Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Saturday, October 3, 2020

The Stuff from 'The Stuff' (1985)

 “Are you eatin' it...or is it eatin’ you?

The Stuff



 

 

 

 

 

 

 

 

 

F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)**
I: Gd (10)**
P: Rm (30)**

Health: Various (See Below)
Karma: 50*/Various(See Below)
Resources: N/A
Popularity: 0/50/-20)

Talents:
The Stuff has no talents. Those infected lose their talents the more that The Stuff consumes them.

Powers:
The Stuff Organism:
Made up of a simple (and tasty) organism, the Stuff has no real sentience apparently and exists as a bubbling source that emerges somewhere from deep within the Earth. The Stuff is a zero -calorie food source that actually is a more developed organism that devours its consumers from within and turns them into zombie-like creatures who lack intelligence. It is theorized that The Stuff is actually a single organism that is controlling its prey through their consumption and even a throw-away like suggests that The Stuff may be partially responsible for the death of the dinosaurs. For game and mechanic purposes, the Stuff possesses the following abilities:


  • Material Invulnerability: Although The Stuff has the same consistency of whipped marshmallow fluff, The Stuff is resistant to many forms of destruction and has only shown to be truly vulnerable to fire. As such, the Stuff is considered to have Invulnerability at Rm (30), except to fire which does +2cs damage to it. The Stuff has no real presence (See below) and as such has no mind and/or emotional state and cannot be affected by Mental/Emotional attacks. The Stuff is capable of surviving temperature extremes (as being frozen to absolute zero) and shows no sign of being vulnerable to such things as other toxins or disease. Closer examination could suggest it is as close to a mass once-celled organism as anything else.
  • Addictive Nature: The Stuff is rather insidious as it devours its victims while they consume more of it. The mere taste of The Stuff causes an opposed Psyche FEAT against a more progressive rank as The Stuff is made more available. Due to the nature of The Stuff, Karma cannot be used to make the FEAT. A Red result is necessary to resist addictive qualities of The Stuff, ultimately forcing the victim to consume more of The Stuff to be sated. Victims will need to begin a process of making opposed Endurance FEATs and Psyche FEATs to prevent the addiction from growing vs. Yellow Intensity. As the Victim devours The Stuff, Judges will need to track Endurance ranks – while the Victim sees no danger in devouring The Stuff, The Stuff will begin replacing their Endurance ranks point for point with each pint devoured. Once the victim reaches 50% replacement, they begin the transformation into a Stuff controlled zombie-like state. After 50% consumption, the victim begins losing Reason and Intuition ranks, 1 per day per attribute until they are fully transformed. The transformation can be hastened by consuming greater quantities of The Stuff. As of 1985, there only cure for the Stuff was abstinence of it or through perhaps weaning off of The Stuff to the lesser quality product dubbed ‘The Taste’
  • Stuffed: After the victim reaches 50% consumption, all they will wish to do is consume more of The Stuff. This will convert their body faster creating additional reserves of The Stuff and turning them into zombie-like beings who retain their Fighting, Agility, and Strength, have their Endurance converted into a Stuff driven Endurance rank, and ultimately have Poor (4) Reason, Intuition, and Psyche. The Stuffed cannot be reasoned with and cannot be returned to normal as of 1985. When damaged/destroyed by reaching 0 Health, The Stuffed will explode producing near areas of The Stuff which can then be consumed.
  • The Stuff as a Hive Mind: If the theories are true and through the movie it is suggested they are, then The Stuff does indeed possess some level of intelligence and/or direction. As such, the goal of the Stuff is to spread and consuming – which it does by augmenting itself through victims and The Stuffed. The Stuff gains Intuition and Psyche through this process determined by how many individuals are within the group: 1 point per stat per 1000 people is the basis of the growth through the movie numbers of Stuff sold. It is unknown if The Stuff has any purposes or direction – a Reason stat was provided purely for activity of those addicted. It is also assumed that The Stuff is connected together, all of it is part of one organism.
  • Mass growth and Health: The Stuff continued to bubble up and grow based on the consumed mass of itself, and is assumed to be an immense lake under the Earth. As such to determine the actual size and volume would be difficult but as it does consume those who would consume it, it can be suggested that The Stuff could be the size of a small ocean.


Contacts:
The Stuff has no contacts -but those who seek to profit from it include major desert and food corporates who have upwards of Am (50) to Mn (75) resources.

Limitations:
The Stuff is pretty simple, but has the following limitations
  • Unnatural Addiction: The Stuff is highly addictive – a fact that was made very clear in 1985 which led to it being banned and sold on the black market (As seen with the multiple popularity score.) Although everyone knows how dangerous it is, The Stuff is considered still a black-market item and highly sought after.
  • Fire: As said earlier, the fastest most complete means to destroy the Stuff is Fire. Fire negates all invulnerability and completely can destroy The Stuff quickly.
  • Non-Mobile: The Stuff can bubble and act through locomotion of natural effects but cannot move by itself or act.

Notes:
This was a write-up planned for years ago – I like the movie, it’s a satire as much as a horror movie (if not more) and it was difficult to properly capture elements of The Stuff – that being said, It is zero calories and has a good taste….


Originally published on Classicmarvelforever.com on 2nd October 2020

Sunday, September 13, 2020

Graboids from 'Tremors' (1990)

Graboids

 




 

 

 

 

 

 

 

F: Ex (20)
A: Gd (10)
S: Rm (30)
E: In (40)
R: Pr (4)
I: Mn (75)
P: Pr (4)

Health: 100
Karma: 83
Popularity: (At the end of the first movie) -10
Resources: N/A

Talents:
N/A

Powers:
Subterranean adapted physiology: The Graboid is ideally suited to its underground existence, capable of the following powers:

  • Armored Skin: Rm (30) resistance to Physical (It is practically immune to small arms fire), Ex (20) vs. energy
  • Hyper-Burrowing: Am (50) through rock and porous earth
  • Vibration detection: Am (50) - The Graboid can detect the smallest vibration across several miles
  • Protected Senses: Sight: The Graboid cannot be blinded, as it is already
  • 720 degree "vision": The Graboid cannot be blindsided, although it is capable of being distracted.
  • Mouth 'Tentacles': The graboid utilizes several appendages capable of grappling with In (40) ability and doing Ex (20) edge damage, limited to about 6-8 feet. The typical graboid can have between 4 - 6 such tentacles, and uses them to snare prey.
  • Natural Weaponry: Bite: A Graboid can tear through obstacles and food with In (40) bite.
  • One Area Charge: The graboid's physiology allows it to be able to enact a charge within one area. A graboid's head is reinforced and capable to handling a charge.
  • Land Stealth: A graboid is capable of Ex (20) stealth, and can perform a sneak attack if not encountered in the same area.


Contacts:
None

Limitations:

  • Limited Senses: A graboid is functionally blind, and is extremely reliant on its vibratory sense. Kinetic or vibration area attacks gain a +2cs bonus to stun a graboid. A graboid suffers an additional 1d10 rounds of stun if it fails its Endurance FEAT.
  • Monstrous Size: A graboid is between 15 - 25 feet in length, and as easily spotted when near the surface. If spotted, the Graboid loses its ability to make a sneak attack.

Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

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

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

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.

Tuesday, September 25, 2018

Dr. Frankenstein, Igor, and the Monster from 'Young Frankenstein'

Dr. Frederick Frankenstein




Frederick Frankenstein
”It’s pronounced Fronkensteen"

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

Health: 32
Karma: 60
Resources: Rm (30)
Popularity: 10*(As a leading doctor and neurological expert/-10 (As a Frankenstein)/As a leading community leader, entertainer, and neurological expert)

Talents:
Frederick has the following Talents:
Medicine*
Knowledge: Frankenstein Legacy
Knowledge: Experimental Biology
Knowledge: Forbidden Lore – Animation
Chemistry
Surgeon
Multi-Lingual: German, Latin, English
Engineering- Electrical
Knowledge: Education
Physics
Performer: Musician
Performer: Singer
Performer: Dancer

Powers:
None, save apparently an amazing schwanzstucker

Contacts:
Frederick Frankenstein has various contacts in the medical field and has redeemed (by movie’s end) his family name. Frankenstein also has contacts with his servants Igor and Inga (nee Baroness Frankenstein), Frau Blucher, and of course, the Monster. Frederick could also be considered at the end of the movie to have contacts still with his ex-fiance.


Limitations:
  • Obsessed:Frederick becomes obsessed with his family legacy after deny it for so, and will stop at nothing including self-harm to prove his grandfather’s ideas were not insane. Frederick risks his life to give some semblance of normalcy to the monster, and goes much farther (including elaborate choreography).
  • Familial Reputation: Until the end of the movie, Frankenstein suffers from the stigma of his family name, and the associated reputation that it puts upon him. Initially Frederick attempts to distance himself from his legacy, and is recognized as the great-grandson of Victor Frankenstein.

Igor (Pronounced ‘EYEGOR’)





"My grandfather used to work for your grandfather. Of course the rates have gone up.”

F: Pr (4)
A: Gd (10)
S: Pr (4)
E: Gd (10)
R: Typ (06)
I: Gd (10)
P: Gd (10)

Health: 28
Karma: 26
Resources: Pr (04) to Typ (06) depending.
Popularity: 0*

Talents:
Igor has the following talents:

Knowledge: Frankenstein Family
Knowledge: Domestic Service
Knowledge: Husbandry
Knowledge: Laboratory Technician
Knowledge: Area Knowledge
Crime* (He did do grave-robbing and broke into a brain depository after all)
Machinery Operation
Charades (Although not very good).


Powers:
High Pain Threshold: Igor is able to withstand a little more pain than a normal person, often being strangled and such. Igor could be considered to have Pr (4) pain threshold.

Quick Movement: Despite his obvious hump (which changes sides), Igor can cover great distances quickly (Like being on top of a parapet and then suddenly beside Dr. Frankestein). Igor can move a full 2 areas per round unhindered without breaking a sweat.

Contacts:
Igor of course can count on his employer and the other servants.

Limitations:
Odd: Igor’s style of dress, apparent deformities, and sexual innuendo make him rather….odd…on occasion. Igor’s hump switches sides, his eyes are gigantic, and he’s easily recognizable.

The Monster



Frederick Frankenstein’s Monster

"For as long as I can remember people have hated me. They looked at my face and my body and they ran away in horror. In my loneliness I decided that if I could not inspire love, which is my deepest hope, I would instead cause fear. I live because this poor half-crazed genius, has given me life. He alone held an image of me as something beautiful and then, when it would have been easy enough to stay out of danger, he used his own body as a guinea pig to give me a calmer brain and a somewhat more sophisticated way of expressing myself.”

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

Health: 110
Karma: 46/70
Resources: Ex (20)
Popularity: -10 (Before the operation)/10 (After the Operation)

Talents:
The Monster has few talents prior to the operation, but they include:
Survival
Brawling
Performer: Dance

After the Operation, the Creature gains several of Dr. Frankenstein’s talents, and also adds
Business/Finance


Powers:
Surgical Composite: The monster is a combination of dead flesh and bone reanimated and brought to life with electricity and the means that Frederick Frankenstein’s family has pioneered. As such, the monster has several key properties:

  • Body Resistance: Ex (20) protection from physical damage, Gd (10) protection from energy.
  • Regeneration*: The monster can heal from damage with Gd (10) ability
  • Invulnerability: It is assumed (Although not expressly stated anywhere in the movie) that Frederick Frankenstein used his grandfather’s monster and research as a baseline. As such, the Monster would be immune to traditional diseases and aging, although tranquilizers work pretty well.
Contacts:
The Monster has contacts with his creator and his creator’s servants, as well as his own wife Elizabeth and her wealthy family. In addition, the Monster could theoretically count the poor blind hermit as a contact…although…not for a meal or an expresso.


Limitations:
Monstrous Reputation:The Monster has a bad reputation as a rampaging monster, and his appearance certainly doesn’t help. This is mostly absolved by the end of the film through his rehabilitation via the experiment from Frederick Frankenstein.

Wednesday, November 6, 2013

The Tuunbaq from 'The Terror'



  The Tuunbaq represents the sort of remorseless, unstoppable evil that reminds me of the shark from Jaws with just the right amount of Lovecraft goodness that suggests that what you see is just what you perceive.

In essence, The Terror is about the doomed expedition of the Erebus and Terror, two real-life ships that were lost during the arctic exploration rush, and the fictitious events surrounding those two vessels. The Tuunbaq is a massive, monstrous creature that appears early and often as the ships are stuck in the ice, killing easily and disappearing into the ice. The Tuunbaq's appearance is described as a polar bear with a elongated neck (and the few pictures I found varied, hence no picture of it). I cannot describe how awesome the book is, and I strongly suggest people pick it up.



The Tuunbaq

 


 

 

 

 

 

 

 

 

 

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

Health: 170
Karma: 115
Resources: N/A
Popularity: 0*/-10/-20 (Normal popularity/ In occult circles/ In Inuit mystical circles)

Talents
Mystic Origin*

Powers

Inuit Soul Eater: The Tuunbaq is a Inuit demon, a devourer of souls (it is suggested in the book that its preference is human) and eater of flesh. The Tuunbaq is encountered as a large polar bear with an extended if not elongated neck, and seems impervious to damage. The FASERIP of the Tuunbaq represents the aspects of it in the mortal world at the time of its encounter with the crews of the Erebus and Terror. The Tuunbaq has shown the following attributes:

  • Invulnerability: The Tuunbaq is completely invulnerable to cold, disease, toxins, corrosives, and other forms of natural damage. While the Tuunbaq is shown to take damage, it either only does so when a maximum of Am (50) intensity damage has been done in a round. The Tuunbaq has not been shown of being able to be stunned or slammed, but it is possible and checks (especially for slam) should be made.
  • Immortality: Although the Tuunbaq is not expressly suggested to be supernatural (see the note at the end of the write-up), it is assumed that it is indeed an Inuit spirit, and as such, cannot be killed in conventional means.
  • Tracking: The Tuunbaq is capable of incredible feats of tracking, and does so with Rm (30) ability
  • Stealth: The Tuunbaq, despite its size, is incredibly stealth, capable of attacking and killing men who are on guard for it without ever raising a suspicion. As such, the Tuunbaq is considered to have Rm (30) stealth.
  • natural weaponry: Claws: The Tuunbaq's claws are shown in the novel to render reinforced wood, and can shred up to In (40) material strength. The Tuunbaq's claws halve effective resistances, invulnerability, and armor by half, as the Tuunbaq can easily pull a man apart in seconds without any effort.
  • Natural Weaponry: Bite: The Tuunbaq's bite treats like its claws, and does +1cs strength damage for the purposes of attack.
  • Soul Eater: If the Tuunbaq's mystical origins are to be believed, then the Tuunbaq is a soul eater. Those who suffer a kill result from the Tuunbaq must immediately make a Psyche FEAT vs. the Tuunbaq's psyche, regardless if a successful result vs. death is made. On a White FEAT, the Tuunbaq devours the soul of its victim up to -6cs, on a green result -4cs, Yellow result -2cs, Red result no psyche damage. For each successful 'soul attack', the Tuunbaq 'regenerates' Endurance ranks/Health. The attack, if successful, treats as a magical attack.

Contacts:]

The Tuunbaq has no contacts, except for the sixam ieua, or spirit governors, who oversee the Tuunbaq.

Limitations
Banishment: The Tuunbaq was supposedly banished by the Inuit Gods to the frozen north. For the purposes of consideration, it is suggested that the Tuunbaq cannot leave a specific geographic location of approximately 200 square miles, and may have additional restrictions.

Watched: The sixam ieua, or Spirit Governors are charged with watching the Tuunbaq and ensuring its captivity. The Tuunbaq cannot harm a sixam ieua, and the sixam ieua has some control over the Tuunbaq, although to be a sixam ieua requires a great sacrifice....

Pacified: The Tuunbaq can be pacified by the throat singing of a sixam ieua, rendering it as close to docile as it can be made.


Notes:

This is more the novel version than the AMC 'The Terror' version. There is not much difference in scope - save the TV series I think overlooked the stealth options at times.

The Wing Gremlin from 'Twilight Zone'

'There's something on the wing...'

The Wing Gremlin

 

 




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Gremlin

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

Health: 120
Karma: 70
Popularity: 0*
Resources: Fe (2)

Talents:
None Displayed

Powers:
Gremlin Physiology: The Gremlin has a unique physiology that allows it to exist at high altitudes and greater resistances to damage. The Gremlin has the following attributes:


  • Body Resistance: The Gremlin has Ex (20) resistance to damage and Gd (10) reistance to energy. Although the Gremlin in the series is being shown to be brought down by a .38 pistol, the short story and subsequent appearance in the movie shows it to be resistant to small arms fire.
  • Resist: temperatures: The Gremlin is assumed to have Ex (20) protection against temperatures and environmental extremes, as it is easily able to exist upwards of 20000 feet without issue.
  • Natural Weaponry: Claws: The Gremlin has claws which do Rm (30) damage, halving effective body armor and material strengths.
  • Wall-Crawling: The Gremlin can crawl along surfaces with Rm (30) ability, able to remain upright and adhered without any issue.
  • 'Gliding': The Gremlin lives on the air currents at high altitudes, able to move with Am (50) ability and speed, capable of catching up to a DC-10 or 747 without any issue. The Gremlin needs to make an Agility FEAT check in order to land on a moving craft.


Contacts:
None

Limitations:
Hideous Appearance: The Gremlin has a hideous appearance, forcing a one round -1cs check when spotted.
Agent of Chaos: The Gremlin is obsessed with destroying aircraft, and is drawn to storms where it lies in wait and attacks passing craft, for no real reason. The Gremlin cannot be easily reasoned with, and chooses not to communicate.
Discovery: If the Gremlin is discovered or uncovered, the Gremlin will attempt to taunt the observer, requiring a Psyche FEAT to resist. If the Gremlin is in danger of being revealed to more than one person, it will leave immediately.


Tuesday, November 6, 2012

Q from 'Q' (1982)




Quetzalcoatl

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

Health: 140
Karma: 56
Popularity: -15 in New York City
Resources: N/A

Talents:
None

Powers:
Winged Serpent: Q is a winged serpent, dedicated to feeding its brood and seemingly dedicated to wholesale slaughter. It is possible that Q is indeed seeking some revenged slight, but in reality, it's presented as little more than a very intelligent animal. As with its kind, Q has the following abilities:
  • Flight: Q can easily keep up with a Helicopter, even outpacing it with Rm (30) ability
  • Armor Skin: Q's hide is think enough to repel small arms fire, granting it Gd (10) protection vs. Physical. In the end, police had to coordinate to bring it down.
  • Stealth: For some reason, Q could seem to get the drop on people with Gd (10) ability
  • Natural Weaponry: Claws: Halves effective body armor with Gd (10) slashing ability.
  • Natural WEaponry: Teeth: One assumes its teeth could put force behind bites, granting it Rm (30) edged ability.
  • Tactic: Grab and Drop: By making a successful Stealth Check, Q could then gain a +1cs to its Fighting for the purposes of a grab, performing a move through to grab a target. Once a successful grab is made, Q will immediately accelerate to top speed, gaining as much altitude as possible before dropping the target (usually three to six areas of height).

Contacts:
Although not a contact per say, Michael Moriarty's character Jimmy used Q's location to try to make money and acted on its best interests.

Limitations:
Q had the following limitations
  • Animal Intellect: Q suffered -1cs for any effect that act on its animal intincts, making decisions often based on survival.
  • Known Terror: Q was widely known during its rampage, gaining a -1cs for any reaction bonuses.
  • Enemy: New York PD: Q was ultimately brought down by the NYPD, and as such, if any spawn continued, would have the NYPD as an enemy.

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.

Tuesday, October 27, 2009

The Creature from 'The Creature from the Black Lagoon' (1954)

There are many strange legends in the Amazon. Even I, Lucas, have heard the legend of a man-fish.
 

The Creature from the Black Lagoon

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

The Creature, Gill-man

F: Ex (20)
A: Ex (20) (In Water), Gd (10) on land
S: Rm (30)
E: Rm (30)
R: Typ (6)
I: Ex (20) (in Water), Gd (10) on land
P: Gd (10)

Health: 100/90
Karma: 36/26
Resources: Pr (4)
Popularity: 10/-10 (As attraction/Scientific Curiosity and as Rampaging Monster)

Talents:
Underwater Combat
Underwater Survival
Area Knowledge: Amazon River
Hunting

Powers:
Amphibious Nature: The Gill-Man is an amphibious creature, capable of living on both land and water, being adapted for life as necessary. It is believed the Gill-Man's physiology is standard for its species, but no evidence has been supported to provide such one way or another. As such, the Gill-Man's physiology allows him the following:

  • Armor skin: Typ (6) protection against physical attacks (all though not bulletproof), as well as pr (4) protection against energy attacks
  • Body Adaptation: Pr (4): The Gill-Man's body adapts to its environment, from growing new lungs to support a life out of the water to shedding damaged scales and other parts of itself.
  • Hyper-Swimming: Ex (20)
  • Water Freedom
  • Water Breathing
  • Natural Weaponry: Claws: Ex (20)
  • Resist: Temperatures: Gd (10) protection against temperature damage, such as heat and cold

Contacts:
Theoretically None, although different individuals have attempted to help the creature in later movies.

Limitations:
  • Unusual Looks: -2cs when dealing with individuals due to its visage for all social FEATs.
  • Water Dependency: The Gill-Man must hydrate himself or begin to suffer accordingly if not given opportunity to adapt.

The Blob from 'The Blob' (1958, 1988)

Kate, there's a man here with some sort of a parasite on his arm, assimilating his flesh at a frightening speed. I may have to get ahead of it and amputate. No... I don't know what it is or where it came from.

Originally conceived as a particle of outer space matter, The Blob represented a different sort of movie monster: Unlike monsters of the era who were aliens bent on world domination or creatures on rampage against mankind, The Blob simply existed and devoured.


The Blob



F: Pr (4)
A: Pr (4)
S: Sh X (150) (representing the Blob under full strength and mass)
E: Sh X (150) (representing the Blob under full size and mass)
R: Fe (2)
I: Fe (2)
P: Fe (2)

Health: 308
Karma: 6
Popularity: - 10
Resources: N/A

Talents:
None

Powers:
Amorphous Physiology: The Blob's biomass is one central organism that grows and gains strength through the absorption of organic material. The Blob initially begins as a small mass, then latches onto a larger organism devouring it and increasing its own mass. Ultimately, The Blob will continue to absorb and convert organic material until there is none left. Essentially, The Blob exists only to feed and grow. The larger The Blob is, the faster it consumes material. As such, The Blob has the following abilities:
- Consume organic material: The Blob is permeable, and as such is capable of enveloping large prey with ease. The Blob's ability to consume organic prey is akin to acidic consumption, utilizing a organic acid whose strength is based on size. The larger The Blob is, the stronger the acid. The Blob can dissolve organic material up to it's strength score per round, doing damage accordingly.
- Binding: The Blob attaches to a victim, requiring an appropriate Strength FEAT to detach it, depending on size and scale. The Blob can then pull victims into the center mass with a simple FEAT, allowing it to absorb and digest.
- Growth: For every 100 pounds of organic material The Blob absorbs, it can grow by 1 point. Initially, the Blob starts very small, then absorbs organic material accordingly. Theoretically the Blob's actual limit of growth is uncharted. The Blob's strength and endurance is directly tied to the amount of mass it takes on.
- Movement: The Blob moves similarly to a snail, using a 'foot' to maneuver and occasionally lash out. The Blob's movement rate is tied directly to its size, and while deceptively slow, The Blob is capable of quick moves
- Invulnerability*: The Blob is invulnerable to all forms of physical attacks, disease, toxins, and some energies. As such, attempts to attack the blob are often met with disastrous results, causing The Blob to separate. The Blob cannot be stunned or slammed, causing it instead to break into pieces when red FEATs are made against it.

Contacts:
None

Limitations:
Despite the abilities of The Blob, it has several key weaknesses:
Inability to digest inorganic material:The Blobcannot consume inorganic material, such as metals, glass, or plastics. As such, defenses can be constructed to prevent The Blob from moving forward, allowing it to be contained.
Fire: Fire will affect the The Blob, causing it 'pain' as it were, and doing superficial damage to it. Fire does a -2cs damage to the Blob.
Cold: Cold is the real weakness to the Blob, causing it +2cs damage and freezing it. The Blob can be contained indefinitely with cold and ice.


The Kothoga from 'The Relic' (1997)

Never thought there'd be a worse way to die than a shark attack. Having my head ripped off never occurred to me.

Brought to life as the Mbwun in the very excellent novel The Relic, the movie counterpart in the form of the Kothoga was an amalgamation of nature gone wrong,  that was a chimera in the best sense of the word. While the Mbwun had a very different look and the movie did not follow the excellent pacing or revelations that The Relic and the follow-up Reliquary did, the look of the Kothoga for the movie has replaced in many minds how the Mbwun should have looked.

For those not familiar, I strong recommend the novel and as a curiosity the movie. While the movie is a good B-movie, the characters and sprawling feel of the New York Natural History museum are lost, and that is part of what makes the modern monster very dangerous indeed: Knowledge of the museum as it was once one of the scientists.

For the purposes of this write-up, I'm focusing on the novel's aspects of the Mbwun with a liberal interpretation of the Kothoga.

The Kothoga




 

 

 

 

 

 

 

 

 

 

 

 

 

Dr. Julian Whittlesey

F: Ex (20)
A: Ex (20)
S: In (40)
E: Am (50)
R: Pr (4)
I: Am (50)
P: Pr (4)


Health: 130
Karma: 58
Popularity: As the Museum Murder: -15, as a creature of myth, -10.
Resources: Fe (2)


Talents:
Area Knowledge: New York Museum of Natural History

Powers:
Blessed by Kothoga: By undergoing the ritual of Kothoga, Dr. Whittlesey ingested rare leaves which included a retrovirus capable of massive mutations. The retrovirus was filled with reptilian, mammalian, and amphibian DNA, which altered Dr. Whittlesey permanently into the Kothoga, a creature worshiped by distant aboriginal tribes in South America. The leaves also provide a source of nourishment for the Kothoga, which is essential for its continued existence (See Limitations). As such, the Kothoga has the following attributes:

- Armor Skin: Ex (20), requiring machine guns to truly slow it down, explosives to do harm to it.
- Heightened Senses: Rm (30), with the exception of In (40) sense of smell
-Tracking: Rm (30)
- Darkvision: Rm (30)
- Stealth: Despite it's size (9' with enough mass to be described as a small rhino in the novel), the Kothoga is extraordinary stealthy, granting it an Ex (20) stealth
- Natural Weaponry: Claws: Rm (30)
- Natural Weaponry: Bite: Capable of severing bone and steel easily with In (40) ability.
- Recovery: Gd (10)
- Regeneration: Ex (20)
- Hyper Running: Gd (10), capable of charging for 1 area with no build-up.

Contacts:
None

Limitations:

  • Need to Feed: The Kothoga's natural diet includes the leaves which caused its transformation. Denied this, the Kothoga's next source is the human hypothalamus gland, making it a dangerous and unpredictable opponent. The Kothoga begins to weaken without a food source at a rate of -1cs a day to start, then after 2 days -2cs, etc until it either feeds or dies. The Kothoga must consume upward of two persons a day to start, but as the need grows, the body count increases.
  • Unusual Looks: The Kothoga looks nothing like human, and must use the shadows to hunt.
  • Nocturnal: The Kothoga is mostly a night hunter, suffering -2cs for actions while in bright daylight.
  • Animal Intellect: There is nothing of Dr. Whittlesey left within the Kothoga, outside of the knowledge to return to the museum for the leaves and knowledge of it. The Kothoga is not mindless, but has an animal instinct and cunning.



Note:
Read The Relic if you have not, it truly is a great book and the science isn't bad.

Wednesday, October 21, 2009

Pumpkinhead from 'Pumpkinhead' (1988)

'Nothin' can call it off... '

Pumpkinhead




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

Health: 140
Karma: 66
Resources: Fe (2)
Popularity: -15 in the folklore of mountain folk

Talents:
None

Powers:
undead Spirit of Vegeance: Pumpkinhead is a summoned spirit, given flesh through a binding of a willing host and a dead body. The creation of Pumpkinhead requires the use of black magic, and has been so far overseen by the mountain witch Haggis. Once created, Pumpkinhead rises and performs a deed of vengeance for the summoner, possessing the following abilities:
  • Telelocation: Victim: Pumpkinhead can track the person who vengeance sought against with Am (50) ability, and will not lose the trail through any means. If people attempt to help the victim or hinder Pumpkinhead, they become bound within the curse as well, and will be dealt with accordingly
  • Undead state: As a spirit of vengeance, Pumpkinhead cannot be harmed easily through conventional means, and possesses Rm (30) resistances to physical and energy damage, and is immune to toxins, poisons, disease, and aging. Pumpkinhead does not need to breathe, eat, or sleep.
  • Terrifying Visage: Pumpkinhead is terrifying to behold, especially to its victims, forcing them to make an Ex (20) Psyche FEAT or stop dead in their tracks.
  • Hypnotic "Voice": As seen in the first movie, Pumpkinhead can mesmerize its victims to emerge from protection or safety with Ex (20) abilty. Pumpkinhead doesn't speak, but the victim hears whispers and it places them in a trance. The sight of a cross or other holy object breaks the trance.
  • Symbiotic Link: Summoner: Pumpkinhead possesses a symbiotic relationship with its summoner, allowing the summoner to see the actions of revenge firsthand with Am (50) ability, even if the summoner doesn't wish to see them.
  • Natural Weaponry: claws: Pumpkinhead's claws can easily shred steel, metal, woods, and stone. Pumpkinhead's claws can do In (40) damage, which is considered mystical as well and it halves body armor.

Contacts:
Although it has no real contacts, it is connected to its summoner and the witch Haggis.

Limitations:
Bound to its summoner: Pumpkinhead is bound to the one who has commissioned the witch Haggis to summon it. The life forces of both are tied together, so to destroy one, someone would need to destroy the other. The summoner's dead body is then used to 'seed' the next Pumpkinhead. If the summoner is stopped or killed, Pumpkinhead dies. At the same time, Pumpkinhead can be killed by his summoner at the cost of their own lives.
Hideous visage: Pumpkinhead has a -2cs reaction bonus even if the psyche feat is made due to the unnatural state of it.
Unholy: Pumpkinhead cannot cross holy spots or enter holy ground due to its nature. Crosses do not repel it, but faith might.

The Creeper from 'Jeepers Creepers' (2001)

You know the part in scary movies when somebody does something really stupid, and everybody hates them for it? This is it.

The Creeper




 

 

 

 

 

 

 


 

 

 

 

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

Health: 140
Karma: 90
Resources: Pr (4)
Popularity: - 10 as an urban legend

Talents:
"Artist"
Sharp Weapons
Aerial Combat
Weapons crafting
Thrown weapons
Driving
Mystic Origin*
Survival

Powers:
Monstrous Physiology: The Creeper's physiology is unique among monsters, granting it several abilities that make it more than formidable as an opponent. Among these abilities are:

  • Regeneration*: The Creeper can regenerate missing or worn out parts by ingesting human parts. The process in quick, allowing the Creeper to fully regenerate limbs, internal organs, and the like in minutes by eating or replacing such. The Creeper's physiology allows it to adapt the parts to its own body with Mn (75) ability.
  • Longevity: The Creeper is possibly hundreds of years old, and as such, is incredibly long-lived.
  • Natural Weaponry: Claws: The Creeper can do Ex (20) slashing
  • Natural Weaponry: Bite: The Creeper's serrated teeth do Rm (30) damage
  • Flight: Due to bat-like leathery wings, the Creeper is capable of Rm (30) airspeed, keeping pace with a moving car at 80 miles an hour.
  • Tracking: Rm (30)
  • Enhanced Sense: Smell: The Creeper's sense of smell is extraordinary, capable of Rm (30).
  • Empathy: The Creeper is empathic, specifically picking up on the emotion of fear. The Creeper uses the fear response to 'tag' its prey, and actually uses the empathy for tracking specific prey at Rm (30)
  • Recovery: The Creeper can recover endurance ranks quickly when lost
  • Body Resistance: The Creeper has some degree of resistance, capable of shrugging off some damage with Ex (20) protection against physical and Gd (10) vs. Energy.
  • Serial Immortality: As with the Longevity, the Creeper seems to be unable to truly be killed, capable of resurrecting itself from destruction or death.
  • The Creeper can see in perfect darkness.


Contacts:
None

Limitations:

  • Activity: Despite the power of the Creeper, it is only able to be active for 23 days every 23 years. During that time, it exists to feed and to stock up on necessities during it's hibernation. During that period, the Creeper is voracious. At the end of the 23 years, the Creeper goes inert and is in a deathlike state.
  • Psychic Impressions: Those with psychic powers pick up on the Creeper's activities and can predict with some certainty what it wants and needs, even gaining unwanted understanding into the creature's mind.
  • Enemies: The Creeper has several enemies, usually those who are related to its victims.
  • 'Jeepers Creepers': Before the Creeper attacks, the old 1938 Johnny Mercer song plays (at least in the first movie).
  • Theatrics: The Creeper seems bound to the idea of creating a sense of fear in prey, specifically with those that possess the organs it needs. As such, the Creeper will intensify the experience as necessary, prolonging the fear until the right moment.