 50% of their health damage from such an series of attacks in a single round. If the victim does so, the victim must make an In (40) Endurance FEAT and an Rm (30) intensity Psyche FEAT or become lycanthropes themselves.
  • Stealth: The Wolfman is extraordinarily stealthy when hunting, granting him Gd (10) stealth.
  • Enhanced Healing: The Wolfman can heal from deadly wounds quickly, the only part of the curse which carries over to Lawrence Talbot while in human form. Wounds heal with Gd (10) regeneration, and endurance ranks are regained at 4X the normal rate.

Contacts:
Prior to the events in the moors, Lawrence was well-known on the stage. After such, The only real contact Lawrence had was with Gwen Conliffe, the former fiancé of his brother Ben.


Limitations:
  • Curse of the Werewolf:Lawrence is cursed with lycanthrope and cannot control himself on the nights of the full moon. The only known cure for the curse is to be killed by a silver bullet, which ends the suffering of the curses victim. During the three nights of the full moon Lawrence has no control over what he does or how he acts, although it is suggested that those who have hurt Lawrence may bear a greater brunt of the beast’s rage, and those that Lawrence cares for can be spared it. Due to the nature of the curse and the heavy weight of it, Talbot cannot earn karma while under the effect of the curse.
  • Enemy: For the most part, Lawrence was not aware that his greatest enemy was the werewolf who infected him – His father John Talbot. John Talbot murdered Lawrence’s mother and brother, and framed Lawrence for the murders in the area. As John Talbot is well-connected and his father, Lawrence has major issues in dealing with his enemy.
  • Vulnerability: Talbot, like most werewolves, is vulnerable to silver and the attacks of other Lycanthropes. In the case of silver, Talbot has a fatal vulnerability. If struck by silver or shot by silver bullets Talbot must immediately make an Endurance FEAT at -6cs and make a Red Result. If Talbot fails he immediately begins the dying process, losing an Endurance rank every round until dead. Talbot immediately reverts to human upon being mortally wounded.


Sunday, August 19, 2018

Eddie Quist from 'The Howling' (1981)


I'm gonna give you a piece of my mind….

The infamous serial killer ‘Eddie the Mangler’, Eddie Quist and the rest of his pack served as the antagonists for 1981’s The Howling, sharing both the bloodlust and curse of Lycanthrope between them. Unlike the others of the pack, Eddie left and entered the city, killing dozens as an infamous serial killer until finally stopped by the police and reporter Karen White...Apparently. Quist remains difficult to kill, and returns at crucial moments with an infamous quote while removing a normal bullet from his head.

Why Eddie Quist?

There are three reasons I wanted to feature Eddie. First and foremost, Eddie is often a forgotten figure in horror, undeservedly so. Eddie was a conceptually a very terrifying figure whose uniqueness was without a doubt, how he was introduced directly. A good chunk of the movie we don’t see Eddie, but his actions and activities are ever-present.

The second reason was I wanted to do something featuring the werewolves from The Howling and had wanted to for a little bit. I have a soft spot for The Howling even though I know it is cheesy by today’s standards.

The third reason is that Robert Picardo does an incredibly job making Eddie menacing, and it’s one of those portrayals that is really defining and sadly overlooked.

So, Eddie Quist.


Eddie Quist, the Mangler



Eddie Quist

F:  Gd(10)/Ex (20)
A: Typ (06)/Ex (20)
S: Gd(10)/Rm (30)
E:  Ex (20)/In (40)
R:  Typ (06)
I:  Ex (20)/In (40)
P:  Ex (20)

Health: 52/110
Karma: 46/66
Resources: Pr (04) at best
Popularity: (as the Mangler) – 2, (As Eddie Quist after ‘Death’)0

Talents:
Mystic Origin*: Werewolf
Hunting
Knowledge: Greater Los Angeles Area
Knowledge: Area around the Colony
Knowledge: Human Nature
Intimidation*

Powers
Werewolf: Eddie Quist is a werewolf possibly since birth and shares his affliction with those he either bites or is related to. Quist is able to transform willingly between his werewolf and human forms, is able to tap into his additional FASERIP abilities, and cannot be killed through conventional means. Quist is able to fully regenerate damage (not caused by fire or silver) within a matter of hours, and can even return from the dead if killed through traditional means. Quist’s abilities include:

  • Transformation: Quist can transform from his normal human state to a large bipedal wolf-form within three rounds. The transformation itself can be a visceral experience, and can have an effect on those who witness it, forcing anyone with a Psyche below Gd (10) to make a FEAT or be paralyzed and/or horrified during the course of its effect. One a person has witnessed the transformation they seem prepared for it, and as such, do not have to make an additional FEAT in the future. If a person fails their FEAT and are not killed by Quist, they will have no immediately memory of what they witnessed (as seen with reporter Karen White). When Quist is fully transformed, his FASERIP gain the adjusted values and Quist’s health actually increases. Quist’s transformation can be interrupted or even delayed through damage – Forcing Quist into a difficult hybrid form which he’ll remain until the source of the damage is removed or healed from. It is important to note that the transformations are not based on the phases of the moon, but on choice: All werewolves in The Howling can change at will.
  • Lupine Nature: Quist maintains a certain degree of feral nature in human form, including a need to hunt, a desire for fresh meat, and feral characteristics shared by his brother and sister. With a Psyche FEAT Quist can utilize his feral nature to his advantage and even drawn upon his lupine abilities.
  • Tracking: Quist can track by smell and scene with Ex (20) ability
  • Natural Weaponry: Claws: When Quist is transformed he has claws which can do Ex (20) edged slashing damage, halving effective armor and material strength.
  • Natural Weaponry: Bite: Quist gains another natural attack, a bite which has several key properties. First, the bite acts as a Rm (30) edged attack which halves effective armor, resistance, and material strength. Secondly, on a successful Yellow FEAT, the bite could infect the target with lycanthropy. The target must make an opposed Psyche FEAT (not Endurance) vs. Rm (30) intensity. If failed, the target will contract lycanthropy within 1 – 3 days and will change accordingly in both personality (becoming more feral), appearance, and nature. Quist will not willingly infect people, preferring simply to murder them.
  • Werewolf Regeneration*: Quist can regenerate with Rm (30) intensity any damage not caused by silver. Quist can regrow limbs and more importantly recovery lost Endurance ranks as if he also possessed the Recovery power.
  • Lycanthropic Immunities: Quist is immune to certain things as part of being a lycanthrope. First, Quist is immune to normal toxins and diseases, but not corrosives (He was famously burned by acid), or fire-based attacks. Quist is immune to most normal temperature and environmental effects, and more importantly takes no real damage from lethal or kill results in the traditional means: Quist can be reduced to 0 health and appear dead in most examinations, but unless killed with silver, Quist will return within 12 – 24 hours of being ‘killed’, and will be able to fully recover within that period. As said during The Howling movie itself, a werewolf cannot be truly killed unless either by fire or prominently by silver. Quist was shown to be able to move and function for some time with a bullet lodged in his brain once he ‘returned’ until he himself removed it.
  • Enhanced Senses: Although not expressly stated in the film, it is assumed that Quist has sharpened senses like all of the werewolves of the colony in human form at Ex (20) ability.
  • Stealth: Quist is able to move around and completely disappear with Pr (4) ability, gaining the drop on many victims and able to surprise victims. Eddie relishes the ability to get the drop on intended targets.

Contacts:
Eddie has the following contacts:

The Colony: Eddie’s home and pack.
T.C. and Martha Quist: Eddie’s brother and sister.

Limitations: 
Fatal Vulnerability to silver: Eddie and all werewolves from The Howling suffer a fatal vulnerability to silver. Silver weaponry bypass any resistances and/or protections immediately and start the dying process if a successful Yellow intensity attack FEAT occurs. Silver is so toxic and dangerous to lycanthropes like Eddie that a single shot can kill them.

Well-known serial Killer: Eddie Quist is known as the Mangler and is well-known if not hunted by LAPD authorities. It is suggested in the film that Eddie is also responsible for a number of other killings around the country.

Noticeable Features: Eddie has distinctive feral-like features, including a bullet wound in the center of his forehead for the majority of the film. Eddie is considered instantly recognizable in human form.

Notes:
As I said in the beginning, I think Eddie is an underrated horror villain within the genre. I placed his attributes and abilities based on his actions within the film and what others were saying about Eddie’s activities. I also think that for the most part, the lycanthropy Eddie possesses is as much a psyche-based affliction as it is a disease – That’s why I decided contraction required a Psyche FEAT rather than an Endurance based FEAT.

Eddie’s FASERIP I think best represents both his ‘normal’ and altered stats. I also included several skills which can debated. First, I think that Mystic Origin* is most probable, but I also felt as I continue to feel that Mystic Origin* isn’t a good catch-all and should be specified in what sort. Secondly, I included hunting as a talent, it’s clear that T.C. and Marsha have it so why not Eddie. I also included a knowledge skill called ‘human nature’. I don’t think Eddie would qualify for psychology, but it’s clear he understands human nature and exploits that in his hunting. I think that Eddie is often seemingly portrayed as less intelligent than he is, and it’s clear from both narrative in the movie and the conversations in The Howling that Eddie is far smarter than he lets on.



The Werewolves from ‘The Colony’




 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
Part of a secluded community in called ‘The Colony’, the pack is made up of several werewolves led by Dr. George Wagner. For the most part, the Colony remains secluded and doesn’t seek to involve themselves in outside groups or activities, but this is due primarily due to the desire to remain undiscovered – For the most part, werewolves are thought to be myth. The Colony is selective about its membership and when new members join, and narratively work to draw those who might have knowledge of their existence or actions to be dealt with. 


Lycanthropy in The Howling

All members of the colony are lycanthropes, which can be passed through a bite or serious wound to uninfected parties. A Psyche FEAT vs. Rm (30) intensity is required for a victim to become a werewolf. Once the process has started, the victim will fully transform within 1-3 days. During this time the behavior and personality of the victim changes: The victim become more feral, craving meat and becoming aggressively violent (as seen with Bill Neill during his transformation. Once the victim has transformed, they become part of the pack, although maintaining their human appearances when not transformed. The newly created werewolves seem devoted to the pack (again, as seen with Bill Neill), and will not side against it.

Pack Members share the same powers, abilities, and limitations as Eddie Quist, including the ability to transform at will and the fata vulnerability to silver. In addition, Pack members gain certain FASERIP advantages as follows when in werewolf form:

F: +1cs
A: +2cs (Max Rm)
S: +2cs (Max Rm )
E: +2cs
R: No Change
I: +2cs (Max In)
P: No Change

Colony members gain adjusted Health based on their adjusted FASERIP depending on what form they are in. Within the context of The Howling there is no cure for lycanthropy. For the purposes of MSH, Resist: Disease of Rm (30) or higher will prevent contraction as will a successful Psyche FEAT upon first attack. A cure for this kind of lycanthrope will require additional resources including occult/mystical powers.


Tuesday, November 6, 2012

David Kessler from 'American Werewolf in London'






David / Werewolf
F: Typ (06) - Ex (20)
A: Typ (06) - Rm (30)
S: Typ (06) - Rm (30)
E: Gd (10) - In (40)
R: Typ (06) - Fe (02)
I: Typ (06) - In (40)
P: Gd (10) - Pr (04)

Health: 28 - 120
Karma: 22 - 0*
Resources: Pr (04)
Popularity: 0/-5 as Werewolf


Talents:
Student*

Powers:
Curse of the Werewolf: David was bitten by a werewolf while backpacking on the moors with his friend, Jack. As such, David has become a werewolf himself, and suffers greatly from the curse. Each full moon, David undergoes a painful transformation into the beast, which rampages where it is for blood, flesh, and mayhem. David has the following abilities as a Werewolf:
  • Werewolf Transformation: David undergoes the transformation every night of the full moon, beginning with a feverish feeling which grows in intensity. The transformation lasts four rounds as David's body completely changes into the werewolf. David's stats as a werewolf are outlined above.
  • Tracking: The Werewolf has Ex (20) tracking ability, Capable of tracking speciifc individuals across Metropolitan London without issue
  • Heightened Senses: It is assumed that the werewolf has Rm (30) enhanced senses, specifically smell and taste due to the actions.
  • Immortality*: Although not expressly stated, the werewolf cannot die through normal means, requiring either self-destruction, silver, or extreme violence in order to end its existence. While not explored in depth in the film, it is clear that David's recovery from wounds and the attempts to stop the beast only slowed it down for a short while, and that according to the undead victims (specifically his former friend Jack), David will not stop until he either commits suicide or is killed by silver.
  • Hyper Running: The Werewolf can run at Ex (20) landspeed, capable of easily keeping pace with vehicles and maneuvering quickly throughout the city streets.
  • Natural Weaponry: Claws: The werewolf's claws are capable of rending soft metals with ease, granting it Ex (20) slashing damage, halving effective body armor by 1/2.
  • Bite: The Werewolf is able to put tremendous force behind its jaws, granting it Rm (30) ability to bite and sever limbs and/or heads.
  • Recovery: The Werewolf has Rm (30) recovery, halving Endurance related effects by 1/2 and able to recover Endurance FEATS.
  • Sense Undead: Anyone killed by the werewolf suffers in a twilight state between living and dead, appearing to the werewolf in their human guise, slowly decomposing with each appearance. The more people the werewolf kills, the more victims appear. The victims also appear as they died, therefore, if a victim was cut in-half or gruesomely scarred (as with David's friend Jack), the werewolf perceives these things. The curse seems to spread throughout the bloodlines, as Jack was a victim of the werewolf that bit David. Others might be able to perceive the undead if they have the 'sense dead', True Sight, or Astral Perception ability and make a successful power FEAT at Ex (20) intensity. The undead will attempt to persuade the werewolf to end their curse by ending their lives, and will remain constant. It is uncertain how much they can interact with the environment, as Jack ate food off of David's plate and could actually be felt/heard by David.

Contacts:
David has his girlfriend Alex as a contact, as well as his friend Jack
The Werewolf has no contacts.

Limitations:
Curse of the werewolf: While David is functionally immortal while a werewolf, there are similarly strong limitations:
  • Zero Karma: During the duration of the werewolf curse, David cannot earn or maintain karma, and is limited to his initial RIP score. The werewolf does not gain karma through criminal actions, as it is purely driven by animal instinct. As such, David is limited as he is fully aware of his condition, and therefore responsible for it.
  • Bloodthirsty: The wolf must have flesh and blood, and will murder anyone it comes across as gory as possible. In situations in which blood or potential victims are present, the wolf is at a -2cs to resist attacking.
  • Silver: The wolf is vulernable to silver, granting a +2cs to damage (Although, this is not clearly stated in the movie)
  • Undead: The undead sense is not voluntary - The werewolf is plagued by its victims, and is constantly reminded of its actions.
  •  
     

Dr. Adam Spektor from 'The Occult Files of Dr. Spektor'




Adam Spektor

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

Health: 70
Karma: 80
Resources: Ex (20)
Popularity: 15 (In Occult Circles)

Talents:
Occult Lore*
Sharp Weapons
Demonology
Ritual
Knowledge: Ancient Cultures
Knowledge: Ancient Languages
Knowledge: Forbidden Knowledge
Knowledge: Multi-Lingual
Knoweldge: Monsters (Occult and Other)
Medicine*
Psychology
Wrestling
Blunt Weapons
Guns
Marksman*
Martial Arts : A
Martial Arts: C
Martial Arts: D
Martial Arts: E
Alchemy
Chemistry

Powers:
Capable Occultist: Dr. Spektor is a very capable Occultist, having vast resources and a library of occult lore at his fingertips. While not a magician in the traditional sense, Spektor maintains a vast assortment of books, artifacts, and resources dealing with the occult. As an action, Spektor can consult his library which grants him an additional Reason FEAT in learning about obscure and/or specific information.

Occult Armory and Lab: Spektor has been collecting mystical artifacts for some time, and has a wide range of traditional and mystical weaponry and items which he can draw upon. Spektor has such mundane things as blessed wooden crosses as well as silver bullets, as well as mystical items such as magical spheres capable of producing flame or alchemical formulas to cure vampirism and/or lycanthrope (Although, not initially). Spektor can draw upon his resources during an adventure by spending 1 full turn, and produce an artifact or weapon specific to the investigation (Although limited to Rm (30) ability). Afforementioned mundane items are always accessible.

Contacts:
Spektor maintained several allies during his investigations:
- Elliot Kane
- Lakota Rainflower
- Anna Sara Spektor
-Lui San

In addition, Spektor had various contacts in the occult world, including various monsters and mystic beings.


Limitations
  • Overzealous: Spektor is always overzealous in dealing with a threat, preferring a 'Hands On' approach to resolving issues. As such, Spektor usually is directly involved in fighting the forces of evil, and is known for it.
  • Enemies: Spektor has made several powerful enemies during his time as an Occult Investigator, many of them long-term adversaries.
  • Former Werewolf: For a short time, Spektor was infected with Lycanthropy before being cured. As a Werewolf, Spektor had no control of his actions.

Note: Although Dr. Solar appeared in two issues and left as a friend, I didn't include him as a contact.

Quentin Collins from 'Dark Shadows'







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

Health: 80
Karma: 70
Resources: Ex (20)
Popularity: 2/-2 (In Collinsport, When villain in Collinsport)

Talents
Occult Lore
Sharp Weapons
Firearms
Knowledge: Collins History
Knowledge: Multi-Lingual
Knowledge: 19th Century society
Knowledge: Cults
Detective/Espionage
Archaeology
Business/Finance
Resist: Domination (After the Petofi Affair)

Powers:
Magic: Quentin has displayed the ability to learn magic in the past, although he has no spells or rituals when first encountered. Per the conversation of Count Petofi, due to Quentin's history, he has the potential to be quite a powerful warlock.

Werewolf: Quentin is cursed with the curse of lycanthropy. As a werewolf, Quentin is immune to most damage outside of silver, wolvesbane, or other traditional weakenesses. Quentin's stats as a werewolf are as follows:
F: Rm (30) A: Rm (30) S: Rm (30) E: Am (50) R: Pr (4) I: Am (50) P: Gd (10)
Health: 140 Karma: 64 Resources: Fe (2) Popularity -5
In addition, Quentin gains the following powers:
  • Tracking: Gd (10) - Quentin is capable of tracking at Gd (10)
  • Invuleranbility: Quentin can only be truly harmed by magic, silver, or the traditional cursed werewolf limitations. Quentin has shrugged off normal bullets and damage without a problem, athough he can be stunned and slammed.
  • Natural Weapon: Claws: Ex (20) edged damage, halving effective body armor ranks. For some reason, Quentin's claws are capable of harming vampires and/or mystical beings, as a werewolf is considered an anathema to them.
  • Recovery: As a werewolf, Quentin recovers lost endurance ranks with Ex (20) ability
  • Curse of the werewolf: Quentin cannot spread lycanthropy through a bite, nor can he be freed from his curse normally. The curse of a werewolf is a potent one, and cannot be spread through normal means - only bloodlines.

Immortality*: Due to events caused by Count Anton Petofi, Quentin Collins was rendered effectively immortal, similarly to Dorian Gray. a portrait was painted in which Quentin is bound to it. Unlike Dorian Gray, Collins's portrait does not age with him, but rather suspends his werewolf curse. As such and as a side-effect, Quentin is effectively immortal. If the portrait was damaged or destroyed, Collins would begin aging normally and again be affected by the curse of the werewolf.

Mystical Detection: Quentin always seems to be able to sense mystical beings, and usually can determine what sort. Quentin can do this with Ex (20) ability, requiring an additional Reason FEAT to determine what kind of mystical being he's facing.

Touched by Fate: Quentin's fate has been changed more than once due to manipulations of those in his life. This has been significant enough to summon the incarnation of Death, Cthonian-like beings, and greater powers. As such, when Quentin must make a FEAT vs. death or death-like effects, he must first make a Psyche FEAT at his base Psyche score. If he succeeds, he may use the result in place of the required dice roll. The drawback is that should Quentin roll high enough, it will attract the attention of powerful beings...

Contacts
As a member of the Collins family, Quentin can draw upon the Collins most of the time for support, especially Barnabas and others. Quentin also may call upon Angelique Bouchard as an ally, as well as Chris Jennings, his descendant.

Limitations
  • Cursed: Quentin is cursed, and as such, suffers from such things as both his lycanthrope and the general events he finds himself associated with. Quentin suffers a -1cs when encountering supernatural enemies initially, and suffers a - 4cs when specifically dealing with curses directly affecting him. In addition, once per adventure, Quentin must make a Psyche FEAT or suffer bad luck, which causes his dice results to be reversed at a critical moment.
  • Enemies: Quentin has multiple enemies, including both the incarnation of Death (Mr. Best) and Count Petofi.
  • Amnesia: Quentin also has suffered amnesia at different points in his life, both due to curses and also from injury
  • Assumed Identity: Quentin has used and assumed the identity of Grant Douglas, which led to interesting situations as well.
  • Obsession: Quentin easily becomes obsessed, suffering a -1cs when dealing with a subject for his obsession (Usually the woman he loves, defeating an enemy, etc).

Monday, October 12, 2009

The Wolf Man from 'The Wolf Man' (1941)

Even a man who is pure in heart and says his prayers by night, may become a wolf when the wolfbane blooms and the autumn moon is bright.



The Wolf Man




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lawrence "Larry" Talbot


F: Gd (10)/Ex (20)
A: Typ (6)/Rm (30)
S: Typ (6)/Rm (30)
E: Gd (10)/In (40)
R: Gd (10)/Pr (4)
I: Gd (10)/Am (50)
P: Ex (20)/Gd (10)

Health: 32/120
Karma: 40/64
Popularity: 3/-15
Resources: Ex (20)/Pr (4)

Talents:
(As Talbot)
Hunting
Business/Finance
Nobility*
Occult Lore (By the film House of Frankenstein)

Powers:

The Curse of Lycanthropy: After being bitten by a werewolf, Larry Talbot is forced to undergo a transformation from man into beast-man, possessing little intellect and driven purely by savage instinct. Talbot's curse prevents him from dying through conventional means, but he can be 'killed' through being attacked with weapons made of silver. Talbot cannot die through any other means, and even when struck by silver, shot by silver, or what have you, Talbot can return to life through the light of the full moon.

As a Wolf Man, Talbot has the following abilities:

  • Tracking: Rm (30)
  • Natural Weaponry: Claws: Ex (20) (acts a a mystical attack)
  • Natural Weaponry: Bite: Rm (30), victim must make an Endurance FEAT versus the severity of the bite or risk contracting lycanthrope. If the Victim is reduced to 0 health or Shift 0 Endurance, they will most assuredly contract the disease, no role.
  • Hyper Running: Gd (10)
  • Regeneration: Ex (20)
  • Stealth: Ex (20)
  • Functional Immortality; Talbot can be reduced to 0 health, but will not die, instead entering a death-like trance due to the nature of his curse and will begin to regenerate. Only a weapon forged from pure silver will kill him, and even then, it must be absolutely pure.
  • Berserker: The werewolf will go berserk when injured, causing it to forget pain and raising it's attributed by +1cs while reducing it's reason and psyche.


Contacts:
Sir John Talbot: Father
Gwen Conliffe: Love Interest

Limitations:

  • Uncontrollable Change: Talbot is forced to transform into the Wolf Man whenever the moon is full. Under these transformations, the wolf man is purely bestial, and remains a savage killer
  • Disease Carrier: Talbot is the carrier of the curse of lycanthropy
  • Dark Secret: Few people know that Talbot is the Wolf Man.

Monday, August 24, 2009

Pantha

Pantha


Sekhmet

F Rm 30
A In 40
S Ex 20
E In 40
R Gd 10
I Mn 75
P Rm 30

Health: 130
Karma: 115
Resources: Pr (4)
Popularity: 0

Powers:
Cursed Werecat:
Pantha is believed to be an elemental being, tied to the Egyptian goddess Bast. Pantha’s history is tragic: A former high priestess of Ra who was cursed with eternal life after a rampage that left many dead, including her son. Curesed with immortality and amnesia, Pantha wanders the Earth, unable to find rest or a home.

Pantha has the following powers:

-Longevity: Pantha does not seem to age, and may actually be immortal
-Heightened Senses: Pantha has In (40) Heightened Senses.
-Tracking: Pantha can track with Rm (30) ability, following hard to discern trails and the like.
-Shapeshifting: Panther: Pantha can change into a large female panther, which provides the following stats:
F: 30 A: 40 S: 30 E: 40
-Natural Weaponry: Pantha can manifest either her fangs and/or claws in human form. Pantha can inflict 30 points of damage, halving body armor resistance.
-Regeneration*: Pantha has Rm (30) regeneration. In addition, Pantha has shown greater ability to recovery from toxins and disease.
-True Sight: Either due to her mystical heritage or her adventures, Pantha can discern the true nature about beings.

Talents:

Mystic Origin*: Egyptian
Martial Arts C
Acrobatics
Tumbling
Hunting
Dancing
Sharp Weapons


Contacts:
Vampirella
Adam Van Helsing

Limitations: 
Cursed by Ra: Cursed with immortal life, Pantha cannot die, nor can she recall the details of her life. Pantha is cursed to wander the Earth in punishment for her crimes.

Enraged: Pantha can become enraged when seriously wounded or innocents are harmed. When this occurs, Pantha must make a Psyche feat or shift into her alternate form, going beserk in the process.