Showing posts with label Richard Matheson. Show all posts
Showing posts with label Richard Matheson. Show all posts

Tuesday, September 29, 2020

The Twilight Zone - A journey into a dimension of sight and sound

 



Debuting in 1959, The Twilight Zone revolutionized television, Horror, Science Fiction, and Fantasy by providing thought provoking subjects mixed with human experience and exceptional storytelling. Ranging from the most fantastic to the most personal, The Twilight Zone  introduced many things into the cultural zeitgeist from the most talented writers of any era. 

I've covered some of the more interesting creatures and aliens from The Twilight Zone and have many more planned in the future. 


For now, we have:

Anthony Fremont from 'It's a good life'
The Gremlin from 'Nightmare at 10000/20000 feet'
The Kanamits from 'To Serve Man'


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.

Tuesday, November 6, 2012

Emeric Belasco from 'Hell House' (As well as the Belasco House)







F: Sh0
A: Sh0
S: Sh0
E: Sh0
R: Rm (30)
I: Rm (30)
P: Am (50)

Health: 0
Karma: 110
Popularity: - 5/-10 while alive (and in occult circles), -20 in Occult Circles after death (With Hell House)
Resources: In Life - In (40)

Talents:
Occult Lore
Psychology
Business/Finance
Crime
Parapsychology
Resist: Domination*
Stage Magician
Knowledge: Counter-Culture
Multi-Lingual
Knowledge: Ancient History
Engineering
Chemistry
Metallurgy
Psionic Potential*

Powers:
Free Spirit: Emeric Belasco has remained a consciousness after his suicide, allowing him full reign of his home due to its unique construction and his own care in how he secured his body. Unlike normal Free Spirits, Belasco's strength of will and capabilities are different, granting him several advantages that a normal Free Spirit would not have:
  • Telekinesis: Belasco can throw and manipulate objects with Rm (30) strength, often throwing things around or hitting individuals.
  • Possession*: Belasco can possess individuals and animals with Rm (30) ability, often possessing the being with the weakest psyche to do his bidding.
  • Telepathy: Belasco possesses Gd (10) Telepathy, capable of reading and anticipating the thoughts of those inside of the house
  • Mind Probe: Typ (06) ability to probe individuals within the house, which grants him the ability to best figure out how to manipulate them.
  • Presence Mask: Belasco is able to mask his presence with Am (50) ability, preventing people from identifying his spirit as the one which causes the issues. Belasco has managed to convince everyone that the spirits inhabiting Hell House are numerous, when in fact, it's simply Belasco himself.

Contacts:
None

Limitations:

  • Ego: Belasco's will is only surpassed by his ego, which can be used to rile Belasco into revealing himself as the sole prescence. It is Belasco's Ego which also leads to his downfall: The revelation of Belasco's own stature leads ultimately to his downfall in the afterlife. If Belasco is antagonized, he suffers a -2cs reaction bonus. In addition, if Belasco's secret shame is revealed (He was slightly deformed, having amputated his own legs and replaced them with prosthetics to grant him his gigantic height), Belasco suffers a -4cs and cannot affect the corporeal world for 1-10 turns.
  • Bound to Hell House: Unlike a regular ghost, Belasco anticipated that electromagnetism might allow the conscious mind to exist after death. As such, Belasco cannot extend his mind or abilities outside of Hell House.
  • Vulnerability to Electromagnetism: As with the book, Belasco would normally be vulnerable to the machine that is developed to purge the electromagnetic spectrum. Belasco hides in his well-shielded vault, which protects him from any Electromagnetic effect. Belasco suffers a +2cs damage from electromagnetic effects.


Hell House





Named the Belasco house after the designer and resident Emeric Belasco, Hell House gained its reputation beginning after its completion. A dinner party was massacred by its builder, Emeric Belasco, who promptly disappeared, leaving many to believe the house was cursed. Believed to be haunted by the spirits of all of Belasco's victims, the house was largely abandoned, with occasional attempts to 'cleanse' the house meeting with disaster.

In reality, the house was constructed based around radical theories about electromagnetic energy remaining after death, with the house acting to focusing and controlling it. Belasco used this energy to maintain his consciousness after death, even creating a room where his body remained after death that was completely shielded and hidden. Belasco's own spirit continued its psychotic and sadistic desires, promoting the myth of many ghosts rather than just a single spirit. Once cleansed of Belasco's spirit once and for all, it simply was a house....nothing more.

The Zuni Fetish Doll from 'Triology of Terror'




He who Kills

F: Ex (20)
A: Gd (10)
S: Pr (4)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 54
Karma: 70
Popularity: - 5
Resources: Fe (2)

Talents:

Sharp Weapons
Hunting
Mystic Origin*
Thrown Weapons


Powers:

He who Kills: The Zuni Fetish Doll is simply the latest incarnation of the powerful spirit He who Kills. As such, the Doll is merely the vessel, having being bound into the doll is necessary.
  • Body Armor: Fe (2) protection. As a spirit possessed doll, the Zuni Fetish Doll does not need to eat, breath, or sleep.
  • Possession: He who Kills is capable of possessing hosts when its current body is destroyed or reduced to 0 Health. When someone is possessed by He who Kills, they gain the same razor sharp teeth and bloodlust, and are completely under the full possession of He who Kills. While in doll form, He who Kills apparently has a lesser psyche, its true power as a spirit is Mn (75), which is the intensity one must make to avoid being possessed. He who Kills will seek to possess the nearest host, preferably the one who delivered the killing blow to its new host. He who Kills can voluntarily leave a host.


Contacts:
None


Limitations:

  • Binding: He who Kills can be bound into its current form with a prepared chain, which keeps the spirit in a form until the chain is removed, as it was in the movie.
  • Unusual Looks: He who Kills can always be identified by its teeth.
  • BloodLust: He who Kills is driven by bloodlust, and suffers a -1cs in attempting to prevent itself from murdering a chosen victim.