Showing posts with label Novel. Show all posts
Showing posts with label Novel. Show all posts

Tuesday, March 23, 2021

Jon Sable: Freelance

Originally Published on Classicmarvelforever.com on 05/05/2009


 

 

 

 


 

 

 

 

 

 

 

 

 

 

Jon Sable (In 1984)

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

Health: 90
Karma: 70
Popularity: As Jon Sable: 15, As B.B. Flemm: 30
Resources: Rm (30)


Talents:
Sable has many talents, including:

  • Hunting
  • Tracking
  • Athletics (He was an Olympic athlete who competed in the 1976 games.)
  • Military*
  • Guns
  • Marksman*
  • Sharp Weapons
  • Multi-Lingual
  • Detective/Espionage
  • Martial Arts A, B, E
  • Tumbling
  • Knowledge: Intelligence networks
  • Performer: Writer
  • Boxing


Powers:
None

Contacts:
Sable has contacts throughout the world, but chief among his contacts are:

  • Sonny Pratt
  • Eden Kendell: Sable's publisher and confidant
  • Myke Blackmon: Sable's on-again/Off-again girlfriend and illustrator.
  • Chief Winters: While an antagonistic relationship exists between Sable and Winters, it was shown to soften a bit (Shaman's Tears # 5) to the point that Winters probably is a contact.


Limitations:

  • Public ID: Sable maintains his identity publicly as an adventurer for hire, and is well known for his activities.
  • Secret ID: Sable maintains a dual identity specifically as B.B. Flemm - the writer of popular children's novels  Sable is very careful to maintain the public identity of the writer, purely for financial reasons (It was imagined that Sable's persona would tank sales).
  • Wanted: Sable has been wanted for murder at one time in Africa.

 

 

As you might tell, Jon Sable was perhaps one of my favorite comics in the 1980s and possibly one of the better books out of a period of time of better comics. Sable had a short-lived TV series in 1988 and has long been the subjects of possible adaptions.

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 

Tuesday, September 29, 2020

Dr. Victor Frankenstein from 'Penny Dreadful'

 If you cannot endure the nightmare, you should not lie down for the sleep.

Victor Frankenstein

 


 

 

 



 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Rm (30)
I: Ex (20)
P: Ex (20) (At beginning of series), Rm (30) at end of series)

Health: 32
Karma: 70/80
Resources: Typ (06)/Ex (20) (Depending on the Resource backing of Malcolm Murray)
Popularity: 2 (within London Resurectionists and such in Greater London).

Talents:

  • Nobility*
  • Medicine*
  • Chemistry
  • Occult Lore
  • Multi-Lingual
  • Firearms
  • Knowledge: Greater London Medical
  • Knowledge: London Area
  • Knowledge: Basic Meteorology
  • Knowledge: Necro-Engineering (Returning the dead to life)
  • Forensics and Pathology
  • Electrical Engineering
  • Sharp Weapons: Small


Powers:
Victor Frankenstein has no known supernatural abilities.

Equipment:
Laboratory: Frankenstein usually has access to a laboratory which is capable of providing him with access to power, chemicals, surgery, and other necessary tools in his research. Frankenstein’s resources are tied directly into how much material he has to work with in shaping and maintaining his lab, and its location is only known to a few individuals at any one time.

Contacts:
Frankenstein has some connections throughout the city, but mainly can rely on Ethan Chandler and Malcolm Murray as reliable contacts. Frankenstein might be able to rely on his surviving creations – The Monster/John Clare and Brona/Lily, although this is doubtful. In addition, Frankenstein went to school and still maintains cordial relations with Dr. Henry Jekyll.

Limitations:
Victor Frankenstein has several limitations which work differently than regular limitations. At the start of any event, The Judge determines which limitations are in play without telling Frankenstein immediately. Due to the nature of Frankenstein’s limitations, certain limitations may come into play while others may not. These limitations include (and are not limited to):

  • Dark Secret: Frankenstein has reanimated the dead, giving life to the lifeless. Frankenstein is reluctant to tell anyone this secret (even his most trusted comrades, some of whom still do not know). Frankenstein’s steps to protect this secret are unknown, but anytime that it may be discovered Frankenstein must make a Psyche FEAT reaction.
  • Enemy: First Creation – Frankenstein has an unusual relationship with his first creation, wavering between hatred (John Clare rightfully feels abandoned by his creator) to support (Frankenstein agrees to create a mate for this creature). The relationship is complex and never really certain, as Clare maintains both a respect and menacing presence in Frankenstein’s life.
  • Enemy: Third Creation – Frankenstein loves/hates/desires Lily, and will work against his own intuition to regain her love. At the same time, after the Season 2 finale, Frankenstein becomes obsessed with regaining her/stopping her. Lily does not trust her ‘creator’, and while the two have parted, it is uncertain what the future would hold.
  • Guilty: Frankenstein feels a degree of guilt (rightfully so) of his actions, but does not necessarily understand them while he acts. This continues well into the final season and beyond.
  • Socially awkward: Frankenstein is awkward at times and can allow his agitation and intellectual arrogance to place him in difficult situations. The situation has led to many inadvertent comical situations, but has placed him in real danger as he did not understand the nature of his threats on occasion.

Originally published on 31 October 2017 at classicmarvelforever.com

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

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.

Thursday, September 10, 2020

Bill Compton from 'True Blood' (HBO)

 I was made vampire in 1865, when I was thirty human years old.

Bill Compton

 


 

 

 




 

 

 

 

 

 

 

 

 

 

 

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

Health: 140/195*
Karma: 70/135
Resources: Rm (30)
Popularity: 5/30/40 (In Bon Temps/As the Avatar of Lilith/Spokesperson for

Talents:
Military*
Leadership*
Mystic Origin*
Knowledge: Vampires
Knowledge: Vampire Authority Organization.
Knowledge: Bom Temps area
Knowledge: History
Multi-Lingual*
Politics

Powers:
Vampire: Bill Compton is a relatively young vampire who possesses all of the abilities of a True Blood vampire of his age. Prior to his return as the avatar of Lilith, Bill did not have elder powers, but all of that changed once he drank the blood of Lilith. For Bill’s vampiric ability, please see the write-up on True Blood Vampires. Bill’s abilities as ‘Billith’ included:

  • Enhanced FASERIP: While Bill was enhanced by the blood of Lilith, his FASERIP, Health, and Karma increased to the secondary listings. It was stated openly by several of the other characters that Bill had become ‘The strongest creature on Earth’ and was capable of incredibly feats of strength and endurance. Bill could literally tear steel out of place, rending three-foot doors apart with little effort.
  • Increased Psionic Abilities: Bill’s hypnotic abilities and the ability to read the minds of those who had tasted his blood increased tenfold, going from their normal attributes to Am (50). Bill also gained telekinesis of Rm (30), able to move things easily with his mind, manipulate simple devices and machines, and use his will to move people and things in conjunction with his strength. Bill also gained a form of precognition allowing him to see and experience possible future events and specifically events involving vampires he was connected to. Bill would need to make a Psyche FEAT to resist the empathic pain from those terrible events or else he would feel the phantom damage as if he were taking it.
  • Flight: Bill could fly like an elder vampire with Am (50) airspeed, increasing his levitation skills by +3cs (normally Excellent).
  • Enhanced Vampiric Abilities: Bill’s vampiric abilities were incredibly enhanced after taking Lilith’s blood. Bill is considered to have the ‘Ancient’ level of power, making him at one time a rival to the original vampire’s abilities. Bill is also the only vampire to return from staking, regenerating instantly after being staked (which he did himself). Bill no longer suffered the limitations of being a vampire – Sunlight was a discomfort which could be eliminated with faerie blood, Bill no longer required permission to enter locations, and Bill was considered to be immune to most if not all the vulnerabilities that the TB vampire community had while the blood of Lilith was inside of him. In addition, Bill’s command of his progeny Jessica Hambey became a compulsion which Bill could use to cause rank damage to Jessica or any of Lilith’s line if he so chose.
  • Immunity: Sunlight: After drinking the blood of the vampire Warlow, Bill was immune from sunlight and could pass this immunity to any vampire that drank his blood. So long as Warlow remained ‘alive’, Bill and whomever drank his blood could remain in the sun indefinitely.
  • Enhanced Speed: Bill’s already impressive hyper speed as a vampire was increased to Mn (75) levels, allow him to potentially break the sound barrier and move with such alacrity to seem to be a blur. Other vampires had a hard time keeping up with him.

Vocal Mimic: Bill is able to perfectly mimic any human voice with Ex (20) ability, a power he had that was unique to him apparently and existed prior to his drinking of Lilith’s blood.
Contacts:
Bill’s contacts vary depending on his position and current situation. Bill could reliably call on Jessica Hamby, and was considered to be well entrenched with the Vampire Authority (at one point serving as the King of Louisiana. Bill could also call on Sookie Stackhouse with some regularity (until he took the blood of Lilith) and Eric Northman at different times. During his time as ‘Billith’, Bill’s powers made him capable of commanding any vampire or drawing any resources. Bill’s later time as author and ‘face’ of vampires tempered his disposition and made his contacts more reliable.

Limitations:
Before the blood of Lilith, Bill Compton had all of the limitations of a vampire, and additional ones as well:
  • Dark Secret: Bill secretly worked to engineer his meeting and bonding with Sookie Stackhouse.
  • Dark Secret: Bill had a dark past that he tried to hide, specifically his time with his maker Lorena, and the role he played during his period with her.
  • Public Identity: Bill is the public face at times of the Vampire Authority, and one of the most visible vampires in the world prior to his time as ‘Billith’ and even more so afterwards when he writes the book on the nefarious dealings of Governor Truman Burrell.
  • Protective: Bill is extremely protective of Sookie Stackhouse and Jessica Hamby, and will go to great lengths to protect either of them (Such as the time Bill walked into sunlight to try to save Sookie in season 1).
  • Villain: Bill’s activities during his first few encounters after becoming ‘Billith’ are villainous – seeking to capture faerie blooded individuals, forcing those to serve him for ‘the greater good’, and generally sharpening Bill’s worst behaviors. Bill is able to regain himself after losing the Blood of Lilith, but it takes some time to convince people he’s back to normal.
  • Infected: After Bill loses the blood of Lilith, he becomes infected with the vampiric Hepatitis which advances quickly. Bill is considered diseased and dying until his final destruction at the hands of Sookie Stackhouse.

Wednesday, September 9, 2020

True Blood (HBO Version)

 

 
Based on The Southern Vampire Mysteries, HBO's adaption True Blood represented both a departure from the standard horror fair for television and the constraints of broadcast television. During the course of its seven season run. Both with a serious horror and tongue-in-check vibe, True Blood  competed with its own genre constraints introducing a variety of modern issues cleverly disguised as fiction.

I've done several write-ups on True Blood characters over the the last decade for Halloween, and have a few more lurking:



 
Bill Compton - A vampire who becomes involved with Sookie Stackhouse early on and the main source of her romantic tensions. 
Pam Swynford De Beaufort -  Manager/Co-Owner of 'Fangtasia' - A vampire bar in Shreveport
Russell Edgington - One of the most dangerous vampires encountered and a snappy dresser.
Sookie Stackhouse - The main female protagonist, a telepathic waitress who becomes involved with the vampire world.
True Blood Vampires: How True Blood handles their vampires is very interesting



Sunday, August 30, 2020

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.

H.P. Lovecraft's Cthulu

"Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn"

 

Cthulu

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 F: Sh-X (150)
A: Pr (4)
S: Sh-X (150)
E: CL 1000 (1000)
R: Un (100)
I:  Un (100)
P: CL 1000 (1000)

Health: 1340
Karma: 1200
Resources: N/A
Popularity: - 30/ -100

Talents:

Theoretically, Cthulhu possesses every talent mankind has access to, specifically professional and knowledge talents, although in Call of Cthulhu no significant talents are displayed.

Powers:

Elder Alien Being: While often mistaken for a 'God', the manifestation of Cthulhu is actually an alien being, originally born in deep space and on Earth. Cthulhu is not a creature that one could completely catalog, displaying unusual physical characteristics and capable of many abilities when awakened, which occurs during certain planetary alignments and prompted by human cultists. Cthulhu is an age-old threat, whose full powers and extent of abilities are not fully marked in any of his Lovecraftian appearances. Cthulhu has displayed the following attributes:

  • Invulnerability: Cthulhu is invulnerable (CL1000) to standard forms of common damage, such as toxins, radiation, disease, deep space, great depths, environmental, aging, or any of the other normal means of damage. Cthulhu's body can be damaged, as seen when its head was destroyed by a ship ramming it, but it does not actually take damage unless done under certain undefined conditions.
  • Alien Mind: Cthulhu's mind is alien, granting it the ability of Telepathy, Mind Probe, Mind Drain, Psychic Shield, Mind Blast, and Dream Travel all at Mn (75). Cthuhu's alien mind prevents telepathic contact, granting it CL1000 Psi-Screen, while at the same time, anyone attempting to read Cthulhu's thoughts will suffer a Psyche FEAT against Un (100) intensity or suffer madness/be incapacitated for a length of time determined by the judge (While this part is not in the novel, it is probably as many of those who allowed Cthulhu to enter their thoughts in the short story were mad due to it).
  • Regeneration: Cthulhu can regenerate its body with Sh-Z (500) ability, as its head began to reform moments after it was struck by the small yacht and destroyed
  • Permanent growth: Cthulhu is well over 200' feet tall, having permanent growth
  • Self-Sustenance: Cthulhu does not need to eat, breath, or even sleep (Although it can be put to sleep) to survive.
  • Cosmic Awareness: As it stated within the story, Cthulhu is aware of everything within the universe, possessing Cosmic Awareness at Cl1000
  • Flight: While Cthulhu did not fly in the short story, it was clearly stated it possessed wings and had arrived on Earth from outer space. It would be safe to assume Cthulhu could fly with CL1000 ability, capable of warping to other worlds.
  • Natural Weaponry: Claws: Cthulhu possesses large claws, capable of rending most materials with Un (100) ability.
  • Multiple Attacks: As described as a kraken, Cthulhu is probably capable of multi-attacks, at least at Am (50)

Contacts:

Various human cults around the world
Other elder beings.
RPG companies.


Limitations:

  • Forced Slumber: Cthulhu is only active for a short time due to a special alignment of stars, which do not come into alignment often. As such, Cthulhu is forced into sleep amid the ruined submerged city of R'yleth. Cthulhu is completely in a state of suspended animation, and cannot interact with the world.
  • Enemies: Cthulhu's activities are often opposed by other beings.
  • Monstrous looks: Cthulhu is hideous and as such, makes any such checks at -4cs.


 

 

Just a quick note.

I wrote these stats back in 2010 and there were some debates. I'm simply reposting them here for consistency as I'm trying to pull all the stats I've done over the years in once location. I'm not modifying these stats in any way except to correct grammar and new images. 



Friday, April 17, 2020

Jack Torrance from 'The Shining'


'Here's Johnny'

John Daniel Edward Torrance

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

Health: 42/50
Karma: 36*
Resources: Typ (06)
Popularity: 0

Talents:
Jack Torrance has the following talents:
Teacher
Profession: Writer
Repair/Tinkering
Business/Finance

Powers:
Jack Torrance is a mostly normal person with a troubled background and a history of both drinking and violence. Although Jack has sobered up at the beginning of the novel, the ghosts of the Overlook and the pressures of both his past and solitude drive him slowly insane and make him susceptible to spiritual possession. Prior to becoming ‘The other’ or ‘the beast’ as outlined in the novel, Jack’s FASERIP are represented in the first column, while the time when Jack is ‘possessed’ is represented in the second column. Jack has some potential for the Shining, as stated in both in The Shining and Dr. Sleep, hence the higher intuition, which is further supported by the miniseries of the same name. Despite this, when fully possessed by the Overlook, Jack undergoes a subtle but important transformation:
Possessed:
Jack’s possession is not as obvious or as direct as one would assume. From the moment of Jack’s arrival in the Overlook Jack is slowly brought into the hotel’s sway, working to unravel his psyche and allow full possession of his facilities. When Jack is fully subsumed by the ghosts and hotel, Jack’s FASERIP change to reflect a manic desire to murder his family, especially his son Danny. In the novel, Jack is no longer referred as Jack, but rather as the monster. AS such, Jack is completely at the whim of the ghosts and has the following abilities:

  • Increased FASE: Jack’s Fighting, Strength, and Endurance go up while possessed, and while not superhuman, are greater than his normal abilities. Jack is able to take several mallet blows to the head and still function, as well as recovering from being knocked unconscious more quickly. Jack’s strength increases mainly due to his near manic insanity, and while fully in the thrall of the ghosts, Jack doesn’t require an Endurance FEAT when suffering great damage (Like trying to dump the boiler during the mini-series which burns him). Jack’s Intuition actually goes down representing the possession, and while Jack gains health from his increased attributes, he can no longer gain karma unless completing his goals set by the ghosts.
  • Psychic Potential: Although not directly stated, it’s implied both in the novel and the 1997 miniseries that Jack may have some small ability at the Shining, and due to his drinking and other problems he may have repressed it. In the cases where Jack is being ‘reached’ with psychic power, Jack gains a +2cs to overcome the possession he is under. In addition, Jack is able to exist at some level past death, appearing in the 1997 miniseries as a spirit to his grown son and in Dr. Sleep to help Danny against Rose the Hat. It is heavily implied also by Stephen King that Jack was more than represented in the 1980 movie version. Jack can perceive the ghosts of the Overlook without them necessarily manifesting, however this isn’t something that is as common as their purpose is to drive him further towards their goals.
  • Overlook Protection: The Overlook will occasionally aid or protect Jack in unusual ways. First, as seen in all versions of The Shining, The ghosts in the hotel will manifest to provide assistance in limited ways – such as freeing Jack from the freezer. Second, should an attempt to dissuade or ‘reach’ Jack be attempted, first Jack will make an appropriate Intuition/Psyche FEAT, and if he fails, the Overlook will then make a FEAT for Jack. Please see my write-up from several years ago on The Overlook for details

 Contacts:
Due to Jack’s previous history and drinking he has few remaining contacts. Along with the scandal that Jack had while teaching in college, Jack’s professional career is mostly destroyed.

Limitations:
Jack’s Limitations range from his personal limitations to the limitations as being the earthly force for the ghosts of the Overlook:

  • Alcoholic: Jack is a recovering alcoholic; whose past is violent and well-known to the authorities. Due to his drinking Jack accidentally broke his son’s arm as well as engaged in an affair with a student which ended his academic career. As such, Jack’s recovery is tenuous at best, and one of the things used by the ghosts of the overlook to drive him further towards destruction.
  • Karma Use: Jack cannot gain Karma through any normal activity while at the Overlook, and can only gain Karma while under the sway of the ghosts and completing their goals. Jack can spend from the Overlook’s karma pool while ‘The Monster’, as effectively Jack is just a part of the hotel at that point. Jack cannot spend Karma for kill results.
  • Insanity: Jack is considered ‘insane’ while possessed and has little memory of his activities early on when issues happen.
  • Dark Secrets: Jack is rife with dark secrets, ranging from accidentally hurting Danny to having an illicit affair with a student.
Notes:
This is a combination of all the current representations of Jack Torrance in The Shining. I drew a lot more from the novel than the Kubrick movie as for characterization, and added the 1997 miniseries aspects that were green-lit by King. I wanted to reflect the Jack Torrance who was the more complete version as presented by all three initial appearances.

One thing I wanted to make sure to capture was that Jack Torrance was in fact something else when he was possessed. I think that as King stressed this in the novel and in the 1997 miniseries, I felt that it was important to differentiate the FASERIP qualities. I also think that adding the karma and resistance from the Overlook was important.