Showing posts with label Marvel. Show all posts
Showing posts with label Marvel. Show all posts

Tuesday, October 2, 2018

Manphibian from Marvel Comics










Manphibian (Real name unknown)

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

Health: 100
Karma: 70
Resources: Pr (04) currently
Popularity: - 5

Talents:
The Manphibian was a trained scientist on his homeworld, and has probably several scientific skills related to his field. The Manphibian has displayed the following:

  • Underwater Combat
  • Biology
  • Astrogation
  • Knowledge: Homeworld and species
  • Knowledge: SHIELD Howling Commandos
  • Knowledge: Monster Metropolis
  • Knowledge: Philosophy
  • Knowledge: Occult creatures


Powers:

Alien Physiology:
Manphibian’s alien physiology grants him several key advantages and abilities that allow him to be perfectly adapted to an aquatic environment. Manphibian’s adaptions include
  • Water Freedom and Breathing: Manphibian’s physiology allows him to breath water and grants him the ability to move throughout water as if unhampered. There does not seem to be a limit as to how long Manphibian can remain underwater, although as stated by his late brood, Manphibian may need fresh water at regular intervals. Manphibian can see underwater with little difficult, as well as adjust to the differences in depth and light.
  • Hyper-Swimming: Manphibian can swim much faster than a human, moving Ex (20) speed while in water.
  • Armored Skin: Manphibian’s armored scales provide him with In (40) protection vs. Physical attacks, as well as Rm (30) vs. energy. Manphibian’s scaled skin is resistant to slashing, and effects which normally halve effective body armor do not do so against his flesh. Manphibian has taken direct hits from rocket launchers with little impact, although it seems multiple impacts would damage him.
  • Natural Weaponry: Manphibian has powerful claws which can rend objects with Ex (20) ability, halving effective body armor. In addition, Manphibian has powerful jaws which he can use to bite with Rm (30) damaged, possessing serrated teeth.
  • Longevity: Manphibian’s species has extraordinarily long lifespans, as Manphibian has been alive for several thousand years. Manphibian’s offspring were still at early stage development in the 21st century, after being spawned prior to Manphibian’s departure from his home world.
  • Suspended Animation: Although not expressly stated, it would seem that Manphibian enters a state of suspended animation at times, such as the period when he first arrived on Earth until he was awoken by mining operations. Manphibian seems to enter suspended animation at times when situation warrants it.
  • Recovery and Regeneration*: Manphibian has some limited natural regeneration and recovery ability, granting him Gd (10) Regeneration. Manphibian has shown in his multiple appearances to be able to recover from damage very quickly.

Contacts:
Manphibian surprisingly has numerous odd contacts throughout the world. Manphibian is considered to be on good terms with the Legion of Monsters, Werewolf by Night, SHIELD special divisions, Hellstrom, Dr. Strange, General Thaddeus ‘Thunderbolt’ Ross, Elsa Bloodstone, and even the Punisher. It is assumed that Manphibian has contacts within his race as well.

Limitations:

  • Monstrous Appearance: Manphibian’s appearance can terrify those who do not know him, and he suffers a -2cs initial reaction bonus. As Manphibian’s race familiars each other, they are often mistaken for one another (except for females), leading to confusion of identity.
  • Devoted: Manphibian is a devoted father, mate, and friend to any he calls such, and will risk himself to help those in need. Manphibian will endanger himself if it means that those who he cares about require it.
  • Enemy: Manphibian has an unnamed enemy from his own world who murdered his mate and who Manphibian has pursued to Earth. Manphibian will stop at nothing to see his enemy brought to justice.
  • Dependents: Until their death, Manphibian was devoted to his brood and would do whatever he could to help them.
  • Code vs. Killing: Despite his apparent physical nature, Manphibian does not seek vengeance nor does he attempt to murder his opponents. Manphibian seeks justice, and will do what he can within the constraints of his people’s moral code to bring those people to justice. While he is capable of great physical power and damage, Manphibian recognizes the basic ignorance of those who judge him, and he does not seek to immediate maul or murder anyone, even if attacked.
  • Water Dependency: While not expressly stated for the adult, the brood of Manphibian required regular fresh water in order to exist. The requirement was similar to Atlantean requirements, but the brood of Manphibian never journeyed far from the source, and could not exist in the Monster Metropolis in the old Morlock tunnels due to lack of a freshwater source.

Saturday, September 29, 2018

The Scarecrow (Straw Man) from Marvel Comics

"Heeheeeheheeehehehehee"




 




The Scarecrow/The Straw Man/countless other names throughout history

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

Health: 150
Karma: 115
Popularity: - 5 (As an eerie avenger), - 10 (To occultists) - 30 (To the cultists of Kalumai)
Resources: Depending on the version depends on the resources. Normally not applicable in the Earth dimension (See below)

Talents:
The Scarecrow is a spirit of vengeance and fear, and has displayed the following talents:

  • Mystic Origin*
  • Psi-Screen*
  • Unarmed Combat
  • Acrobatics
  • Tumbling
  • Knowledge: Demonology
  • Knowledge: Mystical Cults

Powers:
Spirit of Vengeance: The Scarecrow is clearly of vengeance, tied to the mortal world through a large painting of itself. Roused when the blood of innocent is shed against the painting, the Scarecrow animates a lifeless body made of straw and sand to act as a proxy or avatar. The spirit itself is immortal and incapable of being destroyed through normal means, and possesses the following abilities while in its avatar form:
  • Unliving Body: The Scarecrow's avatar is essentially unliving matter - pr (4) material strength to be specific. The Scarecrow is immune to toxins, disease, poisons, sleep or unconscious effects (such as stun), and simply ignores damage effects done to it, unless by fire. The Scarecrow's health can still be reduced to 0, at which point the body collapses and the Scarecrow is sent back to its own dimension for some time. The Scarecrow is essentially immortal: It cannot lose Endurance ranks or suffer from vampiric effects that would drain Endurance ranks as its avatar is only a link to the material world, which can be remade/rebuilt after a period of 24 hours (usually).
  • A being of Fear: The Scarecrow can cause Am (50) fear by laughing, and can freeze individuals in place by locking eyes with them (which forces an opposed Psyche FEAT). The Scarecrow actually thrives of fear, which allows it to raise its FASE when it generates significant fear in a target or targets. For every five (5) targets affected, the Scarecrow gains a +1cs to its Fighting and Agility (Maximum Mn (75)). The Scarecrow can also enhanced or cancel fear effects simply through an act of will if generated by someone else.
  • Plant Control: The Scarecrow seems to have complete control over vegetation, granting it Am (50) plant control, growth, and shrinking. The Scarecrow can twist normal vegetation into horrific shapes (Trees growing gigantic thorns and the like).
  • Telepathy: The Scarecrow doesn't speak (in its first few incarnations) but seems to completely understand and anticipate the actions of those around it 'as if it can read our minds'. For the purposes of this write-up, it is suggested that the Scarecrow has Rm (30) telepathy.
  • Weather Control: The Scarecrow can control local weather patterns with Rm (30) ability, most favorably creating storms and large fog banks in which to strike.
  • Stealth: The Scarecrow has the unnatural ability to not be detected - completely able to get the drop on experienced individuals suggesting it possesses the stealth power and Rm (30).
  • Animal Control: Crows: The Scarecrow has shown it can control crows with Mn (75) ability, allowing it to summon large murders of crows to do its bidding.
  • Other abilities: As it is suggested, the Scarecrow is actually a dimensional entity which acts in the world of man. As such, it possesses a far greater range of abilities in its home dimension or when it can manifest them.


Contacts:
The Scarecrow is connected to three humans who currently share custody of its portrait - Brothers Dave and Jess Duncan, associate Harmony Maxwell, The Thing, and Doctor Strange could be called on as allies.

Limitations:

The Scarecrow has shown several key vulnerabilities:
  • Fire: Fire quickly destroys the Scarecrow avatar, doing an additional +2cs damage and removing an Endurance rank permanently from the current avatar when burned. Fire is the easiest and most direct method of destroying one of the Scarecrow's avatars.
  • Linked to portrait: The Scarecrow is directly linked to the large portrait of itself, artist unknown. The portrait serves as the Scarecrow's conduit between its home dimension and Earth, and it is through the portrait that is is able to draw itself into the world of man. As shown by the team-up with the Thing, the portrait is the sole means the Scarecrow can access our world.
  • Avenger: the Scarecrow is a dedicated protector and avenger of the innocent, and will kill to protect and avenge those who have been wronged. The Scarecrow will not hesitate to do this.
  • Mute: The Scarecrow is mute (Although yes, later, it can 'speak' telepathically).
  • Hideous: The Scarecrow is obviously not human, suffering a -1cs to reaction bonuses.

Wednesday, May 27, 2015

Rapunzel from 'Marvel: The Lost Generation'

Rapunzel
 Real Name Unknown
F: Ex (20)
A: Ex (20)
S: Typ (6)
E: Gd (10)
R: Typ (6)
I: Ex (20)
P: Gd (10)

Health: 62
Karma: 36
Popularity: 15 in own era
Resources: Typ (6)

Talents:
Wrestling (With Hair)
Acrobatics

Powers:
Prehensile Hair: Rapunzel had the ability, similarly to Medusa, to manipulate her hair. Rapunzel could manipulate and control objects with Rm (30) strength and Agility, as well as reach 1 solid area away, and/or perform up to three attacks.

Contacts:
Mr. Mime (partner)
The First Line

Limitations:
Secret Identity

Professor William Carmody from 'Marvel: The Lost Generation'

William Carmody





F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: In (40)
I: Rm (30)
P: Am (50)

Health: 8
Karma: 120
Popularity: 5 as Professor Carmody
Resources: Rm (30)

Talents:
Medicine
Biology
Robotics
Electronics
Cloning
Bio-engineering

Powers:
Telepathy: Am (50)
Mind Bolt: In (40)
Mind Probe: In (40)
Sensory Link: Rm (30)
Life Detection: Ex (20)

Contacts:
The First Line
The Carmody Institute
Various government contacts

Limitations:
Unusual Looks: Professor Carmody spent years simply as a brain in a jar, then as a fetus sized homoculus.
Enemy: Nocturne


This is Professor Carmody prior to his creation of the android/battlesuit Walkabout.

Effigy from 'Marvel: The Lost Generation'

Effigy


 Velmax, Alias Mr. Scott

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

H: 70
K: 70
Pop: 20 (in era)
Resources: Gd (10)

Talents:
Astrogation, Knowledge: Skrulls, Detective/Espionage, Acting, Martial arts A, C, Firearms, Astronomy, Military

Powers:
ShapeShifting: Rm (30). Effigy could shape-shift into larger, more powerful forms, and may have been altered to increase the range of the natural skrull limits to shapeshifting.

Contacts:
Various government agencies, the First Line

Limitation:
Dark Secret: No one knows Effigy is a Skrull. It was generally believed he gained his shape-shifting powers through an accident.

Background:
Effigy was an advanced scout and infiltration specialist for the Skull Empire in the 1950s. Upon arriving on Earth, Effigy became part of the early government plans on creating the First Line, and came to love humanity and America especially. Effigy served as a member of the First Line for years, until the attempted invasion by the skrulls. Effigy sacrified his life to destroy the Skrull command carrier, thus proving his loyalty once and for all.

Firefall from 'Marvel: The Lost Generation'

Firefall




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

Health: 76
Karma: 90
Popularity: 15 in own era
Resources: Typ (6)

Talents:
Knowledge: Hero/Villain
Aerial Combat

Powers:
Fire Generation: Am (50) intensity flame generation
- Energy Sheath: Firefall could generate a Rm (30) energy sheath of flame as well.
- Flight: Firefall could fly at In (40) airspeed.

Contacts:
The First Line

Limitations:
Secret Identity

Firefall was one of the recruits of the First Line, gathered together to stop a skrull invasion prior to the appearance of the Fantastic Four. Firefall like most of her team-mates were killed in the assault on the Skrull command ship.

Walkabout from "Marvel: The Lost Generation"

Walkabout


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

Health: 130
Karma: 26
Resources: Pr (4)/Gd (10)
Popularity: 15/20

Talents:

Walkabout has the following skills outside of the shared skills of Professor Carmody:
- Aerial Combat
- Electronics
- Repair/Tinker (Self Systems)

Powers:
Robotic Construction: Walkabout was one of the first sentient robots to be created, and served as the symbiote partner of Professor Carmody. Walkabout's construction gave him:
- Body Armor: In (40) protection against physical and corrosive attacks, Ex (20) vs. Energy attacks.
- Immunity to Sleep, Toxins, and Disease
- Flight: Walkabout could fly with In (40) airspeed
- Communicate with Cybernetics: Walkabout could plug directly into a computer with Gd (10) ability.
- Telescopic Limbs: Much like the later Machine Man, Walkabout could project his Limbs with Pr (20) elongation.
- Computerized Senses: Walkabout had Gd (10) infra-red, ultraviolet, starlight, low light, and thermal vision, as well as hyper hearing and the ability to pick up and communicate on most radio bands.

Cybernetic Symbiote Gestalt:
Walkabout became the main means of locomotion for Professor William Carmody and as such, served as his life-support unit. Walkabout provided Ex (20) life-support for Professor Carmody.

Contacts:
The First Line
Professor William Carmody
The Carmody Institute

Limitations:
Vulnerability to blaster fire: Walkabout's construction, while hardy, was vulnerable to the Skrull blaster fire, causing a -1cs to its body armor.
Unusual looks: Walkabout is a massive robot at 7'
Enemy: Nocture: Walkabout and Carmody were enemies of the villain Nocture.

Nightingale from 'Marvel: The Lost Generation"

Nightingale


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

Health: 70
Karma: 60
Popularity: 15 (In own era)
Resources: Gd (10)

Talents:
Mystic Origin*
- Occult Lore
Medicine

Powers:
Empathy: In (40)

Nightingale's Healing:
Nightingale had a unique form of empathic healing, which she often used in service of the First Line. In essence, Nightingale's healing was considered to be Am (50) Damage Transferral, with a catch: Nightingale could transfer as much damage as she had endurance and health to 0, effectively 'killing her'. Nightingale then would restore to full health and endurance after 1 - 20 Rounds using one of her 'lives'. Nightingale possessed many 'lives' she could use to heal someone, but there was a limit. In essence, Nightingale possessed:
- Iron Will - Rm (30) to ignore pain, add to healing, and mitigate her healing
- Damage Transferral: Am (50) to take damage from a wounded teammate onto herself.
- Serial Immortality*: Nightingale would return from the dead 1 - 20 rounds, sacrificing one of her 'lives'.

Contacts:
The First Line

Limitations:
Finite Powers: Nightingale was aware that each time she used up a 'life' she was hastening her own death.
Unusual Looks: Nightingale wore a full body (Head to toe) costume at all times.

Yankee Clipper from 'Marvel: The Lost Generation'

Yankee Clipper


Patrick Carney

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

Health:80/110
Karma: 50
Popularity: 10/25 (In own time)
Resources: Gd (10)

Talents:
Knowledge: Hero/Villain: Marvel Golden Age
Acrobatics
Athletics
Martial Arts: A
Engineering

Powers:
Belt: All of Yankee Clipper's powers derive from a belt designed to allow someone to time travel. In Casey's hands, it grants him superhuman strength (+2cs), as well as the following powers:
- Force Field: In (40) resistance, with a 1 area range
- Time Travel: This power is not active usually, but can move the wearer forward and backwards through time with Rm (30) ability. Patrick doesn't know how to use this power, and wasn't aware of it until encountering the exact duplicate of the belt.

Contacts:
Mr. Justice (Deceased)
the First Line - Group (Deceased)
Pixie of the Eternals


Limitations:
Unpredictable Powers: The Yankee Clipper's time travel powers are unpredictable when first encountered, and as such, the Clipper jumped several times before deciding to retire.

Man out of time: Much like Captain America, the Clipper's hero, Yankee Clipper is a man from the 1950s, with occasional issues adjusting to the new eras he's found himself in.

Pixie from 'Marvel: The Lost Generation'

Pixie

Real Name unknown

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

Talents:
Ancient History
Aerial Combat
Multi-Lingual

Powers:
(I'm borrowing from this site the standard Eternal Powers. Props and credit to classicmarvelforever.com).
Pixie is an Eternal, and as such possesses the following powers:

Invulnerabilities: Pixie is invulnerable to Heat, Cold, Energy, Electricity, Radiation, Toxins, and Disease. Pixie does not age and can still be affected by Stun, Slam, and Kill results. Pixie is only affected by a Kill result that would scatter her atoms over a wide area of space.

Cosmic Energy Manipulation: Pixie can manipulate Cosmic Energy at Incredible rank and is able to perform the following power stunts:
- Teleportation: Pixie can teleport at Excellent rank
- Illusions: Pixie can generate illusions of Remarkable rank to disguise her own appearance.
- True Flight: Pixie is able to fly by mentally manipulating graviton particles around her attaining a maximum of Unearthly speeds.
- Pixie 'Dust": By manipularing Cosmic energy, Pixie can cast 'dust' which transforms people to stone with Am (50) ability.

Uni-Mind: Pixie, like all Eternals, can form the Uni-Mind.

Contacts:
The First Line
Ikaris
The other Earthborn Eternals
The Yankee Clipper
OxBow

Limitations:
Pixie's status as an Eternal was not widely known

Oxbow from 'Marvel: The Lost Generation'

Oxbow




























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

Health: 130
Karma: 56
Popularity: 20 in own era
Resources: Typical

Talents:
Weapons: Bows
Marksman*
Repair/Tinker
Fletcher
Hunting/Tracking
Knowledge: Hero/Villain (Of the 1960s - 1980s)

Powers:
Body Resistance: Rm (30) protection vs. Physical, Ex (20) protection vs. Energy
Resist: Disease: Ex (20)

Equipment:
Bow: Ex (20) Material Strength, allows Oxbow to fire arrows up to 10 areas away due to his strength. The Bow is adjusted to his strength.
Quiver: Oxbow has a quiver with a few specialized arrows:
- Broadhead arrows: Oxbow can fire them doing Rm (30) shooting damage on impact.
- Concussion arrows: Oxbow fires concussion arrows which do Rm (30) concussive damage to a 1 area radius.
- Cable arrows: Oxbow can fire an arrow with 100' of cable attached to it, capable of supporting In (40) weights
- Net arrows: Oxbow can fire an arrow which provides Ex (20) entangling with a one area range.

Oxbow had other arrows available to him, and it is assumed he could probably create new trick arrows as necessary.

Contacts:
The First Line
Pixie
Possibly connected to Eugene Judd (Puck) and perhaps Logan (Wolverine).

Limitations:
Secret ID: Oxbow's identity was secret, and as such, unknown to anyone outside of select members of his team and Pixie.
Mutant: It was not commonly known that Oxbow was a mutant. As such, it would make Oxbow one of the first modern mutants to appear after Namor.

Doctor Cassandra Locke from "Marvel: The Lost Generation"

Dr. Cassandra Locke

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

Health: 48
Karma: 70
Popularity: 10 in own time
Resources: Ex (20) in own time, with access to Rm (30)

Talents:
Knowledge: Earth History
Exobiology
Exohistory
Psychology
Physics

Powers:
None

Equipment:
Belt: Dr. Locke used a a belt designed to allow someone to time travel. In addition to the ability to time travel, it granted her the following abilities:
- Force Field: In (40) resistance, with a 1 area range
- Time Travel: Am (50) ability to travel time. Dr. Locke was versed in using the device.

Contacts:
Various contacts in her future
Possibly the Yankee Clipper

Limitations:
None

LIke mythical Cassandra, Dr. Locke attempted to discover the truth about an attempted Skrull invasion in her own time. Using a time travel belt, she attempted to gather proof that the Skrulls had attempted to invade Earth in the past, a fact that the Skrulls had removed from historical evidence. Dr. Locke's time travel actually set up the creation of the Yankee Clipper and the Front Line, and ultimately allowed her to save her own time at the cost of her own life.

Mr. Justice from 'Marvel: The Lost Generation'

Mr. Justice























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

Health: 100
Karma: 50
Popularity: 20 (in own era)
Resources: Gd (10)

Talents:
Law Enforcement*
Leadership*
Martial Arts A
Martial Arts B
Martial Arts C
Guns
Marksman*
Knowledge: Hero/villain
Detective/Espionage

Powers:
Costume: Ex (20) protection vs. Physical, Gd (10) vs. energy
Pistol: Capable of doing 20 Shooting damage
Mr. Justice's Transport:
Speed: Rm (30) Control Ex (20) Body In (40)


Contacts:
The First Line
Yankee Clipper
The Black Fox

Limitations:
Secret ID

Wednesday, May 20, 2015

The Black Fox from "Marvels: The Lost Generation"

The Black Fox


 

 

Doctor Robert Paine

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

Health: 100
Karma: 70
Popularity: 20 in pre-1970's 616 continuity.
Resources: Rm (30)

Talents:
Detective/Espionage
Pilot
Martial Arts: A, B, D, E
Crime*
Repair/Tinkering
Multi-Lingual
Acting


Powers:
None

Equipment:
The Flying Fox:
Speed: In (40), Control: Ex (20) Body Ex (20)
Radar Invisibilty: The Flying Fox was invisible to Radar or standard detections with Ex (20) ability.

Contacts:
The First Line
US Intelligence Agencies until Late 1960s

Limitations:
Secret ID: Most individuals were not aware the Black Fox was Dr. Robert Paine
Enemy: Nocturne the Vampire.

Baron Karza from Micronauts

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

BARON KARZA


Karza, former head scientist and Microverse Tyrant

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

Talents:

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

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

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

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


Red Sonja, the She-Devil with a sword








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

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

KNOWN POWERS

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

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

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

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

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

Bessie The Hell-Cow

The most dangerous vampire of them all....












Bessie, The Hellcow, the Cow of Hell, The Bovine Blood-drinker, the Dracula of Dairy

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

Health: 130
Karma: 64
Popularity: -10 as the Hellcow, 0 as a regular cow.
Resources: N/A

Talents:
Mystic Origin*
Cow things.

Powers:
Vampire: Bessie is a vampire, spawned by Dracula himself, and has all of those cool vampire powers. For a full run-down of those powers, please see the main site's entry on vampires.. Bessie can totally do all of those things, and she's got a cape....so it's very vampire-like.
Cow Abilities:Bessie also has natural abilities related to a cow. At one point a crazy scientist tried to use Bessie's cow abilities combined with her vampire abilities to create an army or find immortality or something....I don' really remember, but it was a Deadpool team-up, so there.

Contacts:
Bessie theoretically is the spawn of Dracula, although I'm not certain he'd admit this.
Deadpool thought she was cool, so it's possible Deadpool might be called?

Limitations:
  • Vampire Limitations: Bessie has the full limitations of a vampire.
  • Cow Limitations: Bessie has the full limitations of a cow.

Wednesday, August 14, 2013

Yukio from 'The Wolverine'

Yukio


Fighting: Rm (30)
Agility: Rm (30)
Strength: Typical (06)
Endurance: Ex (20)
Reason: Gd (10)
Intuition: In (40)
P: Ex (20)

Health: 86
Karma: 70
Resources: Personal: Typ (06)/Rm (30) as part of the Yashida Group
Popularity: 0

Talents:
Oriental Weapons*
Martial Arts A, B, E
Tumbling
Acrobatics
Multi-Lingual: Japanese, English
Business/Finance
Detective
Sharp Weapons
Knowledge: Pop Culture
Computer Operation and use
Knowledge: House Yashida operations

Powers:
Precognition: Yukio has been shown to be a mutant with precognitive abilities, granting her the following abilities:
  • Death Precognition:  Yukio can see with Rm (30) ability how a person is going to die, often in flashes of images. Yukio's predictions seem to be tied to her emotional connection or involvement with the individual. The closer to the person Yukio predicted with accuracy the deaths of her parents and others she has had an emotional connection to. Yukio cannot control this ability, and must make a Psyche FEAT when she has an image or suffer -1cs to her actions when the situation presents itself.
  • Combat Sense: Yukio seems to possess some sort of extrasensory perceptive abilities which grant her a bonus similar to danger sense in combat. Yukio's ability is more instinctive than actual control, which allows her to use her Intuition score for Fighting and/or Agility FEATS during melee combat.
 Contacts:
Yukio has two major contacts:

James Howlett AKA Logan - Yukio has been  charged as his 'bodyguard' and has developed a deep friendship with him

Mariko Yashida - Raised as an adoptive sister, Yukio is the trusted confidant of the head of the Yashida Corporation

Limitations:
  • Unpredictable Power: As stated before, Yukio's powers can leave her with a penalty for action, but also can occasionally be wrong at times. Regardless whether Yukio's premonitions are accurate or not, Yukio still suffers the penalty for 1d10 rounds when engaged in a situation in which the events of her premonitions might occur.
  • Honor-Bound to Clan Yashida: Yukio was rescued by Clan Yashida, and is bound to their service out of a sense of honor.




Wednesday, November 7, 2012

Rom the Space Knight

Originally a simple comic series created to promote a toy, Rom the Space Knight became an integral part of the Marvel Universe, introducing among other things the Dire Wraiths, the basis for the power nullifier, and redefining Marvel space opera. Written by the outstanding Bill Mantlo, Rom presented both a combination of knightly virtues and space-age technology, and worked to stop threats spawned from the Dire Wraiths as well as other sources. Rom continues to be one of the 'missing' characters in the MU, mainly due to a loss of license, and many people hope that Rom will someday return to the MU.

Why Rom?
Rom continues to be one of my favorite titles from back in the day. From the actual design of the space knights to the dire wraiths, Rom introduced a good number of background ideas into the Marvel Universe during the 1980s, and had a sizable indirect impact on the X-Men for some time (the nullifier which robbed Storm of her powers was based on Rom's own weapon).

Rom himself was a big reason: Despite it all, Rom was a noble figure who in many ways paralleled the Silver Surfer: Both gave up their humanity to stop the destruction of their home world. Whereas Norrin Radd gave his humanity up to Galactus, Rom sacrificed his own to ensure that the dire wraiths were destroyed. I always liked that about Rom, and I liked the idea that there was a lot of King Arthur elements tied to him.

Rom was covered in the Marvel Universe Guide, but I felt I needed to update it and define Rom more to the comics, especially towards the end.

So...Rom






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

Health: 185
Karma: 70
Resources: Am (50) (Backed by the Galadoran government as well as the US Government while on Earth).
Popularity: 20 on Earth, 50 on Galador.

Talents:
Rom has the following talents based on his time as a Space Knight and as his time on Earth:
- Astrogation
- Aerial Combat
- Resist: Domination
- Martial Arts C
- Repair/Tinkering
- Leadership*
- Knowledge: Stellar Empires
- Knowledge: Dire Wraiths
- Knowledge: Galador
- Pilot
- Weapon Specialist: Neutralizer: While often a weapons Specialist is dedicated to a melee weapon, Rom is extensively trained in the Neutralizer and applies his +2cs to attacking with it.

Powers:
Cybernetic Body: Rom is a sophisticated cyborg whose construction is dedicated to waging war with the dire wraiths over a long period of time. Constructed of an unusual metal called 'Plandanium', which is found only on Galador and is capable of resisting slashing from even the strongest material (such as adamantium). Rom's cybernetic body grants him the following abilities:
  • Body Armor: Rom's body armor provides Amazing (50) protection against physical and energy attacks, as well as protecting against the rigors of space, high-end radiation, disease, toxins, and other similar effects. Rom's body is also considered non-ferros. In addition, attacks which would normally halve effective body armor do not have the same effect against Rom's body.
  • Life Support: Rom's biological parts are kept in a state of complete suspended animation, and are protected up to cl1000 effects (such as the corona of a sun or similar).
  • Sealed Systems: Rom's systems are considered 'Sealed' and cannot be easily breached, treating with Mn (75) intensity to do so. Rom could survive space travel indefinately, as well as considered to have protected senses at Am (50).
  • Regeneration*: Due to the unique properties of Plandanium, Rom's body regenerates from damage, allowing him self-repair functions at Gd (10).
  • Sensory package: Rom's cybernetic senses allow him to see infra-red, tie directly into the Analyzer, gain radar fixes on targets, and also to navigate wormholes and spatial warps.
  • Sub-space Access: Rom could store his Analyzer, Neutralizer, and Translator in a sub-space pocket, and access them within a single action.
  • Self-Sustenance: Rom did not need to eat, sleep, or breathe in a conventional method as his cybernetic body compensated.
  • Flight: Rom utilizes a built-in rocket pack consisting of twin rocket pods, providing him with Un (100) flight. Rom can accelerate to Mn (75) in a single round.

Rom's Equipment:
Rom utilizes three unique pieces of equipment which were given to him upon his conversion into a Space Knight. In the case of the Neutralizer and Analyzer, Dire Wraith suffer a -4cs to effects:
Rom’s Neutralizer: Considered to be the ‘greatest weapon on Galador’, the Neutralizer has many settings and is designed to be Rom’s primary offensive weapon. The neutralizer has several settings, from a basic setting that stuns opponents to a more comprehensive setting that banishes Dire Wraiths into limbo. Rom’s Neutralizer can do between Gd (10) and Mn(75) energy damage depending on the setting, and is capable of purging toxins and radiation from individuals with Am (50) intensity. Rom’s Neutralizer is also unique: It is a one-of-a-kind weapon which is attuned to Rom. Any individual who attempts to use the Neutralizer (but not hold it) suffers Mn (75) energy and psychic damage. Individuals can be shielded from the psychic damage, as seen with Brandy Clark when she used the Neutralizer to destroy the monstrous Hybrid.
Rom’s Analyzer: The Analyzer is capable of detecting Dire Wraiths as well as other concealed individuals with Am (50) ability. In addition, the Analyzer can detect and track energy signatures, from background electrical impulses to any energy along the full energy spectrum with Ex (20) ability.
Rom’s Translator: Rom utilizes a universal translator, capable of understanding and communicating in any known language. It is considered to have Mn (75) linguistics, and is capable of communication with cybernetics at Ex (20). The Translator maintains every language and is accessible directly to Rom’s neural net.

Limitations:
Heroic: Rom will always act in the most heroic means possible, possessing a nobility and sense of right and wrong that he will not compromise on, despite the cost to himself. The Dire Wraiths have often used this against Rom, especially after the arrival of the second Dire Wraith invasion.
Unusual Looks: Rom is nearly 7’ feet tall and is obviously a cyborg.
Sworn Enemy: Dire Wraiths: Rom is the sworn enemy of Dire Wraiths, and as such, makes their defeat his primary goal.

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

Count Dracula

 

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

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

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

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

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

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


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

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


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