Showing posts with label Movies. Show all posts
Showing posts with label Movies. Show all posts

Saturday, October 10, 2020

Erik, The Phantom of the Opera

 The Phantom of the Opera



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Erik'


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

Health: 70
Karma: 100
Popularity: -10 (during the reign as 'The Phantom of the Paris Opera House')
Resources: Difficult to fully adjust, but believed Ex (20) in 1910

Talents:

  • Multi-Lingual*
  • Mesmerism
  • Performer
  • Instructor
  • Martial Arts: A, C
  • Sharp Weapons
  • Architecture
  • Physics
  • Stagecraft
  • Chemistry
  • Acrobatics
  • Tumbling
  • Blunt Weapons
  • Weapon Specialist*: Punjab Lasso
  • Escape Artist
  • Sleight of Hand
  • Stage Magic
  • Trance
  • Detective/Espionage
  • Area Knowledge: Paris
  • Area Knowledge: Istanbul


Powers:
None

Contacts:
Despite his appearance and activities, Erik does maintain a healthy network of connections throughout the world.

Limitations:

  • Hideous Appearance: Erik's face is often described as 'The living dead', causing him to suffer a -1cs to reactions or dealing with him.
  • Wanted Criminal: Erik is wanted in connection to the murders associated with the events of the novel.

 

Originally Published on classicmarvelforever.com on 30 October 2009 

Monday, October 5, 2020

Dr. Julia Hoffman from 'Dark Shadows'

 “Today I shall attempt to find the truth of what my intellect refuses to accept. At sunset, I shall confront the monster in his lair.”

Dr. Julia Hoffman 

 

 




 

 

 

 

 

 

 

 

 

 

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

Health: 38
Karma: 90
Resources: Ex (20)
Popularity: 2 (as leading expert in Hematology and blood diseases)

Talents:
Julia Hoffman is very experienced and learned, possessing the following talents:


  • Medicine*
  • Psychology
  • Hypnotism
  • Pathology
  • History
  • Detective*
  • Multi-Lingual
  • Occult Lore* (While Julia doesn’t study the occult, her experiences and investigations with the Collins family have granted her knowledge)
  • Chemistry
  • Engineering

Powers:
A remarkable woman
Although human, Julia Hoffman is a very remarkable woman who has mastered multiple scientific fields, experienced first hand the occult, time travel, and parallel time, and has even managed to cure uncurable mystical diseases. Julia Hoffman’s natural attributes and reasoning make her a foil for most of the adversaries encountered and have given her a unique place in Dark Shadows, a protagonist who is equally dangerous and respected by her enemies. Julia’s power-like effects include:
  • Resolve: Dr. Hoffman posses a great deal of resolve in her dealings, and although terrified at times of her enemies remains dedicated and steadfast in her activities and action. In situations in which Dr. Hoffman must make fear checks vs. Intuition and Psyche, Dr. Hoffman may roll on Am (50) intensity to continue with her actions. Dr. Hoffman will suffer damage and effects but may ignore attempts to prevent her from acting and/or possession attempts by making a successful FEAT.
  • Enhanced Invention: Dr. Hoffman may recreate ‘modern’ technologies (circa 1970) with older or outdated materials, such as creating a blood synthesizer in the 19th century or the like. Dr. Hoffman has shown great skill at recreating modern technologies linked her talents during many of the periods that she has been transported to. Dr. Hoffman uses her Reason rank to make such technologies and must have the appropriate resources and materials to do so.
  • Immunity: Leviathan Cult Corruption: Dr. Hoffman is one of the humans that cannot be converted or corrupted by the Leviathan Cult and is completely immune to their attempts to control or convert her to their efforts. Dr. Hoffman may have similar immunities to other similar groups and their efforts but it is not tested.
  • Karma Awarding: Dr. Hoffman gains Karma through efforts that are villainous – such as brainwashing/hypnosis, covering up murders, lying and deceiving the Collins family, etc. Dr. Hoffman’s goals have always been ultimately to help people and will cross a moral line if it was to save them, often doing so without regret.
  • Vampirism Cure: Dr. Hoffman has worked on curing vampirism and was mostly successful on Barnabas Collins, ultimately proving that she could cure a curse through science. In the later canon material, it was revealed ultimately that Dr. Hoffman was capable and successful of creating a cure for Vampirism using new plasma. Dr. Hoffman also was expert in attempting to cure Lycanthropy and the degenerative condition that affected the Leviathan heir.
  • Time Travel: Dr. Hoffman has traveled time as often as Barnabus Collins, often being able to find or summon the methods through the mysterious stairs or through other methods. While Dr. Hoffman cannot consciously use this ability, Dr. Hoffman suffers no ill-effect from time travel and when faced with terrible results seemingly is spirited away to a period in which such things can be changed.


Contacts:
Dr. Hoffman has a variety of contacts in the medical and psychological fields, as well as have deep contacts with all of the Collins family. Dr. Hoffman has a superior contact in Barnabus Collins, Quentin Collins, and even old enemies and can call upon them when necessary.

Limitations:
Dr. Hoffman has many limitations that evolve over the course the series. For the purposes of this write-up, I am focusing only on the limitations that seem to be the most enduring and prevalent:
  • Driven by goals: Dr. Hoffman is driven by her goals and ultimately will put her goals ahead of everything except her loyalty to the Collins family. Dr. Hoffman concealed Maggie Evans’s ordeal, lied to the Collins family at different points including Barnabus, made deals to see her goals move forward with enemies, and many other events. Hoffman must make a Psyche FEAT vs. her Psyche rank when faced with countering her own goals unless it is a matter of necessity, greater good, or loyalty.
  • Loyalty: Dr. Hoffman is incredibly loyal to her friends and colleagues as well as the Collins family whom she grows to love as her own. Dr. Hoffman will sacrifice herself to ensure that those she is loyal to are kept safe and secure and will work against her better instincts to ensure to ensure such.
  • Enemies: From Angelique to the Leviathan Cult to Judah Zachery Dr. Hoffman has made many more powerful enemies that do not forget her role in stopping/thwarting them. As such, Dr. Hoffman is often in danger or at risk due to her enemies – although her enemies seem to have a healthy respect for her. 

Originally published on Classicmarvelforever.com on 3rd October 2020

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

Tuesday, September 29, 2020

Jack's Heroes - write-ups of heroes from throughout the ages



 A good deal of the time I focus on Halloween or horror write-ups, but I've worked to stat a number of characters over the years that I either wanted to stat or had not been written up that I always felt needed to be. Jack's Heroes were write-ups that were characters I really dig and I hope I've captured properly. I have villain write-ups on the way as well as the heroines and villaness write-ups on their separate section.

 

 The Angel -  from Golden Age Marvel
Azrael - St. Dumas's avenging angel
Buck Rogers, hero of the 25th Century
Captain America - Jack's definitive write-up
Captain Marvel - Fawcett's greatest hero
Captain Nemo - The mysterious captain of the Nautilus
Commander Steel - the DC heroes 
Cosmic Boy - Hero of the 30th Century
Deathblow - Michael Cray, member of Team 6   
Doctor Syn, Alias the Scarecrow - The Scarecrow of Romny Marsh 
Elijah Snow - Leader of the Planetary
The Enemy Ace - Hans Von Hammer, the Hammer from Hell
Flash Gordon - Savior of the Universe
Hawkman - Carter Hall, Katar, Prince Khufu
The Human Fly - Stuntman and Marvel hero
Gambit - Thief, mutant, X-man, and cardsharp
Jon Sable: Freelance - Mike Grell's bounty hunter, mystery man, and adventurer
Jonah Hex - The gunslinger and bounty hunter
Karate Kid - Master of martial arts from the 30th century
King Faraday - DC's premiere secret agent
The Lone Ranger - Masked hero of the plains
The Man from Atlantis - Amnesiac hero from the 1970s
Manhunter - Paul Kirk - he who hunts the most dangerous game
Max Payne - Burned out ex-cop vigilante
Mike Power - Atomic powered cyborg and member of the GI Joe Adventure Team
Nemesis - DC's master of disguise Tom Tresser
Ninjak - Valiant's British spy and master ninja
OMAC - The John Byrne version of Jack Kirby's future super soldier
The Phantom - Lee Falk's Ghost who Walks
Rom the Space Knight - The silvery champion from Gallidor
Paladin - The mysterious man whose motto is 'Have Gun will Travel'
Richard Eagle - Mystical martial artist and detective
Rick Flag Jr. - Commander of DC's 'Suicide Squad'
The Shadow - the mysterious vigilante who knows what evil lurks in the hearts of man
S.D. 'Snake' Plisskin - Gunslinger and master criminal in the future
Solomon Kane - Puritan Adventurer who seeks to do good.
Son of Vulcan - The Charltan Comics champion of the gods
Space Ghost - The specter of the space-ways and champion of justice
Spider-Man 2099 - Miguel O'hara, the spider-man of the future
Travis Morgan - The Warlord of Skartaris 
X-O Manowar - Alaric the barbarian armored warrior
Yondu (Original) - The archer extraordinaire of  Guardians of the Galaxy
 
 

Sunday, September 13, 2020

Maximillian from 'The Black Hole' (1979)

 Maximilian, the time has come to liquidate our guests...‘




Maximilian

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Maximilian, Advanced Prototype.

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

Health: 150
Karma: 56
Popularity: 0
Resources: N/A

Talents:
As a robot, Maximilian can be programmed with whatever skills its creator determines it to have. In The Black Hole, Maximilian displayed (or was alluded to have) the following skills:

  • Knowledge: Cygnus Operations
  • Knowledge: Robotic Construction
  • Leadership* (Other Robots)
  • Administration: Cygnus
  • Edged Weapons
  • Starship Operations
  • Pilot
  • Aerial Combat
  • Computer Operation
  • Astrogation
  • Energy Weapons
  • Marksman*

Powers:
Robotic Construction: Maximilian is an advanced prototype of rogue genius Hans Reinhardt, built to serve as the first officer, chief enforcer, and silent assassin of its creator. Maximilian was designed for several purposes, and as such, has the following abilities:
  • Robotic Immunity: Maximilian does not need to eat, sleep, or breath. Maximilian is immune to disease and toxins, and can survive in the rigors of space.
  • Armored: Maximilian's outer construction is built to last, granting him In (40) protection against most energy and physical attacks. The outer shell can be pierced by objects such as high intensity drills (As V.I.N.C.E.N.T. did) or effects which could halve effective body armor rank. Maximilian's outer hull provided complete protection of its systems including and not limited to extreme pressure and temperature, in which it received a +1cs to resistance.
  • Multi-Armed: Maximilian possessed six separate 'arms', armed with fine actuators to serrated whirring blades. Maximilian could use its limbs for effect multiple actions, granting it up to three additional actions per round.
  • Serrated Blades: As stated previously, Maximillain's arms were equipped with claw-like blades which could be made to spin. Maximilian could do Ex (20) edged damage, halving effective body armor and protection.
  • Lasers: Maximilian was armed with lasers which could do Rm (30) damage.
  • Communication Systems: Maximilian was built with a transceiver which would allow it to communicate with its creator via ship systems and other robots in the S.T.A.R series. Maximilian could also interface with systems within the ship with Ex (20) ability and range.
  • Flight: Maximilian was always hovering, and possessed Ex (20) levitation and flight. Maximilian could maneuver at its Agility rank with a simple FEAT.
  • Higher Willpower: As shown in Max's RIP, Max was not a standard robot (Few robots go to hell). Max had its own Psyche score, and unlike other robots, was not hampered by the negatives often associated to cyborgs and robots. Max could even ignore the cries of its creator to save it.

Contacts:
Maximilian had only one contact, its creator Reinhardt.

Limitations:
Maximilian had several clear limitations:
  • Silent: Maximilian had no vocalization ability, and could not communicate with individuals.
  • Aggressive: Max was naturally aggressive, often attempt to provoke its 'guests'
  • Self-Survival: Max was ultimately willing to abandon its creator for its own survival.
  • Bloodthirsty: Maximilian was bloodthirsty, and would seek to kill when allowed. Max would spend Karma for kill results.

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.

Pinhead from 'Hellraiser' and the Lemarchand Configuration Box

Pinhead




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Formerly Captain Elliot Spenser.

F: Ex (20)
A: Ex (20)
S: Ex (20)
E: Mn (75)
R: Ex (20)
I: Mn (75)
P: Mn (75)

Health: 135
Karma: 170
Popularity: -20 as Lead Cenobite
Resources: Am (50) to Mn (75) in the Netherverse.

Talents:
Mystic Origin*
Knowledge: Demonology
Knowledge: The planes
Knowledge: Cenobite Lore
Knowledge: Dark Secrets
Knowledge: Torture
Knowledge: Human anatomy
Knowledge: Human Desires


Powers:
Lead Cenobite: Pinhead's powers derive from both being a cenobite and the position of lead cenobite. As such, Pinhead has several key abilities, some of which are:
- Invulnerability: Gd (10) True Invulnerability to damage.

  • Self Revival: Even if Pinhead is killed or destroyed, he will return.
  • Telepathy: Rm (30)
  • Invulnerable to Toxins, Disease, aging, poisons, and other such.
  • Self-Sustenance: Pinhead does not need to eat, breath, or sleep
  • Illusion Casting: Rm (30) illusion casting
  • Teleportation: Am (50)
  • Gateway: Between worlds and dimensions with Mn (75) ability
  • Combustion: Rm (30)
  • Hooked Chains: Pinhead can manifest and control multiple hooked chains that can strike, reshape, or extend to two areas of length doing Am (50) slashing damage, which also halves effective body armor, body resistance, Armor skin, and True Invulnerability as well as bypassing force fields. The chains are capable of entangling with Rm (30) strength, and also do additional damage from struggling due to the hooks (+1cs for each round of struggle). The Chains are considered one of Pinhead's most noticeable and powerful attacks.
  • Summon and control Cennobites: Pinhead can summon and control lesser cenobites, all who must make a Psyche check against Pinhead's psyche to resist. Unless of equal rank, such as the Channard or Angelique.
  • Create other Cennobites: As seen in the third movie, Pinhead can create cenobites through a process of tapping into the dark desires of an individual and forcing them into becoming a cenobite through killing them. Pinhead must make a psyche FEAT in order to create a Cenobite, and once risen, the new fledgling Cennobites will be under his complete control.



Contacts:
Cennobites: Pinhead has multiple contacts within Cenobite society, serving as their most visual member and lead, although it is debated he is the Cenobite leader (as stated in Hell-bound Heart).

Limitations:
Although Pinhead is extraordinary in power, there are key limitations:

  • Bound by Netherverse rules: Pinhead cannot violate certain rules, and does not do so, punishing his charges who do so. Pinhead must appear when the Lamentation Configuration is solved.
  • Human Nature:Pinhead is vulnerable and loses his protections when reminded of his human life as Captain Spenser. The more Pinhead is forced to remember, the weaker he becomes.
  • Unusual Looks: Pinhead suffers a -1cs reaction bonus.



The Lemarchand Lamentation Configuration Box:




 

 

 

 

 

 

 

 

 

 

An ornate puzzle box originally described as completely smooth and then re-imagined with gold inlay, the Lemarchand Lamentation Configuration Box was designed as the ultimate puzzle, and when ultimately solved would unlock pleasures unseen...which later turned out to be the realm of the Cennobites and netherverse. The Puzzle box is made of simple wood and inlay, with barely noticeable means to manipulate it. Once solved, the box opens up, taking on a new configuration which also sounds a distant and loud bell. Within 10 rounds, A gate opens and the cenobites arrive.

The box:
Material: Ex (20) material, faintly radiates magic. Requires Ex (20) ability to solve it or 1-6 months. The box opens a gateway within 10 rounds of opening it, summoning Pinhead and other cenobites.


Note:
As with Darkness, Pinhead is difficult to fully stat properly due to how he has been represented, but the high psyche and intuition are clearly justified, especially in view of the nature of what the cenobites are. I placed his Endurance at Mn (75) purely based on the otherworldly nature, the requirements for having a high endurance to be lead cenobite, and again, how he has been represented so far.

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

 Prince of Darkness








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

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

Talents:
Mystic Origin*


Powers:

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

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


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


Limitations:

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

Contacts:

The Anti-God

Wednesday, September 2, 2020

Imhotep from 'The Mummy' (1932)

 I shall awaken memories of love... and crime... and death...





 


 

 

 

 

 

 

 

 

 

 

Imhotep the Mummy



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

Health: 106
Karma: 100
Resources: Typ/Gd/Ex*
Popularity: 20/-20/0/-10 (A High Priest, after betrayal, after awakening, after events of movie)

Talents:
Imhotep has several talents stretching over 3000 years:
Mystic Origin*
Occult Lore
Knowledge: Herbology
Knowledge: Religion
Knowledge: Ancient Cultures
Knowledge: Ancient Languages
Knowledge: Sacred rites
Knowledge: artifacts
Ancient Weapons*
Knowledge: Area of Operation
Multi-Lingual*
Polyglot*
Resist: Domination*

Powers:
Mummy
Imhotep is a classic Hollywood mummy, with some similarities to the 1999 mummy Imhotep and the shambling mummy Kharis. Imhotep’s attributes as a mummy include:

  • Undead: Imhotep is undead, and considered to be completely immune to effects that affect the living, diseases, aging, toxins, and other similar effects. In addition, Imhotep has no need of food, drink, or rest. Imhotep cannot be killed through killing attacks and cannot normally be stunned through similar attacks. Imhotep is superhumanly durable, hence his high Endurance and Strength scores. Imhotep states he is immune to weapons of man, such as sharp weapons or gunfire, and is considered to not take damage from such effects. Mystical effects still do full damage.
  • Immortality: Unless the Scroll of Thoth is destroyed, Imhotep will return and remain, possibly forever.
  • Regeneration and Recovery: Imhotep can regenerate and recovery endurance ranks with Rm (30) ability, being able to regenerate limbs and re-attach them as necessary. This power only becomes active if Imhotep is able to drain the lifeforce of those who first awaken him and open the book of the dead.
Master Magician and Priest
Imhotep is a master magician and former high priest and knows many mystical abilities. Imhotep’s mastery of magic allows him to utilize several effects, most notably the following:
  • Necromancy: Imhotep can raise the dead, resurrecting individuals who have long been dead (such as Anck-Su-Namun). Imhotep can perform such rituals with Am (50) ability.
  • Hypnotism*: Imhotep can mesmerize individuals with Am (50) ability, allowing him to force people to serve, completely dominate a person’s will to the point of implanting suggestions, and even forcing people into a zombie-like state. Imhotep can also remove memories with his hypnotic suggestion. Imhotep seems to be able to only directly affect one individual at a time, but may plant suggestions accordingly.
  • Heart Stopping: By expending Karma, Imhotep can force a target to make an Endurance FEAT vs. Imhotep’s Psyche Rank. Should the figure fail, they immediately begin the dying process. As a side-effect, no karma can be spent to help with the Endurance FEATS. If a successful FEAT is made initially, the target will not be targeted again – Their will is simply too strong for Imhotep to try twice.

Contacts:
Imhotep has not immediate contacts, but can rely on contacts made through is guide of Ardeth Bey

Limitations:
Imhotep has several key limitations, which include:

  • Secret ID: Imhotep utilizes his public ID of Ardeth Bey to hide his activities and actions. As such, if it were publicly known either who or what Ardeth Bey is, he would lose all of his contacts and resources that were acquired.
  • The Scroll of Thoth: Imhotep’s powers and immortality comes through the Scroll of Thoth, and its destruction would not just rob Imhotep of his powers but also destroy the Mummy. Imhotep’s powers and lifeforce are tied directly to the scroll.
  • Obsession: Imhotep is obsessed with finding his lost love and restoring her to live. Imhotep will use all of his powers and abilities to recover her, and will stop at nothing.
  • Unusual Looks: Once restored Imhotep still maintains an oddly aged look, which can be spotted as a sign of his unnaturalness. In such cases, Imhotep suffers a -1CS to all social related FEATS should such apply.

Monday, August 31, 2020

The Bride from 'Bride of Frankenstein' (1935)

It's a perfect night for mystery and horror. The air itself is filled with monsters.


The Bride of Frankenstein




 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Eve', 'Eva'


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

Health: 70
Karma: 50
Popularity: 0
Resources: Fe (2)


Talents:
None


Powers:
Surgical Composite: The Bride is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the Bride's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of her creation, the chemicals used to restore the flesh, or other unseen aspects, the Bride has Ex (20) resistance to physical attacks, Gd (10) resistance to energy.
  • Regeneration: The Bride is capable of regenerating with Gd (10) ability
  • Invulnerability: The Bride does not age or suffer from normal diseases or toxins.
  • Total Memory: Like the monster, it is assumed that the Bride would possess a near perfect memory for things.
  • Suspended Animation: The Bride is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.



Contacts:

  • Doctor Frankenstein: Creator
  • Doctor Septimus Pretorius: Co-Creator
  • The Monster Adam: Designated 'Mate'



Limitations:

  • Blank Slate: The Bride is a blank slate upon her first awakening, with no knowledge nor skill. As with Adam, it is clear that she could be made to learn quickly and could ultimately surpass her creator's intellect and knowledge.
  • Unusual Looks: While outwardly exotic, the Bride has several scars across her body representing the surgical aspects used to bring her to life.

Sunday, August 30, 2020

The Event Horizon from 'Event Horizon' (1997)

 'I thought it said "liberate me" - "save me." But it's not "me." It's "liberate tutame" - "save yourself." And it gets worse.'

A ghost ship in space, the Event Horizon's maiden voyage took it to someplace...else. When it returned, it wasn't simply a ship anymore, it was a living conduit to a realm of chaos and evil. Determined to take the crew from the rescue ship Lewis and Clark back to the hellish dimension it escaped from, the Event Horizon was the monster of the movie.




The Event Horizon



 


 

 

 

 

 

 

 

 

 

 

 

Type: Space Cost: Un (100) Control: Rm (30) Speed: Cl3000 Body: Am (50) Hull with breakaway areas that are In (40), Protection: Rm (30) in most areas.

In addition

R: Rm (40)
I: Am (50)
P: Mn (75)

Karma:165
Popularity: 40 (By 2047, everyone has heard of the Event Horizon's failed maiden voyage but are not aware generally of its return).
Resources: N/A* (See Below)

Talents:
The Event Horizon is a starship, but has gained a unique talent: Mystic Origin*


Powers:
Possessed Starship The Event Horizon was armed with a prototype gravity projector, allowing it to 'warp' space around it. Instead of traveling to its intended destination of Proxima Centauri, the ship was instead sent to 'a realm of chaos and evil (hell)'. The travel changed the nature of the ship, granting a malevolence armed with supernatural powers. The ship has the following abilities:

  • Gravitational Warp Drive: As per the speed of the ship, the Event Horizon can travel great distances and even dimensions. The gravity drive requires a recharge period, and can be activated either by the pilot or the Event Horizon itself. The central drive also can send individuals to the hell-dimension by engulfing them in the black viscous material that powers the drive.
  • Telepathy: The Event Horizon has telepathic abilities, allowing the ship to read the thoughts of those present and draw upon memories, no matter how personal or private. The ship is considered to have Mn (75) telepathic powers within itself, and can broadcast to specific individuals with much longer range (Up to Shift X to its creator).
  • Hallucinations*: Once the Event Horizon has uncovered fears, dark secrets, or guilt about an individual, it tortures them with images and memories of those truths. The Event Horizon can make an individual relive those moments or create new horrific images capable of driving individuals to madness or murder. Event Horizon's ability to do this is Monstrous (75)
  • Environmental Control: Interior: The Event Horizon has complete control over its interior environment, creating flames and other standard starship environmental hazards. The Event Horizon is considered to have Rm (30) environmental control over itself, with certain conditional situations (See Limitations).

Although not specifically shown or stated, it is possible that the Event Horizon has other 'abilities' gained from its turn in hell. In addition, the Event Horizon act as a conduit, and those passing to that dimension can be 'transformed' by the experience (As seen by Doctor Weir).

Contacts:
Theoretically, the Event Horizon has no contacts, although it could be suggested that the creator of the Event Horizon, William Weir is a contact.

Limitations:
The Event Horizon is bound by several key Limitations:
  • Bound by a hellish purpose: The Event Horizon's entire goal is to draw others to it and then transports them to hell or attempts to have them kill themselves. The Event Horizon is an elegantly evil trap, and does not attempt to change or deviate from this purpose in any way.
  • Still A starship: Despite its unique situation, the Event Horizon is still just a starship, and is bound by the physical aspects of itself including being overridden at times and bound by regular physics while in 'normal' space. The Event Horizon cannot change its shape or do something that a ship couldn't normally do.
  • Enabler: The Event Horizon cannot act simply to kill someone, it is bound by certain rules it would seem. The Event Horizon can drive people to madness and evil, but it cannot outright kill them, often requiring the victims to kill themselves or having an agent (such as Doctor Weir).

The True Knot from 'Doctor Sleep'

"We are the True Knot,” they responded. “What is tied may never be untied."





 

 

 

 

 

The True knot



The True Knot are a cabal/tribe of psychic vampires who move throughout the country (and have done so for centuries) seeking psychically enhanced children whose abilities and powers have manifested. The True Knot uses its seekers to discover a child with such power and move to acquire the child, draining their psychic energy or ’steam’ from the victim while torturing them to increase the steam output. The True Knot members feed on this energy, enhancing their abilities, restoring their youth, and allowing them a kind of immortality. The True Knot has the following abilities/attributes:

Psychic Vampirism: The True Knot are an old clan of psychic vampires who have existed in the United States before the Revolutionary War and have remained active. By draining steam from victims who are being tortured or from great scenes of disaster, and by doing so restore their vitality, youth, and vigor. The True Knot members do not age or are harmed in traditional ways, but instead rely on their supply of steam either through finding sources or the bottled steam they’ve collected from victims over the years. True Knot members have three sets of FASE: Based on their current or ‘normal’ levels of ability, the reduced levels in which they have not taken steam, and their upper levels in which they take great quantities of steam. True Knot members begin to age to their true ages after going 2 weeks without Steam, becoming more susceptible to normal infirmities and conditions. By week 3, the True Knot members suffer penalties to the FASE and Health, and by one month they must begin to make daily Psyche and Endurance FEATS to remain active. The benefits for being a member of the True Knot is as follows:


  • Increased FASE and P: A member of the True Knot which has fed gains +1cs - +2cs to their FASE while they are fed, maximum of Rm (30) for Fighting and Agility, Maximum of Ex (20) for Strength, Maximum Am (50) for Endurance, and a bonus to their Psyche of +1cs.
  • Immortality*: When a person is brought into the True Knot, they are turned into a member of the Knot in an elaborate ritual in which they may not survive. Should the new member survive, they will remain as youthful as they were when they were first embraced by the True Knot, remaining healthy and with vigor at that point as long as a supply of steam is provided. The immortality is not true immortality as members of the True Knot are still susceptible to certain common diseases (such as measles) which can kill them if not treated. Terrible wounds are healed through steam, and so long as a supply is available, the members of the True Knot can survive for centuries.
  • Enhanced psychic abilities: Members of the True Knot are themselves gifted usually with some form of psychic power – such as psionic detection, Mental Invisibility, or the like. These abilities are further enhanced on their embrace by the True Knot, increasing the ranks by at least +1cs. Rose the Hat’s abilities were formidable before her time with the Knot and only increased with her becoming a member.
  • Group Connection: Members of the True Knot are connected with one another psychically, able to read each other’s surface thoughts and situations, as well as determine when a member has met with danger or deadly incidents up to half a continent away. The connection between the True knot is stronger with those who have abilities that are more dedicated to psionic detection, and Rose that Hat’s ability is great enough to determine the status of the members of the True Knot directly with her or feel the destruction of members and be able to identify them with certainty and clarity (As she did with Crow Daddy). This connection is considered Mn (75) for the purposes of sensing members and communication but only for True Knot members.
  • Spirit Storage: Through undefined means, the True Knot can draw steamfrom a victim and store it in pressurized storage tanks which are kept with Rose the Hat. One compressed tank can hold the steam of one individual, and the True Knot believes they have up to 30 tanks at any one time to get them through ‘the lean times.

In Plain Sight: The True Knot moves in plain sight as caravans of campers and RV travelers, as unobtrusive as possible. The True Knot has mastered the ability not to stand out, and to spot the members or their activities takes incredible effort. Combined with their resources, the True Knot owns several campgrounds across the US and utilize routes established to avoid detection. Even when the suggestion may be made that perhaps something is amiss, the True Knot will only be vaguely remembered. This isn’t necessarily a true power, but it is incredible creepy how easily they can move through society, and any check trying to detect them or perceive their activities would require a Rm (30) intensity FEAT.

Resources: Although the True Knot appears as not having much money individually, they actually possess collectively Mn (75) resources, having enough money, property, and legal protection to provide them with the necessary covers and ability to afford things without being questioned. In addition, The True Knot’s resource go back centuries and not just in money – they own many businesses, services, and corporations which have a broad range of things. The True Knot can with enough time procure military grade equipment, cutting edge technology, and even drugs and chemicals not available in the common market simply by moving a few resources and setting up necessary dead-drops. The True Knot is so adept at hiding their activities and resources that it is very doubtful even they are aware of how much they really have. The True Knot owns countless properties throughout the continental US, Canada, and Mexico (including the remnants of the Overlook Hotel).

Contacts:
The True Knot has a front man who usually handles all connections to the normal world (Or ‘Rubes’ as they refer to anyone not in the True Knot).
Limitations:
Despite their formidable nature, the True Knot has several key limitations:
  • Dying and Death: The True Knot is not truly immortal, and can die either through diseases they may not have been immunized against when not a member of the not or through damage. Dying for a member of the True Knot is incredibly painful, as they begin to ‘cycle’ between fading away and remaining cohesive. When a member of the True Knot suffers a kill result or suffers a loss of Health to 0, they not only begin the dying process but they cannot stabilize without steam and suffer an additional -1cs Endurance Loss each round. While they are in the dying process, they will begin to fade out of existence (leaving their clothing and items but seemingly to just ‘compress’ into nothingness. The True Knot member must make a Psyche FEAT at -2cs to remain conscious during the event or immediately suffer another loss of one Endurance Rank. While cycling, the True Knot member is incapable of physical action but can speak or react. Cycling is a painful action and is one of the few things that the members of the True Knot fear.
  • Absolute Leadership: Rose the Hat rules the True Knot and ultimately controls the True Knot’s power, access to steam, and resources. Those who leave the Knot under Rose the Hat’s leadership are considered ‘cut off’ and probably wouldn’t survive long without the ability to locate additional steam. In addition, Rose’s obsessions drive the focus of the True Knot, which can be on occasion incredibly self-destructive.
  • Vulnerability to Diseases: The True Knot is incredibly susceptible to diseases like measles, which gains a +2cs to infect and debilitate members of the Knot. As many members existed prior to vaccinations, they would be extraordinarily at risk, especially if depleted by lack of steam.
  • Secrecy: The True Knot value secrecy above all things and would go to great lengths to both avoid detection and revelation. The True Knot is not above using every method at their disposal to silence someone who knows anything about them, but prefer to handle such things quietly.
  • Attracted to Tragedy: The True Knot seems to be attracted to tragedy or upcoming tragic events. Partially due to the need for steam, and partially due to perhaps connection to areas drenched in violence. The True Knot is always present in the US at scenes where disasters happen.

 

Rose the Hat from 'Doctor Sleep'

 Stay away from the woman in the hat. She's the Queen Bitch of Castle Hell.

 

Rose the Hat


 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 100
Karma: 90
Resources: Mn (75)
Popularity: 0*

Talents:
Rose the Hat has displayed the following skills:
Mystic Origin*
Leadership*
Human Nature
Knowledge: The True Knot
Charm
Driving
Firearms (alluded to)
Knives and sharp weapons (alluded to)
Knowledge: Continental US Locations
Knowledge: Multi-lingual


Powers:
True Knot Psychic Vampire
Rose the Hat is possibly the most formidable of the True Knot, and is their absolute leader. Rose possesses several psionic abilities which have been amplified by being a member of the True Knot, and has additional abilities that allow her the following powers:

  • True Knot Psychic Vampire: Rose the Hat has all of the advantages and disadvantages of being a True Knot member. Unlike the other members, Rose is always at full Steam, using the concealed pressure tanks that are used to store the spirits to empower herself. Rose’s attributes will never drop below where they are now due to the lack of Steam, nor does she suffer the diseases and weaknesses the other do. Please see the write-up for The True Knot for further details on abilities and limitations.
  • Psionically Gifted: Rose has many psionic abilities which have been further enhanced by her conversion to a member of the True Knot. Rose can detect psionic activity at Rm (30) ability, and possesses a degree of awareness when even her mind is lightly read. Rose can actually detect Steam or psychically powered children with Un (100) ability, able to sense powerful figures up to 200+ miles with some ease. Rose cannot draw specifics, but the closer she gets to a perspective target, the easier it is for her to read it. In addition, Rose is considered to have Ex (20) protection vs. Psychic/mental effects, and can even transpose herself mentally with a target, seeing and experiencing what they can see, feel, and sense. Perhaps Rose’s most dangerous gift is the ability that she can plan suggestions into the minds of individuals with Ex (20) Psyche or less, which usually are ‘trust these people’ or ‘Don’t struggle’. Rose can also probe the mind of anyone she links with to see their past and what drives/makes them afraid. Rose reduces resistance to those she links with by 1cs, and then further reduces their resistance if she makes a Red FEAT vs. Rm (30) intensity.

Contacts:
Rose the Hat has contacts within the True Knot, and vicariously she can use the Mn (75) resources of the True Knot and several of their legitimate holdings and connections to gain whatever she wants or needs.

Limitations:
Rose the Hat has several key limitations that derive from her nature as well as a member of the True Knot. They include:
  • Vulnerabilities of the True Knot – Rose shares many of the common vulnerabilities of the True Knot, and if reduced to 0 Endurance disappears/ceases to exist.
  • Vengeful: Rose the Hat is extremely vengeful, and will go to great lengths to revenge herself upon those who have thwarted her efforts, embarrassed her or make her look foolish or weak, or because she simply feels that proper respect wasn’t shared. Rose will allow her need for vengeance to blind her and actually will cause a -2cs to any actions utilizing her powers As examples, Rose effectively destroyed the True Knot in her pursuit of Abra Stone, going to so such lengths as allowing a then 13 year old Stone to taunt her into agreeing to terms of a ‘final showdown’. Rose also underestimates her enemies when she is pursuing them for vengeance, often times making critical mistakes she would not normally make.
  • Rose’s trademark hat – Rose’s trademark is her old black hat, which is described always sitting on an impossible jaunty angle. Rose will violently attack anyone who knocks her hat off, makes fun of it, or attempts to destroy it. In many cases, Rose’s hat is tied so intrinsically to her that the hat appears to people in visions long before Rose or the True Knot ever encounters them.
  • Hideous Visage: Rose is described as almost unearthly beautiful, unless she is about to feed or wishes to intimidate her opponents, when her real appearance is revealed – Rose has no teeth, but a distended jaw which houses a single tooth that as described is yellowed, long, and curved like a walrus tusk. Rose’s appearance is so unsettling that even after she is encountered the image is tied to her, making those who deal with her rattled. As such, anyone who encounters this visage of Rose will have a hard time ever thinking of Rose the same way.

The Tethered from 'Us'

 Once upon a time, there was a girl and the girl had a shadow. The two were connected, tethered together.



The Tethered

 

 


 

 

 

 

 

 

 

 

 

 

 

The Tethered were an experiment by the US government to clone citizens as possible replacements for greater control of society. Although physically perfect, the clones could not mirror their counterparts emotional range and/or personalities, and when the project was effectively ended, hundreds of thousands (Perhaps millions) were left in large underground bunkers that were maintained in near darkness with only live rabbits as foodstuff.

Led by the Tethered Red, The Tethered escaped their confinement in present day and attempt to murder their counterparts, effectively 'replacing' them as they shared a single soul. In a moment mirroring 'Hands Across America', the Tethered join hands and begin their assault in the modern world.

Typical Tethered




 

 

 

 

F: Variable
A: Variable
S: Variable
E: Variable
R: Variable
I: Variable
P: Variable - 1cs

Health: Variable
Karma: * (See below)
Resources: Pr (4)
Popularity: * (See Below)

Talents:
The Tethered have few real talents, but mimic several physical skills of their counterparts and theoretically may possess additional skills outside of survival.

Powers:
Duplicate Twin
The Tethered are elaborate clones that near perfect duplicates of their counterparts. The Tethered are linked somehow to their opposites, able to determine where they are and are forced to mimic the actions, activities, and events of their counterparts with some variation. For instance, the Tethered are not so linked that they cannot do things themselves, but the do follow the same variations and choices that their opposites do. The link is considered to be Shift Y for the purposes of range and provides the Empathic Link ability (as Red suggested, they *had* to follow their opposites, even if it made no sense or had a choice...they could sense them no matter what).

The Opposites are not aware of the link, or the Tethered for that matter until confronted. The Tethered display an almost inhuman ability to withstand pain but are mortal and do take damage. The main driving goal for the Tethered is to 'replace' their opposite in the above (through murder), but not replace them as individuals - simply destroy their opposite. The Tethered do no actually replace their opposite, but instead are seeking to move above ground and link up.

For the purposes of the Tehthered's FASERIP, it is considered identical to their opposite with key exceptions:

  • Tethered possess no skills of their opposite, only the raw FASERIP score. This means that while someone is trained or possesses talents for combat, the Tethered will not. The Tethered also do not know how to pull their punches or any of the subtle actions of their opposites, and any attempt to do so requires a Reason FEAT at -1cs.
  • The Tethered begin the game above ground with no karma, and only start gaining karma when their opposite is eliminated. At the same time, The Tethered do not lose Karma for killing, property damage, or any 'villain' actions, even when they are 'above ground' and have eliminated their opposite.
  • The Tethered cannot verbally communicate, instead making grunts, growls, and noises. The only Tethered that seems to be able to speak is Red, and the Tethered follow her lead.
  • Empathic Link: The Empathic Link between the Tethered and their counterparts allows basic sharing of experiences, but it is only one-way (The Counterparts have no idea). The Empathic Link functions as a very specific form of Incarnation Awareness, granting a Shift Y ability to 'know' about the counterpart and their actions and 'forcing' the Tethered for follow. In addition, the empathic connection treats for the purposes of mechanics as Rm (30), and can be used when recognized by the counterpart as a means to 'control' the Tethered (As when Jason forces Pluto to enter the fire).
  • Counterpart Mimicry: As seen between Adelaide and Red, initially Red is able to counter all attacks during their fight as she is able to 'read' her counterpart's actions. This seems unique mainly to Red.

Contacts:
The Tethered have no real contacts outside of themselves, but that's enough.

Limitations:
The Tethered have key limitations, which are almost all due to their creation and their situation prior to the breakout:
  • Distinct Appearance: The Tethered, while mostly identical to their counterparts, can barely speak verbally and are known by their distinctive red jumpsuits and jarring appearances. The Tethered are considered to be -1cs for all social checks.
  • Driven Purposes: The Tethered are driven to escape the underground, kill their counterparts, and link up (literally) with each other.
  • Zero Popularity; Until the end of Us, the Tethered's existence was not public, and even until the revelation (and the weird Hand's Across America moment), the Tethered were not known or had any impact.
  • Karma: Tethered cannot gain Karma until they kill their counterpart for any action.

Frankenstein's Monster from 'I, Frankenstein'

 “God will surely damn you.”
“He already did.”

Adam

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 155
Karma: 60
Resources: Pr (04)
Popularity: - 30 (In supernatural circles), 0 (Among humanity as the actual Frankenstein Monster), 30 (Frankenstein’s Monster)

Talents:
Adam has learned a considerable amount since his resurrection, such things including:
Occult Lore
Martial Arts B
Brawling
Weapons Specialist* - Staves
Sharp Weapons
Hunting
Survival
Multi-Lingual
Resist: Domination*
First Aid
Adam has probably 200+ years of skills he’s acquired over the centuries since his ‘awakening’.

Powers:
Adam of I, Frankenstein is very different than the Hollywood portrayals to date, and as such, has a far greater amount of durability and resistances than normally encountered. In addition to his physical fortitude, Adam had many unusual properties due to in large part how he was created:

Surgical Composite:
Adam was created from the part of dead-men and brought to life through electricity and bio-chemical means. As such, Adam is no longer considered ‘human’(If he ever was), and although has many features akin to the undead, is not undead nor can be affected by such things that would do so. Adam’s abilities as portrayed in the Kevin Grevioux graphic novel and movie include:

  • Inhuman Endurance: Adam’s Endurance goes beyond the simple upper-limits of humanity, allowing him to stand toe-to-toe with both Gargoyles and demons without flinching. Several times in the movie both sides comment on Adam’s nearly limitless superhuman endurance. In addition, Adam doesn’t seem to need to rest in a traditional means, and ignores any damage under Ex (20) as it simply doesn’t faze him. Adam’s inhuman Endurance also allows him to recover Endurance Ranks at the rate of 1 per 3 rounds, including mystical effects. Adam also can only be stunned on an effective Red feat Vs. Rm (30) or higher intensity. Finally, Adam is able to regenerate health as if he had Rm (30) regeneration, although he must have the wounds closed and/or bones reset to fully recover use and such.
  • Stubborn Willpower: Adam can push through most effects that would require a direct Psyche FEAT, ignoring their effects if they are Ex (20) or less. This does not mean that Adam is not affected by damage or such, it simply means he can ignore effects accordingly. Case in point: Adam can resist most illusions and attempts to sway his will through non-normal means, and does so to both an archangel appointed agent and an elder demon, to their face. Adam can mitigate certain damage akin to Iron Will through simply being stubborn about it. (Treat as Iron Will at Ex (20) in some cases, Judge’s call).
  • Immunity: Adam is immune to making checks vs. Death. One of the reasons that Adam is sought after throughout the graphic novel and movie is that in effect, it is suggested that Adam is immortal.

Equipment:
Battle Staves:Adam utilizes two staves that were given to him early on by gargoyles to protect himself. These twin staves require Ex (20) strength or better to wield effectively, are made of blessed wood and have quiet magics upon them to do additional damage to demons and hell-spawn creatures. The staves are considered to be made of In (40) material, and do an additional +2cs damage to demons. Adam is incredibly versed in their use (Hence weapon specialist), and can conceal them on his person requiring a Gd (10) check or better to notice them.

Contacts:
Adam’s reputation is such that Adam has no real contacts. The few people that have attempted to help Adam in the past would perhaps do so, but not at Adam’s request – Adam is alone in the world for the most part and cannot draw on any contacts.

Limitations:
As Frankenstein’s creation, Adam was built to last…but he has several key limitations:

  • Unnatural Presence: Adam is considered to be an unnatural creature, and as such, creates an aura of ‘wrongness’ about him. Those who encounter Adam may first ignore him, but will quickly feel something is wrong. Anyone with Intuition with Gd(10) or better will feel something uneasy at first, and something to avoided. Supernatural creatures and those with Intuitions above Gd(10) can ignore this feeling, but normal humans will not, and it will be difficult for them to shake it. This creates a -2cs for all social encounters with Adam that last more than a turn.
  • Unusual Looks: Although his scars have faded with time, Adam is clearly scarred, creating a -1cs to social interaction (That makes it a -3cs with above limitation), as well as making him recognizable.
  • Infamous: Nearly all supernatural creatures know about Adam, and as such, he is considered both infamous and highly sought after. Rumor of Adam’s location may create social shockwaves in the supernatural community, hence the negative popularity.
  • Hunted: Adam is being sought actively by demons who seek to understand his creation in the hopes of recreating the process for their own ends. In addition, the forces of Heaven also want Adam to end the potential threat his existence could provide if his nature is uncovered.
  • Soulless (No longer active): Prior to the events of the movie I, Frankenstein, Adam was considered to be without a soul and could be possessed by a free spirit (indeed, that was exactly what the demonic forces wanted). This limitation is no longer in effect after the events of the movie.

Saturday, August 29, 2020

Death Angels from 'A Quiet Place' (2018)

  Death Angels



 

 











 

 

 

 

 

 

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm(30)
R: Fe (02)
I: Ex (20)
P: Fe (02)

Health: 100
Karma: 22
Resources: N/A
Popularity: - 30 (In the affected world)

Talents:
The death angels have no talents, and are considered an animal (albeit super-predator) intelligence.

Powers:
Death Angels are extraterrestrials that possess inhuman attributes which allowed them to survive the rigors of space, decimation of most of humanity, and resistances to most conventional attacks. The death angels are pack hunters who solely operate with their inhuman audible sensory abilities. The attributes of a typical death angel are as follows:


Death Angel Physiology:

A typical death angel is impervious to most forms of damage, are superhumanly fast, and can detect even the slightest noise. Typical death angel abilities are as follow:

  • Bio-Armor: A typical death angel is considered to have Am (50) armored skin, granting it appropriate protections accordingly. In addition, the aliens are impervious to temperature, impact damage, chemical/toxins, disease, and radiation at rank. Furthermore, the death angel’s armor acts as ‘sealed system’ for the purposes of travel through environmental hazards (See Limitations). The death angels arrived on an asteroid impact having survived the rigors of space.
  • Enhanced hearing: As sightless predators go, the death angels have a superior auditory system, considered to have Rm (30) hyper hearing. In addition, death angels also possess Rm (30) level sonar and can ‘home-in’ on a sound of Pr (4) or less even at their extreme ranges.
  • Speed: Death angels are considered to have a form of hyper-speed, capable of moving up to 4 areas a round with an additional +2 areas with a simple Endurance FEAT. In addition, Death angels gain an additional +2 melee attacks a round.
  • Natural Weaponry: Claws: Death angels possess natural claws which can rend steel and harder substance with ease. The claws of a death angel halve effective body armor and natural resistances, doing rank damage with each hit. Death.
  • Stealth: Death angels are hard to spot, and as seen can be almost impossible to detect until they are upon prey. As such, death angels are considered to have Gd (10) stealth.
  • Electrical Disruption: Although not explained in the movie, electricity is affected by the presence of death angels, and is considered to be Pr (4) electrical dampening. When in areas that are lit by electrical power, the disruption actually provides a +1cs to stealth checks for death angels and a -1cs Intuition check for characters.


Contacts:
Death angels have no contacts, and are not considered capable of having them.

Limitations:
Death angels are considered highly dangerous, but they do possess key limitations:

  • Vulnerability to High Frequencies: Death angels are nearly invulnerable except to high frequencies, which force an Intuition FEAT or cause them to become agitated and stunned. Additionally, the internal structure of death angels is incredibly vulnerable….and high frequencies force the death angels to reveal their internal structures. Any damage done to the vulnerable areas does +2cs damage and of course is not protected by the death angel armored skin.
  • Sensory dependent: Death angels are completely sightless (and while this gives them invulnerability to attacks that require sight) and as such, are dependent on their auditory abilities to navigate and hunt. Death angels cannot determine specific sounds, instead attacking whatever makes sounds. As such, areas that provide ambient sound (like rushing rivers) are often good camouflage to move as the death angels don’t specify targets. In addition, death angels can be drawn off by louder sounds and quickly ignore sources of lower intensity.
  • Dangerous Extraterrestrial: The world of A Quiet Place has suffered a near extinction of most of the species that can be hunted by the death angels. As such, they are infamous and known to all of its citizens. Any character with Exobiology or Alien Races as a talent would have heard of them, and probably aware of the high frequency weakness.