Showing posts with label Scientific Horror. Show all posts
Showing posts with label Scientific Horror. Show all posts

Monday, August 31, 2020

The Bride from 'Bride of Frankenstein' (1935)

It's a perfect night for mystery and horror. The air itself is filled with monsters.


The Bride of Frankenstein




 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Eve', 'Eva'


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

Health: 70
Karma: 50
Popularity: 0
Resources: Fe (2)


Talents:
None


Powers:
Surgical Composite: The Bride is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the Bride's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of her creation, the chemicals used to restore the flesh, or other unseen aspects, the Bride has Ex (20) resistance to physical attacks, Gd (10) resistance to energy.
  • Regeneration: The Bride is capable of regenerating with Gd (10) ability
  • Invulnerability: The Bride does not age or suffer from normal diseases or toxins.
  • Total Memory: Like the monster, it is assumed that the Bride would possess a near perfect memory for things.
  • Suspended Animation: The Bride is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.



Contacts:

  • Doctor Frankenstein: Creator
  • Doctor Septimus Pretorius: Co-Creator
  • The Monster Adam: Designated 'Mate'



Limitations:

  • Blank Slate: The Bride is a blank slate upon her first awakening, with no knowledge nor skill. As with Adam, it is clear that she could be made to learn quickly and could ultimately surpass her creator's intellect and knowledge.
  • Unusual Looks: While outwardly exotic, the Bride has several scars across her body representing the surgical aspects used to bring her to life.

Sunday, August 30, 2020

The Tethered from 'Us'

 Once upon a time, there was a girl and the girl had a shadow. The two were connected, tethered together.



The Tethered

 

 


 

 

 

 

 

 

 

 

 

 

 

The Tethered were an experiment by the US government to clone citizens as possible replacements for greater control of society. Although physically perfect, the clones could not mirror their counterparts emotional range and/or personalities, and when the project was effectively ended, hundreds of thousands (Perhaps millions) were left in large underground bunkers that were maintained in near darkness with only live rabbits as foodstuff.

Led by the Tethered Red, The Tethered escaped their confinement in present day and attempt to murder their counterparts, effectively 'replacing' them as they shared a single soul. In a moment mirroring 'Hands Across America', the Tethered join hands and begin their assault in the modern world.

Typical Tethered




 

 

 

 

F: Variable
A: Variable
S: Variable
E: Variable
R: Variable
I: Variable
P: Variable - 1cs

Health: Variable
Karma: * (See below)
Resources: Pr (4)
Popularity: * (See Below)

Talents:
The Tethered have few real talents, but mimic several physical skills of their counterparts and theoretically may possess additional skills outside of survival.

Powers:
Duplicate Twin
The Tethered are elaborate clones that near perfect duplicates of their counterparts. The Tethered are linked somehow to their opposites, able to determine where they are and are forced to mimic the actions, activities, and events of their counterparts with some variation. For instance, the Tethered are not so linked that they cannot do things themselves, but the do follow the same variations and choices that their opposites do. The link is considered to be Shift Y for the purposes of range and provides the Empathic Link ability (as Red suggested, they *had* to follow their opposites, even if it made no sense or had a choice...they could sense them no matter what).

The Opposites are not aware of the link, or the Tethered for that matter until confronted. The Tethered display an almost inhuman ability to withstand pain but are mortal and do take damage. The main driving goal for the Tethered is to 'replace' their opposite in the above (through murder), but not replace them as individuals - simply destroy their opposite. The Tethered do no actually replace their opposite, but instead are seeking to move above ground and link up.

For the purposes of the Tehthered's FASERIP, it is considered identical to their opposite with key exceptions:

  • Tethered possess no skills of their opposite, only the raw FASERIP score. This means that while someone is trained or possesses talents for combat, the Tethered will not. The Tethered also do not know how to pull their punches or any of the subtle actions of their opposites, and any attempt to do so requires a Reason FEAT at -1cs.
  • The Tethered begin the game above ground with no karma, and only start gaining karma when their opposite is eliminated. At the same time, The Tethered do not lose Karma for killing, property damage, or any 'villain' actions, even when they are 'above ground' and have eliminated their opposite.
  • The Tethered cannot verbally communicate, instead making grunts, growls, and noises. The only Tethered that seems to be able to speak is Red, and the Tethered follow her lead.
  • Empathic Link: The Empathic Link between the Tethered and their counterparts allows basic sharing of experiences, but it is only one-way (The Counterparts have no idea). The Empathic Link functions as a very specific form of Incarnation Awareness, granting a Shift Y ability to 'know' about the counterpart and their actions and 'forcing' the Tethered for follow. In addition, the empathic connection treats for the purposes of mechanics as Rm (30), and can be used when recognized by the counterpart as a means to 'control' the Tethered (As when Jason forces Pluto to enter the fire).
  • Counterpart Mimicry: As seen between Adelaide and Red, initially Red is able to counter all attacks during their fight as she is able to 'read' her counterpart's actions. This seems unique mainly to Red.

Contacts:
The Tethered have no real contacts outside of themselves, but that's enough.

Limitations:
The Tethered have key limitations, which are almost all due to their creation and their situation prior to the breakout:
  • Distinct Appearance: The Tethered, while mostly identical to their counterparts, can barely speak verbally and are known by their distinctive red jumpsuits and jarring appearances. The Tethered are considered to be -1cs for all social checks.
  • Driven Purposes: The Tethered are driven to escape the underground, kill their counterparts, and link up (literally) with each other.
  • Zero Popularity; Until the end of Us, the Tethered's existence was not public, and even until the revelation (and the weird Hand's Across America moment), the Tethered were not known or had any impact.
  • Karma: Tethered cannot gain Karma until they kill their counterpart for any action.

Saturday, August 29, 2020

The Creatures with the Atom Brains (1955)

Typical Atomic Zombie (movie version)



F: Ex (20)
A: Gd (10)
S: Ex (20)
E: Am (50) *
R: Fe (02)
I: Pr (04)
P: Fe (02)*

Health: 90
Karma: 44
Resources: N/A
Popularity: 0*

Talents:
Despite their previous occupations and identities, the atomic zombies have no talents or real mental facilities to speak of.

Powers:
Cyber-Atomic Zombies:
The atomic zombies are victims of a German scientific experiment used by the gangster Frank Buchanan to get revenge on those who cost him both his empire and freedom. The creatures are living (or near living) beings who have been cybernetically enhanced and reanimated using a control implant and atomic energy. Although physically similar to how the atomic zombies were in life, they are completely mindless and controlled through a master control unit. The atomic zombies have the following abilities:

  • Increased FASE: The atomic zombies have greater than normal FASE attributes, specifically in Strength and Endurance. The atomic zombies also have an increase in Health*, but this is related to their dependence of atomic energy. (See Limitations).
  • Invulnerability: While charged, the atomic zombies are considered to have Invulnerability of Ex (20) to all physical and environmental effects. Within the context of their first major appearance, the atomic zombies were assaulted by the army who used everything from small arms fire to explosives and grenades with no effect. The atomic zombies are considered to also be immune from stunning effects as they shrug off even effects that should stun them with no perceptible impact. Finally, the atomic zombies seem to have greater resistance to slams, as they do not seem to suffer any effects from slam attacks. In addition, the atomic zombies are considered unkillable while powered, and ignore death results.
  • Passive Skills: Although the atomic zombies have no real skills to utilize on their own, they can be commanded to perform certain skills, such as being told to drive a car, etc. The atomic zombies may maintain such mechanical skills if they are trying to return to the power source or are commanded to do so. Passive skills should be any skill that does not grant a bonus to action or FASERIP.
  • Remote Viewing and communication: The atomic zombie implants allow Buchanan to observe and communicate where the atomic zombies are located. The range is Rm (30) transmission, and is limited to what the zombie can see or hear, so someone who is out of range, hidden, or simply out of sight cannot be seen. When communicating the zombies are initially heard with Buchanan’s voice, although the later zombies speak in their own words.


Contacts:
The atomic zombies have no real contacts, although if it is not known that a particular person is an atomic zombie, Buchanan may still be able to use their contacts for a short time (as he did with Dave Harris).

Limitations:
Atomic zombies have the following limitations based both on their creation, their obvious state, and the general purposes that they are used for:
  • Atomic Dependence: The atomic zombies must be recharged, and as such, have only a small window of opportunity before they must return to their lab of origin for recharge. After 6 hours of operation, the atomic zombies begin losing power and will unconsciously return to their place of origin. The atomic zombie will ignore their immediate situation, mission, and/or location to return to the laboratory. The zombies require an hour of recharge if severely depleted. FASE begins to drop 1 rank per hour until recharged (Although none of the creatures ever get to that point in the movie).
  • Radioactive: The atomic zombies are radioactive and can easily be detected with devices capable of picking up Typ (06) radioactivity or better. In addition, due to the nature of the atomic energy used, any who work with it are also bathed in radiation and can be detected. Lead-lined buildings can shield the detection, but only for so long.
  • Control Unit: The atomic zombies are controlled from a central command unit. Whomever controls that unit controls the zombies. In addition, if the control unit is destroyed, the atomic zombies immediately drop in their tracks, effectively destroyed.

Thursday, February 28, 2019

Dan McCormick - the Man-Made Monster from 'Man-Made Monster'







Dan McCormick

 "By successive treatments their bodies can be so electrolyzed that they are no longer subject to the pains and frailties of ordinary mankind."



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

Health: 52*
Karma: 26
Resources: Typ (06)
Popularity: 0*/2/-5 (As Dan McCormick prior to his trial/as Dynamo Dan/As a criminal after his trial)

Talents:
Performer (As Dynamo Dan the electric man)


Powers:
Electrical Resistance/Absorption:
Dan McCormick is discovered to have a near immunity to electrical damage, and as such, is used after the discover by evil scientist Paul Riggs as a guinea pig for additional electrical experiments. Dan’s abilities are tied directly to his absorption of electricity, which has a startling effect on him:
  • Energy Sponge: Electricity: Dan can absorb up to Mn (75) electrical energy, which seemingly grants him a degree of energy invulnerability. Charges of Rm (30) or less simply absorbed with no noticeable effects outside of his ability to apparently become immune. Effects of Rm (30) to Am (50) reduce Dan’s psyche and reason by -1cs and give him the ‘Electrical Dependence’ limitation (see Limitations). Dan’s Strength Increases by +2cs and his Endurance increases by +1cs for a limited time. Dan is considered to have a version of Self-Sustenance when charged, requiring only the regular ‘doses’ of electricity to function. Dan is incredibly suggestive in this state, and is easily enraged.
  • Electro-Touch: Dan is capable of producing In (40) electrical charges by touch, allowing him to electrocute normal individuals through contact. Dan cannot control the intensity or effect of his touch, and cannot spend Karma to prevent a kill result due to his actions.
  • Super-Boosted Electrical abilities: When Dan is sent to the electric chair through the conviction of his actions, Dan is ‘super-charged’ for a limited amount of time, granting him an additional +1cs to his strength (Maximum Rm (30) and an additional +1cs to his Endurance (Maximum Monstrous (75). Dan also gains the additional health due to his adjusted attributes. Dan will also be able to ‘heal’ damage by absorbing electrical sources, and has a glow about him which grows in intensity as additional energy is absorbed.

Contacts:
Dan has few contacts, and none that will help him once he is convicted of murder regardless of the reason.

Limitations:
Dan has several limitations due to his unique mutation, which include:
  • Electrical Dependence: Once Dan has been ‘overcharged’, Dan is addicted to the electrical energy and is considered Addicted, suffering a -1cs to his Psyche each time that he begins something similar to withdrawal to not seek out an appropriate energy source to ‘recharge’.  
  • Finite Power: Dan has a finite amount of additional electricity that he can absorb at any given time, usually 5X his current Health score or 200 points, whichever is greater. Dan uses 20 points per hour in simple actions, and spends points for his additional effects or abilities (such as his electro-touch or new power stunts). Dan must ‘recharge’ himself through treatments given by Dr. Paul Rigas or through direct access. Dan can only drain up to 200 points at any one time, but suffers no additional effects if ‘over-charged’ or exposed to greater electrical sources.
  • Enemy: Dr. Paul Rigas – Rigas has turned Dan’s simple mutation into an addiction and dependency which Rigas hopes to use to study and create others like Dan. As such, Rigas is considered to be an ‘enemy’ although he does provide Dan with his electrical treatments as it is Rigas’s actions which lead Dan to crime (and even to a conviction to the electric chair). Rigas will stop at nothing to see how far Dan would transform for his own projects, regardless of who dies or how it affects Dan.
  • Glow: Dan emits a powerful glow when he is supercharged, making him suffer a -2cs to hide or conceal himself, as well as a -2cs to all social related FEATS.


Dren from 'Splice'


Dren







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

Health: 100
Karma: 80
Resources:  Shift 0*
Popularity: -0

Talents:
Dren has no real talents.

Powers:
Created Biological Lifeform
Dren is a created lifeform, which was created from samples of human, kangaroo, manta ray, horse, salamander, frog, bird, and fish among others. Dren is an amalgamation of those creatures, possessing additional abilities to further mutate and change, granting Dren the following abilities:
  • Environmental Adaptation: Dren can grow and adapt in her environment, growing gills and the ability to breath water, etc. This does not mean that Dren cannot adapt to hostile environments, but rather her adaption is constant – drawing on the various DNA strands that she is made up of.
  • Aquatic Adaptation: Dren is already adapted for marine life, allowing her Gd (10) Water Freedom and Gd (10) Hyper Swimming.
  • Poison Stinger: Dren is equipped with a stinger which grants her a 9’ reach and is equipped with a stinger which mirrors a manta ray. Dren’s stinger can inject Ex (20) intensity poison which will do 20 pts of damage a round for 1 – 10 rounds, requiring an Endurance FEAT vs. poison intensity each round. On a critical result, the poison will do -1cs to Endurance each round until it runs its course. In addition, the stinger/tail is prehensile, allowing Dren to manipulate it as if it were a limb.
  • Natural Weaponry: Dren possesses claws that seem retractable and can-do Ex (20) edged damage, halving effective body armor.
  • Enhanced Senses: Dren’s senses are considered to be superhuman, allowing Dren to track opponents through smell, see in near darkness, hear subsonic sounds, and sense body heat with Ex (20) ability.
  • Flight: Dren later develops wings, capable of Gd (10) flight.
  • Shapeshifting – Limited: Dren’s body adapts as necessary to the situation, allowing Dren to change at one point from female to male. As of the movie, Dren’s shape shifting is related to permanent changes linked to its Environmental Adaptation ability.
  • Enhanced Speed: Dren has the ability to move with quick sudden movements and bursts of speed. Dren is considered to have Gd (10) hyper-speed for one round at a time.


Contacts:
For a time, Dren could count its creators as contacts, but that quickly became impossible. Dren had no other contacts.

Limitations:
Dren had several limitations that progressed as Dren evolved. These limitations included:
  • Driven by instincts. Dren was remarkably smart, but was driven by instincts which would overwhelm Dren’s normal nature. Dren could be provoked or react to situations and as such, Dren would have to make a Psyche FEAT at -1cs.   
  • Unusual Appearance: Dren has a very unusual appearance, including reversed knees, a tail, eyes slightly apart, and other distinctive features. Dren suffers a -1cs to social interactions due to her unusual nature.
  • Non-Verbal: Dren communicates through trills and expressive reactions, but for the most part is non-verbal. Dren’s only words were ‘Inside You’, and even that required effort. Dren does seem to understand English and communication, but cannot usually speak.
  • Aging: Dren ages very quickly, growing from development to an adult in a matter of weeks. It could be assumed that Dren will continue to age quickly and suggest a shorter lifespan, but that is only a possibility. It is more accurate to think that Dren simply grew fast to adulthood, but it is a matter for the Judge to determine.
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