Showing posts with label Post Apocalyptic Horror. Show all posts
Showing posts with label Post Apocalyptic Horror. Show all posts

Sunday, August 19, 2018

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.


Thursday, October 6, 2016

Sam Hell from 'Hell comes to Frogtown (1988)

Eat lead, froggies!

The anti-hero from Hell comes to Frogtown, Sam Hell isn't just an atypical hero - he's the future of mankind.One of the last virile men left in a post-apocalyptic wasteland, forced to help a government who just wants him for his uncorrupted DNA, and against a veritable army of frog-mutants, Hell remains uniquely sane.

Sam Hell




Sam Hellman (nicknamed Sam Hell), Nomadic Warrior.

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

Health: 90
Karma: 46
Popularity: 0/-20/-10/10 (Generally/In Frogtown/To the Authorities/to other survivors).
Resources: Pr (04) (See Below)


Talents:
Sam Hell is incredibly adept at a number of skills, including:

Survival
Firearms
Marksman
Brawling
Martial Arts A,B,E
Wrestling
Sharp Weapons
Knowledge: The Wasteland
Knowledge: Major Factions
Jury-Rig


Powers:
Sam Hell has no powers, but has several effects:

  • Dumb Luck: Sam Hell is probably most famous for his luck (rivaling Ash in dumb luck). Whenever Hell is about to suffer catastrophic events (such as death, destruction, or explosive castration), the Judge may spend karma on behalf of Hell from Hell's reserve.
  • Survivalist: Hell is very capable in his post-apocalyptic wasteland, and can use his Intuition when making a survival check.
  • Pulp Hero Luck: Sam Hell is a hero similar to the pulp sort - As such, when faced with critical situations, Hell may spend Karma after the roll is needed to the minimum number necessary for a successful FEAT.
  • Improvised Weaponry: For some reason, Hell is always in areas where he can improvise a weapon. Hell must simply make an Intuition FEAT in order to provide himself with a sharp or blunt weapon.

Contacts:
Hell has contacts throughout the wasteland, but his most reliable contact is his initial handler/romantic interest Nurse Spangle.

Limitations:
Hell has a few serious limitations, including:
  • Notorious: Sam Hell is notorious not just for his antics, but his sexual escapades (Indeed, this is how he is initially tracked and apprehended). Sam suffers a -2CS in disguising himself or hiding for those looking for him.
  • Virile in a sterile world: While this doesn't necessary seem like a limitation, Hell is initially captured because it is common knowledge of his virility. As such, Hell is a wanted man, in more ways than one.
  • Explosive Cod-Piece: When captured, Hell is outfitted with an explosive cod-piece to keep him in line. In addition to the potential lethality of such a device, it is programmed to give electric shocks on command (requiring a Green FEAT to resist). The ECP requires it to be in range of the control unit (Four areas) or it will explode.
  • Enemies: The Frogs: Sam Hell has made many an enemy in Frogtown, especially around the mutant 'frogs' who make it their home.

Notes:
Where to begin?

Well, I think Sam is probably top-end human stats on a lot of things. I left his reason untouched at Typical mainly because I see him as average intellectually, with his intuition being a bit higher and being more how he is able to survive. I didn't push the Psyche - Better than most, but not necessarily the most willpower. Resources are Pr (04) just due to the scarcity, but I feel that Hell can scavenge what he needs no problem.

All I can say is I had to stat an explosive cod-piece.  

Orbital Dysfunctional Syndrome (ODS) from 'Pandorum' (2009)

Three years into their shift, one of their officers had a psychological breakdown. The doctors referred to it as ODS symptom. The privates, we call it Pandorum. It drove him insane. He became convinced that the flight was cursed. Evil.


Pandorum was claustrophobic, intense, and very stylistically different. Orbital Dysfunctional Syndrome (ODS) coupled with a number of twists and turns made the film stand out to me, reminding me in a way of Event Horizon and Alien in its own way. I enjoyed Dennis Quaid in the film, and thought it was a good choice for a lot of reasons.

Why the Pandorum Sickness?
There was so much about the movie I could do write-ups on, and I thought seriously about including the mutants as part of this write-up or as their own write-up. I really think however the concept I found most interesting was the sickness itself. I've featured a number of viruses, plagues, and illnesses over the years, and I wanted to include one which was just a matter of environment. I thought it would be a neat write-up to do, especially as susceptibility wasn't so obvious.

 ODS (The Pandorum Sickness)

 Orbital Dysfunctional Syndrome (ODS)

ODS is encountered by humans who have been in deep-space hibernation, developing acute symptoms and severe psychosis. Any human with Endurance of Ex (20) or less had a chance to develop ODS. A character must make an Endurance FEAT against Ex (20) intensity. A partial success or failure results in ODS.

ODS can be successful overcome with a Red Endurance FEAT against a progressive Intensity. The afflicted Endurance actually lowers as they move through the stages for the purposes of FEATs and checks, suffering a -1CS for Stage One, -2CS for Stage Two, -3CS for Stage Three, and -4CS for Stage Four. No other checks suffer the penalty, only for ODS checks. A character may make an Endurance FEAT at every stage of ODS.

ODS begins in simple stages, but is aggravated by emotional stress, resulting in rapid progression. Should an afflicted player encounter emotional stress, they must make an additional Psyche FEAT at Gd (10) intensity, rather than an Intuition FEAT. Should the afflicted character fail or only gain a partial result, they immediately progress through the stages of ODS. ODS intensifies as it progresses. Prior to full onset and progression characters must make a Psyche AND Endurance FEAT with solid successes against Gd (10) intensity to avoid amnesia and general confusion. Amnesia will last 1 - 24 hours depending on the severity of the ODS onset and the Psyche/Endurance results. Should a character succeed at one of the FEATs and fail the other, time is reduced by 1/2.

Stage One: Slight motor coordination issues, requiring an Agility FEAT vs. Ty (06) intensity. Tremors are slight in the hands and extremities.

Stage Two: Epistaxis (nose bleeding) occurs. Characters must make a Psyche FEAT at Gd (10) Intensity. Failure or partial success allows ODS to progress to Stage Three.

Stage Three: Paranoia begins to intensify. Characters must make an additional Endurance FEAT at Gd (10) intensity to 'shake' off debilitating episodes. Players must then make a Psyche FEAT at Gd (10) intensity to prevent additional symptoms or issues.

Stage Four: Delirium: Characters begin to openly hallucinate and paranoia is increased. Any character suffer at Stage Four must make both an Endurance and Psyche FEAT at Ex (20) intensity. Characters with psychological/mental/emotional limitations will suffer a -2CS to any action or activity while at Stage Four.


ODS can be treated through medical means and through sedation. ODS only seems to affect those in deep space hibernation and/or rotation. Not everyone is shown to suffer from ODS during Pandorum, but those that do seem to suffer greatly.

Thursday, October 15, 2015

Matthias, The Family, and the Omega Man Virus from 'The Omega Man' (1972)

We waited for you, Neville, so you could see this: The end. The end of all you done. You see, none of it was real. It was illusion. Your art, your science, it was all a nightmare. And now it's done. Finished. My brethren, our task is nearly complete. He was the last of those who brought the punishment to us. We have cleansed and purged his world. Now we must build.

The second attempt to film Richard Matheson's I am Legend remains unique in post-apocalyptic films - For one part, it's very much a view of the 1970s if an apocalypse happened. Primarily however it's the portrayal of the main villain Johnathan Matthias played by Anthony Zerbe, who makes you not only creeped out but also fully aware the apocalypse isn't going to be pretty, sane, or unintelligent. Matthias isn't just a zealot mutant victim - He's satan in the remnants of the world, leading the family towards 'salvation' with the destruction of Dr. Robert Neville....the last figure of the old world.

Matthias



Johnathan Matthias

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

Health: 42
Karma: 60
Popularity: 20 (Prior to the war)/40 (To the family, afflicted, and survivors)
Resources: Ex (20) (Prior to the war)/* (See below)


Talents:
Profession: Journalist*
Leadership*
Area Knowledge: Los Angeles
Knowledge: Law of the Family
Knowledge: Pre-War History
Knowledge: Pre-War Current Events
Knowledge: Subterfuge

Powers:
Mutant: Matthias is an albino mutant, afflicted with the deadly bio-warfare germ which wiped out 99% of mankind. While not granting him any serious abilities, the mutants born from the virus have several key natural abilities (See The Family for more details)
Unnatural Leader:Matthias is beyond charismatic to the family, he is nearly considered a god. Matthias is the sole voice of the family, and even those who show dissent quickly and quietly cease when Matthias decides. Members of The Family will die at Matthias's command without question, and Matthias is able to convert any member of the afflicted to a member of the family with a simple Psyche FEAT. Although not a power, the ability to convert the afflicted is uncanny and based on Matthias's resolve.
Drive:: Matthias's drive to 'end the old world' grants him great resolve and ability to function even when not normally able. It's up to the Judge if this is an ability or simply due to the psychotic madness of the disease, and could be a variation of Iron Will at Gd (10) (sans the health aspect).

Resources: Existing in the post-war remnants of Los Angeles, Matthias has nearly limitless resources, albeit he will not use them in certain circumstances (See Limitations). Matthias can draw upon reserves of natural resources, simply technologies, and manpower for different purposes.

Contacts:
Pre-War, Johnathan Matthias was a well-known anchorman and journalist with numerous contacts in both the media and political arenas.

Post-War, Matthias's only contacts are members of the family.


Limitations:
Afflicted: Matthias suffers the same affliction from the war that all members of the family suffer from. (See The Family for more details)
Obsessed: Born from the same drive that keeps him going, Matthias is completely obsessed with destroying the remnants of the old world, and specifically Robert Neville. Matthias is not reckless, but combined with his psychosis makes him suffer a -4cs to any social situation in dealing with negotiations with survivors or specifically Robert Neville.
Arch-Enemy: Robert Neville: Matthias is the arch-enemy of the last uninfected man in the Los Angeles area, Colonel Robert Neville. As such, most of Matthias's plans are related to capturing and trying Neville, ultimately to convict and murder him. Matthias will stop at nothing to get Neville.



The Family


Typical Family Member:

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

Health: 28
Karma: 18
Popularity: - 20 (Los Angeles post-war)
Resources: See below

Talents:
Family members have typical talents they had before becoming infected. In addition, Family members gain:
Knowledge: The Family

Powers:
The afflicted have no real powers, but their condition allows them several key advantages. All members of The Family share these abilities:
  • Increased Night-Vision: Each member of The Family is noctural by nature, and has increased ability to see in the dark. For the purposes of mechanics, it's considered to be Pr (04) night vision.
  • Increased Endurance: The virus which is killing them also grants typical Family members higher Endurance, allowing them to do things they may not be able to do as well as resist the more damaging effects.
  • Pseudo-telepathic bond: Although not expressly stated, as Lisa changed in the movie, she began to either hallucinate or hear Matthias's call mentally. For the purposes of this write-up, I'm consider it to be a Pr (04) level empathic effect. Each member of the Family seems connected and knows where the others are, as seen with Lisa's brother finding his way through L.A. to the Family's HQ, etc.

Contacts:
Post-War, members of The Family only have members of The Family as contacts.

Limitations:
Afflicted: Each member of The Family is a survivor of the plague that wiped out mankind and as such, are still slowly being killed because of it. The Family members suffer the following limitations due to the affliction:
  • Unusual Looks: All family members are drained of color, forcing a complete albinoism. In addition, sores appear very quickly, making members of The Family very obvious. Due to the extreme physical change, Family members suffer a -2cs to reaction bonuses from survivors.
  • Vulnerability to Light: Family members are photo-phobic, suffering a -1cs reaction bonus from unshielded exposure, and a +1cs to damage above Ex (20) intensity. In addition, any light source above Gd (10) requires Family members to make Endurance FEATs or be blinded for up to 1d10 rounds after exposure ceases. At Ex (20) intensity or greater, unshielded Family members are automatically blinded.
  • Sterile: Although not stated in the theatrical version, the uncut version of the movie shows that no Family member has been able to successfully have children.
  • Dying: Despite surviving the virus, Family members are still dying from it. Family members close to death will separate from the others, and die usually alone. Once final affliction sets in, a Family member must make Endurance FEATS every six hours. Failure results in death within a day.
  • Psychotic: Members of The Family are considered to be psychotic and absolutely devoted to Matthias upon pain of death.

The Virus

Although unnamed, the Virus which destroyed mankind was a product of germ warfare between China and Russia. So far, only Robert Neville was immune due to his use of an experimental serum. The Virus is considered 99% lethal to man, requiring an initial Endurance FEAT of red intensity to survive. An additional Endurance FEAT is required afterwards to determine the period of time before initial affliction sets in.

Initial Affliction makes the patient light-sensitive. Pre-adolescents seem somewhat resistant, but once a victim has entered adulthood, Secondary Affliction can occur at any time. Adults must make an Endurance FEAT every day, failure begins the Secondary Affliction.

Secondary Affliction begins with high fever and the gradual draining of all color from the victim, leaving them in an albino state and extremely vulnerable to light (See The Family's Powers and Limitations). The process can take anywhere from one turn to several days, depending on the Endurance FEAT's result. Once Secondary Affliction sets in, the victim seems drawn to other Afflicted and are easily recruited into The Family.

Final Affliction can occur anywhere from a day to several years. Once Final Affliction has set in, the victim has only a limited time before death occurs.

Finally, a serum derived of Dr. Robert Neville's blood seems to provide a cure and can actually reverse the virus's pathology and symptoms. As seen with Richie, a previous victim who was mostly turned, the serum can not only cure the damage but make the victim immune. The serum seems to work no matter what level of affliction a victim suffers from.



Notes:
I always liked this movie. For years I labored under the delusion that Charleton Heston wore a Roman helmet in the final battle. I re-watched it recently and was only slightly disappointed.

Wednesday, November 7, 2012

Dark Seekers from 'I Am Legend'




Typical Dark Seeker






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

Health: 90
Karma: 38
Popularity: (As a group) -50
Resources: Fe (2)

Talents:
Feral Combat

Powers:
Infected When the Krippen virus mutated, it created a fast moving retrovirus that killed 90% of humanity, and rendering 80% infected, granting them a sallow appearance, recessed gums, superior speed, agility, strength, and senses. The infected were shown in the theatrical cut to be little more than animal intelligence, with some possessing great cunning and ability to reason. The infected had the following powers:
  • Natural Weaponry: Claws: Ex (20) rending damage, capable of rending body armor and materials at 1/2 their value
  • Bite: Ex (20) damage
  • Enhanced senses: Infected have their sense of hearing and smell enhanced to Gd (10), allowing them to track prey with Typ (06) ability
  • Hyper Running: Pr (4) ability to move 4 areas a round
  • Hyper Climbing: Pr (4) ability
  • Thermal Vision: While not immediately explained, it is clear that the infected can see in the dark with Gd (10) ability
  • Recovery: Rm (30) recovery of damage.

Contacts:
None

Limitations:
Infected Limitations: All infected have the same limitations, due to the nature of the Krippen Disease. The limitations include:
  • Unusual Looks: All Infected are bald, possessing odd colored eyes, recessed gums (Appearing to have fangs, and are easy to spot.
  • Known: Infected are known around the world (Hence the negative popularity), and neither attempt to disguise themselves and are not capable of doing so.
  • Animal Intellect: Infected lose their ability to reason, and exist in an almost animalistic state. Pack mentality is strong within the Infected, with an alpha pair being in command.
  • Ultra-violet light: For some reason, the infected suffer +4cs damage from ultra-violet light, which will ultimately kill them. Most infected remain in hidden locations during daylight hours, emerging at night to feed.
  • Relentless: Infected do not give up on quarry regardless of losses or situation, as seen in the movie.