Showing posts with label Radio. Show all posts
Showing posts with label Radio. Show all posts

Tuesday, March 23, 2021

Paladin - Have Gun Will Travel

  

Have Gun, Will Travel....Wire Paladin, San Francisco








 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 70
Karma: 60
Popularity: 10
Resources: Ex (20)


Talents:

  • Guns
  • Marksman
  • Martial Arts A, E
  • Horsemanship
  • Military
  • Polyglot: Paladin can speak and write upwards of 12 languages through the course of the series (That's shown)
  • Knowledge: Current events
  • Knowledge: Etiquette
  • Knowledge: History
  • Sharp Weapons: Knife
  • Quick-draw: Paladin gains a +1 initiate bonus when drawing either his custom .45 or derringer
  • Law*
  • Detective


Powers:
While not officially 'powers' per say, Paladin has displayed the following power-like effects:

  • Combat Sense: Rm (30)
  • Iron Will: Ex (20)


Contacts:
Hey Boy: A Chinese valet and confidant of Paladin, whose real name was revealed as Huong.
Hey Girl: Hey Boy's replacement


Limitations:
  • Mysterious Nature: Paladin's mysterious background works for and against him, often placing him in situations (such as accusations of murder especially).
  • Code of Honor: Paladin maintains a strict code of honor in all of his dealings, which means he will honor the letter of the deal if pressed, will refuse to work for someone who is dishonorable or evil,  or occasionally working pro bono. 
  • Reputation: Paladin's reputation when recognized is that of a professional gunslinger and is often treated with an air of fear and respect. 


 


Tuesday, September 29, 2020

Buck Rogers in the 25th Century (and Twiki)

 From early stories in 1928 by Philip Nowlan and reworked in late 1929 by Flint Dille, the science fiction Rip Van Winkle helped define the idea of science fiction in the 1930s, being the first Science Fiction radio show as well as one of the first pioneering figures in television. The parallels between Flash Gordon and Buck Rogers are fairly obvious: Strong pulp heroes that usually encounter a situation or environment that they must use their natural abilities in skills to overcome their new world. Unlike Gordon's Dale Arden, Wilma Deering is far from helpless, and is often an equal if not superior to the future-struck Rogers.

This write-up is a combination of several sources, but I won't lie, it's the 1980s Buck Rogers that sticks in my mind the most.




Buck Rogers




 

 

 

 

 

 

 

 

 

William "Buck" Rogers

F: Rm (30)
A: Rm (30)
S: Gd (10)
E: Rm (30)
R: Typ (6)
I: Rm (30)
P: Rm (30)

Health: 100
Karma: 66
Resources: Gd (10) as an Earth Operative
Popularity: 50 as Buck Rogers, the man from the 20th Century, but "0" as having a data file or ident chip

Talents:

  • Athletics
  • Military
  • Guns
  • Pilot
  • Leadership*
  • Knowledge: Football
  • Knowledge: Earth Directorate Protocols
  • Knowledge: Earth Directorate Enemies
  • Firearms
  • Astrogation
  • Resist: Domination*
  • Martial Arts A, E
  • Knowledge: 20th Century
  • Detective/Espionage
  • Artist: Cooking


Powers:
Roger's Luck: If faced with a kill result or difficult situation, luck will be in Rogers's favor. Rogers will always have an avenue of escape, make the last minute save, or dodge the certain death awaiting him.

Contacts:

  • Colonel Wilma Deering: Earth Defense Force
  • Dr. Huer: Director of the Defense Directorate
  • Twiki: Buck's sidekick and robotic ambuquad
  • Dr. Theopolis: The attache to the Defense Directorate from the Computer Council
  • Princess Ardala: while often a nemesis and clearly early on an enemy, it is probably that if Buck truly needed help, Ardala would provide it in an instant.
  • Hawk: Buck's former Nemesis and associate on-board the Searcher



Limitations:
Cocky: Bordering on Arrogant, Buck has a reputation of being just one hair shy of cocky. Rogers has been put into positions due to his attitude more than once that have been made difficult.
Man out of time: While adjusting to the future, Buck is still influenced and often confronted with his differences as being a man five centuries out of date. From clothing to mannerisms, Buck is often noticed as being occasionally 'odd'.

Twiki



 

 

 

 

 

 

 

 

 

 

 

 

 

F: Typ (6) A: Typ (6) S: Pr (4) E: Am (50) R: Gd (10) I: Ex (20) P: Ex (20)

Health: 66 Karma: 50 Popularity: 10 Resources: N/A

The ambuquad assigned to Buck Rogers, Twiki has shown his loyalty, will, and quirkiness more than once. Constructed as a mining robot, Twiki has none the less represented a iconic addition to Buck's history.
 

Powers:


  • Robotic Construct: Twiki is a robot, and does not need to breath, eat, or sleep (Although he does need to shut down). Twiki is not affected by disease or normal radiation, and has shown that he can survive the rigors of space. Constructed for more of a role as a support robot, the materials used in his construction grants Twiki RM (30) body armor vs. Physical damage, including corrosives, and Ex (20) vs Energy.
  • Short Stature: Twiki is less than 4' in height, and requiring a -1 cs to hit him at range.
  • Total Memory: Twiki's memory capacity has yet to be reached, and he can recall items quickly and Communication: Twiki can tap into standard communication systems.



Talents:
Twiki literally could be programmed with any talent imaginable given time and limited by his physical features. As such, Twiki currently has displayed the following within the series:

  • Pilot
  • Repair/Tinker
  • Electronics
  • Knowledge: Outlaying systems
  • Knowledge: Earth Defense Directive systems
  • Knowledge: Searcher protocols
  • Knowledge: 20th Century Mannerisms
  • Knowledge: 20th Century history
  • Guns
  • Astrogation


Contacts:

  • Dr. Theopolis
  • Crichton
  • Buck Rogers


Limitations:  

  • Limited Mobility: Twiki may have better accuracy and agility, but he does not move very fast. Twiki can only move 1 area per round at top speed, and cannot easily navigate stairs or the like. 
  • Communication glitch: Twiki begins communication with a 'Beeda Beeda Beeda'. 

 

This write-up was originally published on ClassicMarvelForever.com on 17 November 2009

Wednesday, November 7, 2012

The Green Lama from 'Project: Superpowers'

The Green Lama
 

 

 

   

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Jethro 'Jet' Dumont

F: Ex (20)
A: Ex (20)
S: Gd (10)/Rm (30)
E: Gd (10)/Am (50)
R: Gd (10)
I: Mn (75)
P: Am (50)

Health: 60/120
Karma: 135
Resources: Am (50)
Popularity: 20/-20

Talents:
Chemistry
Botany
Martial Arts A, E
Multi-Lingual
Knowledge: Buddhism
Faith*
Philosophy
Trance
Business/Finance

Powers:
High Lama: The Green Lama has achieved an unparalleled level of mastery through decades of study and meditation. As such, the Green Lama has developed many abilities and an increase to the abilities he already possessed. As the high lama, the Green Lama has the following abilities:

  • Plant Control: The Green Lama has Mn (75) control over plants, performing such FEATs as growing a city-sized tree in downtown New York City.
  • Telelocation: The Green Lama can locate any living individual on the planet with Mn (75) powers.
  • Damage Transferal: The Green Lama can transfer damage between living beings with Mn (75) ability.
  • Resistances: The Green Lama is resistant to diseases, toxins, and radiation with In (40) ability.
  • Longevity: While well over a century old, the Green Lama appears to be a man in his 30s. The Green Lama's lifeforce is tied directly to the living creatures around him.
  • Levitation: the Green Lama can levitate himself and objects with Rm (30) ability
  • Total Memory: The Green Lama can recall details of even the smallest aspect.

Body Mastery: As years of training, the Green Lama has full mastery of his body, allowing him the following abilities:
  • Iron Will: The Green Lama can manipulate his body to ignore damage and effects with Rm (30) ability.
  • Recovery: Rm (30) ability to recover endurance ranks
  • Body Resistance: Rm (30)
  • Hyper Speed: Rm (30) ability to increase his reactions and speed.
  • Energy manipulation: Through the manipulation of radioactive salts in his body, the Green Lama can fire blasts of concentrated energy with Rm (30).

Contacts:
The SuperPowers
The Fighting Yank


Limitations:
Tied to the environment: The Green Lama is tied to his immediate environment. Damage to the environment can also affect the Lama
Aging: When the Green Lama exerts himself (A Red FEAT), the Green Lama begins to age to his true age. The Green Lama suffers a - 3cs to his stats when such occurs, and lasts 1 - 10 rounds depending on the level of damage.
Pacifism: The Green Lama is an avowed pacifist, and will never initiate combat or seek violence.
Code Vs. Killing: The Green Lama will never seek to kill an opponent and does not believe in such.
Enemy: Bloodlust: The Green Lama is being stalked by the descendant of his former associate and aide, who will stop at nothing to kill him.

Count Dracula from 'Dracula' - Jack's Definitive Version

Count Dracula

 

For the first part, I wanted to distance this write-up from the Marvel write-up, which is difficult if not impossible to divorce from because of how ingrained the media portrayal of Dracula is to the character. It's impossible to sort out the original Dracula from how he has been featured, from the Bela Lugosi version in 1931, to the Christopher Lee Hammer films, and even the anime version. The original version, the supporting characters, and the story set the standard in 'modern' horror, influence writers from HP Lovecraft to Stephen King. King wrote Salem's Lot as a deconstructed Dracula in modern times, and indeed Kurt Barlow is in many ways a modern version of the Count.

In Edwardian England, Dracula was a gothic romance, an invasion novel, and a pulp all rolled into one. While borrowing elements from the older Sheridan Lefanu Carmilla, which many consider Stoker lifting a great deal from, such as the strong Dutch doctor Van Helsing (Van Hessilus) and more as seen in the novella Dracula's Guest. The novel of Dracula influenced the silent film Nosferatu, which in turn influenced the 1931 Dracula, and set the stage of the 'Hollywood' vampire. Dracula has the distinction of being the most filmed fictious character, with well over 200 movies featuring the character. In media, Dracula also has the distinction of being the lead character in the longest running villain-centric comic, Marvel's Tomb of Dracula, as well as being adapted into anime in both Vampire Hunter D and Hellsing, as well as one of the earliest Western Comic adaptations into anime with Tomb of Dracula.

Important Dracula facts:
  • Bela Legosi was buried wearing his Dracula cape.
  • The Marvel version of Dracula is based visually from a production starring Jack Palance.
  • Dracula Guest actually features another vampire, and is more in-line with Carmilla.
  • Dracula has been represented with a heavy to moderate accent, but in the novel it is clearly stated he spoke perfect english with only a slight inflection.

This write-up will focus primarily on the novel version of Dracula with very little influence by other sources, at least I hope, although I'm probably influenced by my recent viewing of 1992's Bram Stoker's Dracula Vlad Dracula

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

Health: 140
Karma: 110
Resources: Rm (30)
Popularity: - 10


Talents:
Amassed during generations of study and learning, the Dracula from the novel include several skills not often associated with the later representations of the character. These skills include:
  • Sharp Weapons
  • Leadership
  • Horsemanship
  • Occult Lore
  • Alchemy
  • Business/Finance
  • Athletics
  • Multi-Lingual
  • Demonology
  • Area Knowledge: London
  • Area Knowledge: Styrian Mountains
  • Military
  • Area Knowledge: Eastern Europe
  • Cultural
  • Crime
Dracula however is capable of possessing far more skills, as he has existed for hundreds of years, and kept very current on 'modern' society.
Powers:
Vampire: Dracula is a vampire, an undead being that requires the lifeblood of the living to continue to exist. As a vampire, Dracula has many abilities which compliment his formidable will and various skills. Dracula is caught between life and death; existing but not living. As such, Dracula may perform the following:
  • Vampirism: Dracula requires blood to sustain his youthful appearance and fortify his powers. Dracula must feed constantly to maintain his youth, requiring 1-4 pints of blood every three days to remain youthful. Dracula gains health by feeding off of an individual in equal exchange, renewing his youth and vitality. Dracula not only drains health, he drains endurance ranks, allowing him to renew not only his health but his endurance.
    Dracula can infect another being with vampirism, by reducing their endurance to half and forcing them to ingest his ‘blood’, essentially replacing their lost endurance with equivalent of his own lifeblood. The process requires the consumption of 20 points of health from Dracula to the host for the process to begin. Once begun, the victim begins the process of becoming one of the undead over a 7 – 10 day period, with some of the markings and weaknesses of a vampire. Should the victim perish during the period, they will become one of the undead between 1 – 3 days of death, becoming a lesser vampire in the thrall of Dracula. Dracula’s bite by itself will not transform someone into a vampire, nor does his preference seem to work on men as seen by the crew of the ship [the Demeter], who died to the man with none returning as vampires.
  • Shapeshifting: Dracula has the ability to change his shape in a variety of ways, including into a rat, wolf, bat, owl, and a fine fog-like mist. Dracula can grow and shrink from his normal size to a particle, capable of entering or exiting through any crack or crevice. Dracula can reduce his mass to Sh 0 and gain natural weapons: Bite and Natural weaponry: Claws (both at strength) while in his animal forms.
  • Undead State: Dracula is wholly immune to damage from normal means, requiring blessed weapons, holy objects, or the other means to damage a vampire to truly damage him. Dracula cannot be harmed through physical attacks that are not magical in nature, suffering no loss of health, stun/slam/stagger effects, and will not suffer kill results, within acceptable reason. For the most part, Dracula is considered to have Am (50) resistance to damage, as well as not having the need to breathe, sleep, or sustain himself outside of the need for blood.
  • Hypnotism: Dracula’s ability to mesmerize his opponents is phenomenal, even functioning while incapacitated or ‘asleep’. Dracula can mesmerize and control the actions of those around him by simply making eye contact, possessing Am (50) ability to do so. Dracula can plant post-hypnotic commands with a simple FEAT against the opponent’s Psyche, rather than Intuition.
  • Vampiric Control: Dracula can command and control those individuals who have either been turned into a vampire or infected by Dracula directly. Dracula can command those undead with a simple Psyche FEAT, and can influence the actions of individuals that Dracula has forced to drink his blood or drained. Dracula is considered to have telepathy equal to -1cs of his Psyche rank with his victims, and is capable of both reading their minds and using them in a form of clairvoyance and Claudience as to activities and such. What Dracula do thralls see and hear, Dracula sees and hears.
  • Weather Control: Dracula can control the weather with Rm (30) ability, causing massive storms, impenetrable fog banks, and winds. As seen in the early arrival at the Borgo pass and later onboard the Demeter, Dracula can easily cause the weather to bend to his will.
  • Necromatic Magic: Although only addressed In Dracula’s Guest and the early stages of the novel itself, Dracula had learned ancient mystical arts such as necromancy and alchemy, and it was suggested that Dracula had used such to become a vampire. While Dracula did not display such powers overtly, Dracula could be considered proficient in mystical abilities. Dracula was stated as being a student at Scholomance, the legendary school in the Hungarian mountains that was run by the Devil.
  • Wall Crawling: Dracula is capable of scaling sheer surfaces ‘Like a spider’, with Rm (30) ability, often cited by Jonathan Harker as being reminiscent of a large spider or bat.

Contacts:
Dracula, despite the potential to having legions of the undead at his beck and call, is rather limited to who he can call upon for assistance. The local gypsies that serve Dracula could be called upon, and while abroad Dracula made use of various agents such as movers, shippers, barristers, and the like. Despite it all, Dracula has no real contacts or allies.


Limitations:
Despite all of his powers, Dracula is limited in several ways:
  • Unholy Nature: Dracula cannot stand the presence of the relics of divine faith: crucifixes, holy water, the sacramental host, and other items. Dracula can be repelled and even driven away from areas which are sanctified accordingly. Dracula will suffer a -2cs in the presence of holy objects.
  • Rules of the Undead: Dracula is bound by certain rules that govern his status: First, Dracula cannot cross running water and can only cross at low tides. Second, Dracula cannot enter a place or location without being invited (Leading many to speculate it was the necessity of Jonathan Harker’s visit). Third, Dracula must rest on his home earth to regain strength, which means he must have large crates of his home soil with him. If the soil is blessed or sanctified, then it is unable to be used. Finally, while Dracula can endure sunlight, he is locked into the form he has taken prior to dawn and cannot shapeshift until dusk. In addition, if Dracula is at rest, he is completely incapacitated, and can only truly find rest during the daylight hours.
  • Dracula's Arrogance: Dracula is extraordinarily arrogant, and he's been thrown off his plans and plots, and often times in the novel that his own arrogance was his undoing.

Lee Falk's The Phantom

"I swear to devote my life to the destruction of piracy, greed, cruelty, and injustice, in all their forms! My sons and their sons shall follow me."

I know there have been a number of Phantom write-ups, which inspired me to go back to doing a few King Features characters and especially Lee Falk's immortal Phantom. In many ways, the Phantom is like Batman: A lone figure with various contacts relying on skill, abilities, determination, and superstition to fight all forms of injustice. Like Batman, the Phantom has been interpreted many ways, from serial to television to movie to various animated incarnations (including predating the 'Batman Beyond' with 'The Phantom:2040'). Unlike Batman, the Phantom isn't born out of reaction to crime, but out of a legacy to thwart crime (specifically piracy), stretching back to the 1500s.

Why the Phantom?
First, the Phantom is a very iconic character, both in look and in origins. The Phantom to me was always one of the more imposing characters that were ever born of the comic strips and pulp era: Realistically, the Phantom's costume shouldn't be terrifying, but it is. This was a lesson that the Sci-Fi channel should have realized when it tried to 'update' the Phantom recently, and why, despite the campy 1996 movie, it was more true to the character.

I think the Phantom always strikes me as Iconic, and a character that could seriously give most modern villains a run for their money. Not the 'Defenders of the Earth' Phantom, but the true Kit Walker Phantom that served as the 'main' version of the Phantom for generations.

So...the Ghost Who Walks.....

The Phantom



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Kit Walker, the 21st Phantom, the Ghost who Walks, the Man that Cannot Die

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

Health: 110
Karma: 60
Popularity: 50 (in Bangella), 20 (World-Wide, though believed to be a myth).
Resources: Am (50)

Talents:
Lee Falk openly said that Kit Walker was a master of many, many talents, and had no problems learning new ones. As such, the 21st Phantom has the following skills:
Martial Arts A, B, E
Wrestling
Guns
Marksman*
Dual Weapons
Detective/Espionage
Escape Artist
Sharp Weapons
Blunt Weapons
Thrown Weapons
Horsemanship
Animal Handling*
Multi-Lingual
Resist: Domination
Pilot
Combat Driving
Chemistry
Knowledge: Phantom Lore
Knowledge: Bengalla
Knowledge: Jungle Patrol Protocols and History
Knowledge: Africa
Knowledge: Sing Brotherhood History
Business/Finance
Acting
Medicine*

Powers:
The Ghost Who Walks:
The Phantom possesses no real powers, but has something working for him that must be considered: Reputation. While the current Phantom is the 21st Phantom to wear the mask, all but a few individuals are aware of this. The Phantom therefore has a powerful reputation as being undying, or worse yet, a ghost. The reputation of the Phantom is a closely guarded secret, and even to the reader of the comic strip, the Phantom's face when not wearing the mask is always partially obscured. While the reader is aware Kit Walker is just the latest in a line of Phantoms, the general population is not. As such, when first encountering the Phantom, villains must make a Psyche FEAT to avoid a fear-like effect at Gd (10) intensity.

- Network: For generations, the Phantom has maintained connections throughout the world, and as such, has a good reputation and contacts accordingly. The Phantom can draw on contacts no matter where he is (on Earth obviously) simply by making a Green Intuition FEAT.

- 'Incarnation' Awareness: The Phantom maintains a vast library of journals and information of all of his predecessors, and as such, can easily access previous information and files as necessary. As such, the Phantom can 'call' up information from his previous incarnations as the previous Phantoms left meticulous journals.

- The Good Mark Ring: Granted by the Phantom to those who are closest friends, the mark is close to the heart and is used to identify those who are under the Phantom's protection. Should someone with the Good Mark be in danger and word reaches the Phantom, the Phantom will stop at nothing to help them. The shape of the mark is like two crossed swords.

- The Bad Mark or 'Skull' Ring:Made from one of the nails from the Crucifixion, the Skull Ring leaves a skull-shaped mark on the enemies of the Phantom, which is used to identify those individuals who have fought the Phantom and proven themselves evil. As the quasi-mystical aspects of the ring have shown to work on all individuals, it is considered to be a mystical artifact which does Fe (2) damage and forces a Psyche FEAT (No Karma). The ring's mark is about the size of an American quarter, and is well-known to the allies of the Phantom.

- The Skull Cave: A veritable fortress in Bengalla, which each Phantom since the beginning has used as their headquarters/sanctum/home. The Fortress is well protected from assault, being deeply hidden within the jungle and considered to be supernatural in origin (It's not). The Phantom maintains his headquarters and immense treasury there.

-Devil: The Phantom has a wolf adopted early on, which serves faithfully. Devil is smarter than the average wolf (Although average for a wolf in most other ways) and is considered to have the following stats:
F: Ex (20) A: Gd (10) S: Gd (10) E: Gd (10) R: Pr (4) I: Rm (30) P: Typ (6)
Health: 50 Karma: 40
- Ex (20) Tracking ability
- Ex (20) Bite

- Hero: The Phantom uses a white horse named Hero for main transportation, and is considered smarter than the average horse. Hero's stats are as follows:
Horses
F: Typ (6) A: Gd (10) S: Rm (30) E: Rm (30) R: Pr (4) I: Gd (10) P: Gd (10)
Health: 76 Karma: 24
- Can move 4 areas a round.
- Responds to the Phantom's verbal commands without question.

Contacts:
The Phantom has a multitude of contacts throughout the world, but some of them include:
Diana Palmer (wife)
Jungle Patrol (Where he holds the rank of commander)
various other law-enforcement agencies

Limitations:
Secret ID: The Phantom's identity is not known to the general public (in fact, only known to a handful of people). In addition, the Phantom maintains the illusion that he is the original Phantom as well.

Code vs. Killing: The Phantom never goes out to kill, seeking to disable enemies. While the Phantom carries two .45 pistols, he always shoots to disarm and never to kill.

Sworn to serve law and order: The Phantom is a staunch ally of justice, and always believes in handing his enemies over to the authorities. The Phantom believes in the justice system.

Sworn Enemies: The Singh Brotherhood Since the beginning, the Phantom is the sworn enemy of the Singh Brotherhood.


Note: The Phantom's wealth is immeasurable, and I placed it at Am (50) mainly for the convenience. In addition, I modeled this Phantom more on the Lee Falk era of the comic strip rather than the later versions or even the more recent takes on the character. To me, it is the 'classic' Phantom.

The Original Blue Beetle (Dan Garrett)

Blue Beetle




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dan Garrett

F: Ex (20)
A: Ex (20)
S: Gd (10)/Am (50)
E: Gd (10)/Am (50)
R: Typ (6)
I: Ex (20)
P: Ex (20)

Health: 60/140
Karma: 46
Popularity: 10 (In Pre-WWII)
Resources: Typ (6)


Talents:

Law-Enforcement*
Marksman*
Brawling
Streetwise*
Detective/Espionage

Powers:

The 2-K Vitamin: Initially needing to take it to energize his powers, Garret began to manifest his powers after a while without needing the vitamin. As such, Garret maintained his superhuman endurance and strength, and also gained the following:

  • True Invulnerability: Rm (30)
  • Hyper-leaping: Am (50)
  • True Flight: Rm (30)
  • Hyper-Running: Rm (30)

Equipment:


The Blue Beetle used several pieces of 'cutting-edge' equipment during his early days, including but not limited to:
  • Chain-mail suit: The flexible chain-mail-like suit was completely bullet-proof, and provided Rm (30) physical protection and Ex (20) protection versus Energy/Corrosives.
  • Two-Way wireless phone: A communicator which provided Ex (20) range communication, concealed in his belt.


Contacts:

Joan Mason - Girl Friday
Mike Mannigan - Former Partner
Dr. Franz - Mentor and inventor of 2-K Vitamin
Sparkington J. Northrup - Former Sidekick



Limitations:
Secret ID: The world at large doesn't realize that officer Dan Garret is the Blue Beetle
Trademark: The Blue Beetle always leaves his calling card, a Blue Beetle card

Monday, October 1, 2012

Donovan's Brain





The first write-up is an oldie but goodie based on the novel by Curt Sidomak and adapted many times in both radio and movies. The idea is simple: A scientist named Patrick Cory attempts to keep the brain of WH Donovan, businessman and criminal, alive after a plane accident. Cory succeeds....and thus unleashes a new sort of monster. Nearly every character from The Brain to Doctor Sun draw some inspiration from Donovan's Brain, and with good reason.

Donovan's Brain




W. H Donovan

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

Health: 10
Karma: 100
Resources( As WH Donovan) Rm (30)
Popularity: 5 as Donovan (Before the accident)

Talents:
Business/Finance
Crime*
Pilot

Powers:
Disembodied Brain: WH Donovan has become a disembodied brain, capable of many acts of psychic ability, including but not limited to:
  • Telepathy: Ex (20)
  • Telekinesis: Gd (10)
  • Mind Control: Rm (30)
  • Possession: Rm (30) – Unlike regular possession, Donovan’s Brain can slowly possess a victim, reducing their effective ability to resist the possession. The longer a being is near Donovan’s Brain, the easier it is for them to be possessed. For each 24 hour period spent in the area with Donovan’s Brain, the target’s psyche is reduced by -1cs, which acts cumulative A target’s psyche can be reduced up to -4cs, although resistance powers and such things like Resist: Domination provide an additional Psyche FEAT against the power rank. In some adaptations, Donovan’s Brain is shown capable of affecting multiple targets. Donovan’s Brain usually focuses on one target, seeking to ensure its own growth and survival. In addition, Donovan’s Brain gains the knowledge of its victim’s, capable of passing as the individual in question for short periods of time (See Limitations)

Contacts:
WH Donovan has many contacts within all walks of society, usually limited to business, high society, and the criminal element.

Limitations:
  • Unusual Looks: Donovan’s Brain is a large brain, suffering a -2cs for initial social interactions
  • Life Support: Donovan’s Brain is hooked to life support system. Without the Life Support system, the brain begins the dying process immediately, no Endurance FEAT. The Brain can exist up to six rounds without life support before it withers and dies.
  • Mannerisms: Whoever is directly possessed by the brain’s influence adopts WH Donovan’s mannerisms, from the way they walk to the way they act. The most noticeable mannerism is a verbal tic, in which the victim answers questions with a ‘Sure…Sure’. The verbal tic is the most obvious of the mannerisms, although in later stages the victim is often mistaken for WH Donovan.

Monday, October 12, 2009

The Abominable Dr. Phibes from 'Dr. Phibes' films.

Today, I'm featuring the Abominable Dr. Phibes, the main character from the movie of the same name played with delicious zeal by Vincent Price. A gifted doctor, musician, and theologian, Phibes is horribly scarred after a car accident and believed dead, only to reappear after the death of his beloved wife. Already seriously impaired and insane, Phibes believes those responsible for her wife's treatments caused her death, thus setting up a race against time to stop each of the medical staff from being killed using motifs based on the 'Plagues of Egypt'.

A sequel was made, Dr. Phibes Rises Again, in which the good doctor returns from his apparent death to seek out the scrolls of immortality in the hopes of raising his dead wife Victoria. Again, using motifs from Egypt, Phibes cuts a swath of blood and destruction while being pursued by Scotland Yard and a near immortal villain who seeks the scrolls himself. 

 
Doctor Phibes

Without Mask

With Mask





 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dr. Anton Phibes

F: Gd (10)
A: Typ (6)
S: Gd (10)
E: Ex (20)
R: Rm (30)
I: Rm (30)
P: In (40)

Health: 46
Karma: 100
Popularity: -10
Resources: Ex (20)

Talents:
Medicine*
Occult Lore*
Metaphysics
Religion
Repair/Tinker
Engineering
Ancient History
Ancient Languages
Psychology
Alchemy
Performer*
Mystical Potential*


Powers:

  • Iron Will: Rm (30)
  • Serial Immortality*: Phibes seems to be unable to die under conventional means, whether it be from his own hand or others. While probably more akin to Self-Revival, Phibes is apparently unable to be killed through conventional means.


Contacts:
Vulnavia: Dr. Phibes's loyal assistant

Limitations:

  • Vengeful: Dr. Phibes is incredibly vengeful and perhaps unhinged due to his injuries and perceptions
  • Hideous: Dr. Phibes is hideous to view, and often uses a mask fashioned within his old image
  • Devoted to Victoria: Phibes has an almost obsessive devotion to his wife, seeking to both avenge her and raise her from the dead.

Saturday, August 15, 2009

The Shadow - Mystery Man Extraordinare

'Who knows what evil lurks in the hearts of men? The Shadow Knows.....HAHAHAHAHAHAHAHA'





Real Name unknown, believed to be Lamont Cranston or Kent Allard

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

Health: 100
Karma: 100
Resources: In (40)
Popularity: 20

Talents:
Military*
Pilot
Crime*
Guns
Martial Arts: A, B, C, D,E
Chemistry
Detective/Espionage
Knowledge: Criminal Organizations
Knowledge: City Events
Knowledge: Known Criminals
Multi-Lingual
Sharp Weapons
Leadership*
Resist: Domination
Escape Artist
Psionic Combat
Dual Weapon expert*

Powers:
Telepath: The Shadow is a telepath with the following abilities:
- Mental Invisibility: the Shadow can render himself invisible by simply willing the individuals not to see him with Am (50) ability. The Shadow cannot hide his own Shadow, or elements of his presence such as displacement of mass in water, etc.
- Hypnotic Control: The Shadow can implant hypnotic suggestions within a target with In (40) ability. Such suggestions can be long term depending on the FEAT result. With a Red FEAT, the Shadow can implant long term commands (As seen in the Street and Smith books, the Shadow Movie, and the radio shows).
- Iron Will: The Shadow can overcome his own pain with Am (50) intensity by using his powers on his own, as seen in the Shadow #1 (DC Comics 1984) in which he was working through two bullet wounds and a dislocated shoulder for over 72 hours without issue.
- Mental Probe: The Shadow can use his powers to 'see' events (As shown in later Dark Horse comics) with Rm (30) ability.
- Psi-Screen: The Shadow has a significant psi-screen, honed through years of study and skill with Mn (75) ability. The Shadow can resist attempts to break into his will (Although two significant occasions and individuals have done so easily).
- Total Recall: The Shadow has a near perfect memory (The Shadow DC comics 1970 - 1972).

The Shadow's Organization:
The Shadow maintains a series of operatives across the globe, all owing their lives to the Shadow (The Pulps and the 1994 Movie). These operatives are from every walk of life, ranging from Cab Drivers to Senators (The Shadow DC series in 1994). Only the Shadow's select operatives know the organization's members. The Shadow contacts his operatives with the phase 'The sun is shining' which the operative responds, 'But the ice is slippery'. (The Shadow movie, 1994). The organization is considered to have Am (50) resources, and can provide the Shadow with whatever he might require (usually information, but as seen in the Dark Horse comic, a plane and/or zepplin is not out of the question).

Contacts:
While the Shadow has many, many contacts worldwide, several contacts stand out:

Margo Lane: the Shadow's most trusted confidant and associate
Moe Schrevnitz: The Shadow's drive and #2
Harry Vincent
Dr. Rupert Sayre: The Shadow's personal Physician.
The Tulku: The Shadow's teacher (1994 Movie).
Chief Weston; While antagonistic, Chief Weston is more than willing to help the Shadow as need arises, albeit with issue (Radio Shows).
Just to name a few.


Limitations:
Secret ID: The Shadow's identity is secret. Whether the Shadow is really Kent Allard or Lamont Cranston, it makes little difference, only perhaps Margo Lane truly knows the truth. (For the purposes of this write-up and my personal take, he's Lamont Cranston).

Dark Secret: (1994 movie): Lamont Cranston was a criminal warlord in the near east called 'Ying-Ko' whose cruelty was unmatched. The Shadow is torn by these darker moments in his life, and keeps them very private

Enemies: While Shwan Kahn is the most famous, the Shadow's enemies run the gambit, and range from the common street thug to the supernatural.

Vigilante: The Shadow is a vigilante, often dispensing harsh justice to the criminals. As such, the Shadow is often condemned by the police.




The Weed of Crime bears bitter fruit....Crime does not pay......The Shadow knows.......