Showing posts with label Plagues and Diseases. Show all posts
Showing posts with label Plagues and Diseases. Show all posts

Saturday, September 29, 2018

The Strigoi from 'The Strain' and the infection rules.





Infection:

Initial Stage: The Strigoi begin as an infection from a helminth (capillary worm) from either direct infection or by wounding from a Strigoi's stinger. Upon a successful Yellow Fighting FEAT, the Strigoi can infect a victim, requiring a Red Endurance FEAT vs. Rm (30) intensity to resist. Once the infection has taken place, a mutagenic change begins within the victim, transforming them into a Strigoi themselves.

Secondary Stage: Over the course of the next 48 hours (depending on the speed of the infection and other situations, usually an opposed Psyche FEAT vs Am (50) intensity), the individual begins to change. A 3' long barbed proboscis develops, ended with a powerful stinger which is used in the feeding process. The skin of the victim begins to lose all pigmentation, body hair, and secondary sexual organs. In addition, the victim's ears become shorter and more pointed, and the victim's nose either falls off or recedes. The newly created Strigoi will flock to the master Strigoi, having very little coordination or agility, seemingly almost clumsy in their ability to attack or move. During the secondary stage, the newly created Strigoi will hunt in packs and will have very little in common with the person they were, save for seeking out their family members and close associates in order to infect.

Third Stage: Between the first 48 hours and three months, the Strigoi gain better control over themselves and become more efficient hunters. The Strigoi's Agility, Strength, and Endurance is greatly increased, able to scale buildings and move with faster than human speed. The Strigoi are considered 'matured' at this stage, and are often encountered in packs of between six to ten at any given encounter.

Stage One Stage Two Stage Three
F: No Change - 1cs +1cs
A: No Change - 2cs +1cs
S: No Change +1cs +1cs
E: - 2cs +1cs + 2cs
R: No Change - 2cs No Change
I: - 1cs - 1cs +1cs
P: - 1cs - 2cs - 2cs

Minimum Ability can reach: Fe (2)
Maximum Ability can reach: In (40)

Health: Depends on Stage
Karma: Stage 1: Standard, Stage 2: 0 Stage 3: 0
Popularity: 0/ -10/-20
Resources: N/A for the most part, although those placed within high points of society have access to their resources.

Talents:
Depending on their creation, the Strigoi will have their normal talents albeit some of them will be unable to be utilized (See Limitations).

Powers:
Strigori Vampire: All strigoi gain superhuman abilities upon their conversion beginning at stage 1, and have the following abilities:

  • Immortality: In essence, the strigoi are immortal, capable of existing for thousands of years under the right conditions.The only proven way to kill strigoi are: Decapitation or severing the spinal cord, silver weaponry, sunlight, or extreme violence.
  • Proboscis: Each strigoi has a 3' proboscis with stinger, used in both feeding and infection. The strigoi can attack opponents within the same area, infecting individuals with a successful FEAT (See above). The stinger does Ex (20) edged damage, halving effective body armor.
  • Bio-Vampirism*: The strigoi are vampires, requiring fresh blood to survive, and are able to heal and recover endurance while feeding. The strigoi must use their stinger to feed.
  • Talons: Beginning in stage 2, the Strigoi develop large talons on their hands and feet which aid them in attacking and locomotion. Strigoi can shred opponents with their talons, doing up to Rm (30) edged damage. In addition, the Strigoi can use their talons to climb sheer surfaces (Ex (20) spider-climb).
  • Hyper Leaping: Beginning in stage 3, the strigoi can leap greater distances with Ex (20) ability
  • Hyper Movement: Strigoi are slightly faster than humans, able to move three areas a round.
  • Enhanced Senses: Strigoi have incredible senses, able to see a potential victim's heat signature, hear heartbeats from a fair distance, and discern carbon dioxide from breathing. These superior senses begin during stage 1 at gd (10) and can grow to Rm (30) by stage 3.
  • Telepathy: Beginning stage 1, strigoi can begin to read thoughts of victims with gd (10) intensity, growing to Rm (30) by stage 3. The telepathy allows the strigoi to apparently 'speak' to individuals (See Limitations) by mimicking speech.
  • Hive-Mind: All strigoi are connected to the ancients, with various factions being connected to one of the seven ancients. These ancient masters have complete control over their strigoi, and are aware of their every action, able to directly control each member. The strigoi share this hive mind at Mn (75) ability, unable or unwilling to act against their master/creator.
  • Telelocation: Loved Ones: Each strigoi seems able to find their loved ones - family, closest friends, and/or associates with Rm (30) ability. The strigoi seek to infect their loved ones first - thus spreading the infection and master's control.


Contacts:
The strigoi no longer have the human contacts they had in life, although they could fake it before being revealed. All strigoi are connected to their master.

Limitations:
All strigoi have the following limitations:
  • Hideous Appearance: Strigoi suffer a -2cs reaction bonus when first encountered, and a -1cs reaction bonus each time after that.
  • Lethal Vulnerability: UV Light: Strigoi are extremely vulnerable to sunlight and concentrated UV light, suffering a +2cs damage to rank (Un (100) max) as well as a -2cs to Endurance ranks each round exposed.
  • Fatal Vulnerability: Silver: Silver does an additional +2cs damage, followed by a -2cs to Endurance each round damage is inflicted.
  • Revelation: Silver: Silver reveals a strigoi's presence by vibrating in the presence of them. In addition, if a strigoi is seen in a silver mirror, they seem 'distorted' or vibrating at high speed.
  • Silent: Strigoi cannot normally speak, as their stinger prevents it.
  • Interconnected to their Master: The strigoi are connected to their master, and must obey him/her/it without question. Should the Master perish, the strigoi perish (no Endurance FEAT, each strigoi begin the dying process).
  • Unable to cross running water: For some reason, strigoi cannot willing cross running water. Whether this is a weakness or a psychological limitation, it is never fully explained.

Zombies from 'Dawn of the Dead' (Zach Snyder Version)

'When there is no more room in hell, the dead will walk the earth.'
 
Typical Snyder Zombies










F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Fe (02)
I: Gd (10)
P: Fe (02)

Health: 36
Karma: 14
Popularity: 0*, although to the living, the group as a whole have a - 50 popularity.
Resources: N/A

Talents:
None, whatever skills or talents possessed in life are lost during the conversion.

Powers
Zombie State: The Snyder Zombies are undead creatures who exist purely to devour the flesh of the living. Unlike other zombies, the Snyder Zombies tend to maintain their speed and stamina longer, capable of moving at their top speed even during advanced stages of decomposition. The Snyder Zombies have the following abilities due to their state:

  • Undead: The Snyder Zombies are typical undead zombies - They cannot be stunned or killed through conventional means, except a shot the head, decapitation, or any other effect which destroys the brain. Snyder Zombies are immune to toxins, disease, poisons, and other similar effects. The Snyder Zombies do not have any additional damage protection, but are simply not affected by such, capable of ignoring limbs being missing, grievious bodily harm, etc.
  • Movement: Snyder Zombies are capable of full movevment and agility actions regardless of the state of their being. Snyder Zombies can move up to two areas per round and make 'push' their endurance for a full-on run for limited periods of time. As they do not tire, they can run for several blocks before losing interest or being unable to maintain speed.
  • Horde Mentality: The Snyder Zombies are much more like a group of pack hunters - easily spotting prey, moving in as a group, and attacking full-bore. The Snyder Zombies will opt for easier prey when presented with it, so if two people are running and one falls, the entire horde will stop to finish off the downed victim. Unlike other zombies, the Snyder Zombies seem to take their queues from an almost animal presence within them, attacking the easiest prey and throwing themselves fully at an object or defenses to breach them.
  • Zombification: Unlike Romero Zombies or Walking Dead zombies, the only way to become a Snyder Zombie is through a bite. The dead who are not bitten do not rise as zombies, nor can they rise even if feasted upon. If a Snyder Zombie gets a Red Fighting FEAT against an opponent, they have achieved a bite. The victim will have two minutes to two days before they turn, requiring an additional Endurance FEAT for every hour they are affected. For every two hours, the victim's Endurance drops by -1cs until reaching Shift 0. Once either the victim has failed an Endurance FEAT or reaches Shift 0 Endurance, they will Immediately turn, as seen with ana's husband Luis and countless others. The cause of the zombie 'virus' is unknown, and treatments do not seem to be working. It is assumed a cause can be discovered with a character who has In (40) reason and skills related to biology/medicine, but that's just a guess and left up to the Judge's discretion.

Contacts:
No Snyder Zombies have contacts. They will not recognize contacts nor will they be able to be socialized like Bub or Big Daddy.

Limitations:
Snyder Zombies have the following limitations:
  • Hideous Appearance: Snyder Zombies often look like they have been through serious trauma, and cannot hide what they are. They suffer -1cs reaction bonuses.
  • Animal Intelligence: The Snyder Zombies are little more than animals, and cannot 'learn' or adapt accordingly. The strength is in the mass/horde.
  • Sole Purpose: The Snyder Zombie's sole purpose is infecting others and feasting on flesh. There are no other purposes and cannot be resisted.

Notes:
Again, the Snyder Zombie has since been repeated in different literature, movies, and entertainment. I think that it's difficult to fully address the differences in those respects, but I think it was important to include them and I think that Snyder Zombies can be quite terrifying.

And no, no zombie baby stats....

Well...


ZOMBIE BABY:







F: Fe (2)
A: Fe (2)
S: Fe (2)
E: Fe (2)
R: Fe (2)
I: Fe (2)
P: Fe (2)

Health: 8
Karma: 6
Pop: 0
Re: N/A

Talents: None
Powers: See Snyder Zombie - only smaller and baby-like
Contacts: Uh....
Limitations: See Snyder Zombies and also...a baby.

Sunday, August 19, 2018

Eddie Quist from 'The Howling' (1981)


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

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

Why Eddie Quist?

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

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

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

So, Eddie Quist.


Eddie Quist, the Mangler



Eddie Quist

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

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

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

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

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

Contacts:
Eddie has the following contacts:

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

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

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

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

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

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



The Werewolves from ‘The Colony’




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


Lycanthropy in The Howling

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

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

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

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


Derek Schrek from 'Eerie'


Somehow through it all I thought I was immune…I would never succumb to the rampant plague of insanity…but I did…

First and foremost, a big thanks to Nightmask @ Classic Marvel Forever for providing the link to the online comic resource which allowed me to re-read several back issues of Eerie
that I’m missing and/or lost. This was invaluable for the Halloween write-ups and one of the reasons I’m dragging my heels as normal. Although only four stories appear in Eerie The broken apocalyptic world of Derek Schreck was one that had more to do with the idea of mankind’s psyche being tied to the moon than the zombie-like plague of madness that seemed to drive the survivors of Schreck’s world. Conceptually there is a lot in common with such things as 28 Days Later, The Omega Man, and even subtle nods to the Yul Brynner film The Ultimate Warrior. It’s a short-connected set of stories that may or may not also have connection to Warren Publication’s other characters Rook and Hunter (There is an aged character in Hunter named Schreck, who like Derek has one hand). The concept of limited nuclear war on the moon and the fallout of that war and how it affected mankind was different, as was the ‘moon madness’ that it spawned. Like a lot of the Warren stories, it was something that was done quickly but had a lot of potential, and very much a product of the 1970s. I plan on three Warren write-ups this Halloween, Schreck being the first.

Why Derek Schreck
From an early age, I read Eerie
and Creepy, and always enjoyed the characters and stories. I liked the concept of Derek, and although it wasn’t they weren’t the best written stories at the time, the did have elements and a memorable character I thought had some cool ideas. The right hand multi-tool was a neat idea, as was the fact that many of those who were lunatics were beginning cult worship (which plays in the ‘Hunter’ stories).


Derek Schrek



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

Health: 80
Karma: 46
Resources: Gd (10) resources prior to the War, Pr (04) to Typ (06) after
Popularity: 10 before the war, 0 after

Talents:
Derek has many skills, including:
Firearms
Marksmanship
Athletics
Journalism
First Aid
Brawling
Knowledge: Current World Events
Knowledge: Current region/area


Powers:
Immunity to the Lunatic Plague
:  Derek is immune to the Lunatic Plague after succumbing and being treated for it. As such, Derek is considered immune to the effect. Whether this extends to other subsequent effects remains to be seen.

Equipment:
Replacement Right Hand
: Derek’s right hand was severed early on by his wife who had succumbed to the plague. After being found near death by a group of doctors and scientists, a prosthetic hand was developed and surgically attached. The hand is actually a multi-attachment cup that allows Schreck to switch out parts and attachments. The cup and attachments seem to be made of Rm (30) material strength, with attachments including:


  • Eating utensils such as spoon, fork, and knife
  • Flashlight providing 1-area illumination
  • Standard tools such as ratchets, screwdrivers, and such.
  • A standard pen
  • An axe which does 10 points of edged damage (rather than the standard 5), halving body armor.
  • A dagger-like blade which does 5 points of edged damage can be used to parry melee attacks with a successful Agility FEAT.
  • A multi-jointed simulated metallic hand that can be manually fastened around objects for limited use. It has Pr (4) intensity magnets which allow greater control of metal objects.


Contacts:
Derek has few contacts in the post-lunatic world, and most of those contacts end up dead or worse. Invariably, Derek’s contacts either succumb to the lunatic plague or are killed by the lunatics themselves.

Limitations:
Unlucky
: Although Derek seems to recover from his adventures, he does have a problem of falling into worse situations. During any conflict, The GM will secretly reverse the result of a dice roll, unless it is an Endurance FEAT or save vs. Death.
One-handed
: Although equipped with a state of the art prosthetic, Derek is still missing his right hand and has been caught without it at least once.

The lunacy Plague


Caused by the fallout from limited nuclear exchange on the moon’s surface, the Lunacy Plague spread quickly throughout the population of Schreck’s Earth. It is suggested the 92% of Earth’s population is affected by it. In essence the plague forces to FEAT checks vs. Rm (30) intensity, an Endurance FEAT and a Psyche FEAT with yellow results vs. Rm (30) intensity. If both FEATS are failed, the subject succumbs quickly, within a day. If one FEAT is made, the process is slower, taking upwards of a week to a month. Those affected go mad, often being reduced to savage instinct. Those who make one of the FEATs maintain their intellect, but are possessed with a mania which transcends normal madness. The Lunacy Plague brings the worst qualities of a person forward, while at the same time driving them mad.

Those suffering from the Lunacy Plague are identified by two major characteristics:

  • Maniacal attitude and behavior: Those suffering from the plague will engage in self-destructive and violent behavior and will attack anyone who is not affected with whatever means available. As some of the lunatics have a level of clarity, they can use weapons, control the others, and speak without major issue. The Lunatics seem to be able to tell who is infected and who is not, and engage in an almost inhuman need for carnage and blood.
  • Milky-white eyes: The lunatics are further identified by white eyes, which are alternative described as both almost glowing and milky white. The transition of the eyes are the first sign of succumbing to the Lunacy Plague, and are the main means of identifying the infected.


Cure for the plague : A cure for the plague is available, but its secrets and composition died with the creator and furthermore its effectiveness is only 50% successful – The other 50% die from the chemical concoction. The serum is 100% effective if the person can be cured, and return a person to a normal state of sanity and health within six to twenty-four hours. Mechanically, should a character become infected and succumb, they must make a Yellow Endurance FEAT vs. Ex (20) intensity. If successful, the victim recovers with no ill-effects. If not, the victim immediately begins the dying process losing 1 rank of Endurance per round until dead.