Showing posts with label Scientist. Show all posts
Showing posts with label Scientist. Show all posts

Monday, October 5, 2020

Dr. Julia Hoffman from 'Dark Shadows'

 “Today I shall attempt to find the truth of what my intellect refuses to accept. At sunset, I shall confront the monster in his lair.”

Dr. Julia Hoffman 

 

 




 

 

 

 

 

 

 

 

 

 

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

Health: 38
Karma: 90
Resources: Ex (20)
Popularity: 2 (as leading expert in Hematology and blood diseases)

Talents:
Julia Hoffman is very experienced and learned, possessing the following talents:


  • Medicine*
  • Psychology
  • Hypnotism
  • Pathology
  • History
  • Detective*
  • Multi-Lingual
  • Occult Lore* (While Julia doesn’t study the occult, her experiences and investigations with the Collins family have granted her knowledge)
  • Chemistry
  • Engineering

Powers:
A remarkable woman
Although human, Julia Hoffman is a very remarkable woman who has mastered multiple scientific fields, experienced first hand the occult, time travel, and parallel time, and has even managed to cure uncurable mystical diseases. Julia Hoffman’s natural attributes and reasoning make her a foil for most of the adversaries encountered and have given her a unique place in Dark Shadows, a protagonist who is equally dangerous and respected by her enemies. Julia’s power-like effects include:
  • Resolve: Dr. Hoffman posses a great deal of resolve in her dealings, and although terrified at times of her enemies remains dedicated and steadfast in her activities and action. In situations in which Dr. Hoffman must make fear checks vs. Intuition and Psyche, Dr. Hoffman may roll on Am (50) intensity to continue with her actions. Dr. Hoffman will suffer damage and effects but may ignore attempts to prevent her from acting and/or possession attempts by making a successful FEAT.
  • Enhanced Invention: Dr. Hoffman may recreate ‘modern’ technologies (circa 1970) with older or outdated materials, such as creating a blood synthesizer in the 19th century or the like. Dr. Hoffman has shown great skill at recreating modern technologies linked her talents during many of the periods that she has been transported to. Dr. Hoffman uses her Reason rank to make such technologies and must have the appropriate resources and materials to do so.
  • Immunity: Leviathan Cult Corruption: Dr. Hoffman is one of the humans that cannot be converted or corrupted by the Leviathan Cult and is completely immune to their attempts to control or convert her to their efforts. Dr. Hoffman may have similar immunities to other similar groups and their efforts but it is not tested.
  • Karma Awarding: Dr. Hoffman gains Karma through efforts that are villainous – such as brainwashing/hypnosis, covering up murders, lying and deceiving the Collins family, etc. Dr. Hoffman’s goals have always been ultimately to help people and will cross a moral line if it was to save them, often doing so without regret.
  • Vampirism Cure: Dr. Hoffman has worked on curing vampirism and was mostly successful on Barnabas Collins, ultimately proving that she could cure a curse through science. In the later canon material, it was revealed ultimately that Dr. Hoffman was capable and successful of creating a cure for Vampirism using new plasma. Dr. Hoffman also was expert in attempting to cure Lycanthropy and the degenerative condition that affected the Leviathan heir.
  • Time Travel: Dr. Hoffman has traveled time as often as Barnabus Collins, often being able to find or summon the methods through the mysterious stairs or through other methods. While Dr. Hoffman cannot consciously use this ability, Dr. Hoffman suffers no ill-effect from time travel and when faced with terrible results seemingly is spirited away to a period in which such things can be changed.


Contacts:
Dr. Hoffman has a variety of contacts in the medical and psychological fields, as well as have deep contacts with all of the Collins family. Dr. Hoffman has a superior contact in Barnabus Collins, Quentin Collins, and even old enemies and can call upon them when necessary.

Limitations:
Dr. Hoffman has many limitations that evolve over the course the series. For the purposes of this write-up, I am focusing only on the limitations that seem to be the most enduring and prevalent:
  • Driven by goals: Dr. Hoffman is driven by her goals and ultimately will put her goals ahead of everything except her loyalty to the Collins family. Dr. Hoffman concealed Maggie Evans’s ordeal, lied to the Collins family at different points including Barnabus, made deals to see her goals move forward with enemies, and many other events. Hoffman must make a Psyche FEAT vs. her Psyche rank when faced with countering her own goals unless it is a matter of necessity, greater good, or loyalty.
  • Loyalty: Dr. Hoffman is incredibly loyal to her friends and colleagues as well as the Collins family whom she grows to love as her own. Dr. Hoffman will sacrifice herself to ensure that those she is loyal to are kept safe and secure and will work against her better instincts to ensure to ensure such.
  • Enemies: From Angelique to the Leviathan Cult to Judah Zachery Dr. Hoffman has made many more powerful enemies that do not forget her role in stopping/thwarting them. As such, Dr. Hoffman is often in danger or at risk due to her enemies – although her enemies seem to have a healthy respect for her. 

Originally published on Classicmarvelforever.com on 3rd October 2020

Tuesday, September 29, 2020

Dr. Victor Frankenstein from 'Penny Dreadful'

 If you cannot endure the nightmare, you should not lie down for the sleep.

Victor Frankenstein

 


 

 

 



 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)
A: Gd (10)
S: Typ (06)
E: Gd (10)
R: Rm (30)
I: Ex (20)
P: Ex (20) (At beginning of series), Rm (30) at end of series)

Health: 32
Karma: 70/80
Resources: Typ (06)/Ex (20) (Depending on the Resource backing of Malcolm Murray)
Popularity: 2 (within London Resurectionists and such in Greater London).

Talents:

  • Nobility*
  • Medicine*
  • Chemistry
  • Occult Lore
  • Multi-Lingual
  • Firearms
  • Knowledge: Greater London Medical
  • Knowledge: London Area
  • Knowledge: Basic Meteorology
  • Knowledge: Necro-Engineering (Returning the dead to life)
  • Forensics and Pathology
  • Electrical Engineering
  • Sharp Weapons: Small


Powers:
Victor Frankenstein has no known supernatural abilities.

Equipment:
Laboratory: Frankenstein usually has access to a laboratory which is capable of providing him with access to power, chemicals, surgery, and other necessary tools in his research. Frankenstein’s resources are tied directly into how much material he has to work with in shaping and maintaining his lab, and its location is only known to a few individuals at any one time.

Contacts:
Frankenstein has some connections throughout the city, but mainly can rely on Ethan Chandler and Malcolm Murray as reliable contacts. Frankenstein might be able to rely on his surviving creations – The Monster/John Clare and Brona/Lily, although this is doubtful. In addition, Frankenstein went to school and still maintains cordial relations with Dr. Henry Jekyll.

Limitations:
Victor Frankenstein has several limitations which work differently than regular limitations. At the start of any event, The Judge determines which limitations are in play without telling Frankenstein immediately. Due to the nature of Frankenstein’s limitations, certain limitations may come into play while others may not. These limitations include (and are not limited to):

  • Dark Secret: Frankenstein has reanimated the dead, giving life to the lifeless. Frankenstein is reluctant to tell anyone this secret (even his most trusted comrades, some of whom still do not know). Frankenstein’s steps to protect this secret are unknown, but anytime that it may be discovered Frankenstein must make a Psyche FEAT reaction.
  • Enemy: First Creation – Frankenstein has an unusual relationship with his first creation, wavering between hatred (John Clare rightfully feels abandoned by his creator) to support (Frankenstein agrees to create a mate for this creature). The relationship is complex and never really certain, as Clare maintains both a respect and menacing presence in Frankenstein’s life.
  • Enemy: Third Creation – Frankenstein loves/hates/desires Lily, and will work against his own intuition to regain her love. At the same time, after the Season 2 finale, Frankenstein becomes obsessed with regaining her/stopping her. Lily does not trust her ‘creator’, and while the two have parted, it is uncertain what the future would hold.
  • Guilty: Frankenstein feels a degree of guilt (rightfully so) of his actions, but does not necessarily understand them while he acts. This continues well into the final season and beyond.
  • Socially awkward: Frankenstein is awkward at times and can allow his agitation and intellectual arrogance to place him in difficult situations. The situation has led to many inadvertent comical situations, but has placed him in real danger as he did not understand the nature of his threats on occasion.

Originally published on 31 October 2017 at classicmarvelforever.com

Saturday, September 15, 2018

Shriek from 'Batman Beyond'






Walter Shreeve

F: TyP (6)/ Ex (20)
A: Typ (6)/ Ex (20)
S: Typ (6)/ Rm (30)
E: Gd (10)/In (40)
R: Rm (30)
I: Pr (4)/Rm (30)
P: Ex (20)

Health: 28/110
Karma: 54/80
Resources: Ex (20)
Popularity: -15

Talents:
Metallurgy
Engineering
Crime
Computers
Electronics
Repair/Tinkering
Acoustics and Auditory sciences
Cybernetics
Battlesuit Design

Powers:
Shriek’s Battlesuit:
Shriek employs a state of the art battlesuit which amplifies/controls ambient sound, allowing him to perform a variety of abilities and stunts. Shriek’s systems allows him to control sound from the ultrasonic to audible white noise over a massive scale. Shriek’s suit allows the following properties:

  • Body armor: Shriek’s suit is comprised of a dense material providing Rm (30) protection from Physical and Energy attacks, although there are key locations that provide only Ex (20) protection from physical attacks. Due to the unique properties of the metals used in the construction, the suit is considered to be resistant to sonics up to Mn (75) intensity.
  • Sonic Control: Shriek possesses Mn (75) sonic control while in his suit, capable of the following power stunts:
    • Generate sonic pulses and kinetic attacks of Am (50) intensity
    • Manipulate ambient sounds to create vertigo fields of In (40) intensity
    • Partial animal control: Through manipulating the ultrasonic frequencies, Shriek can pacify or enrage animals with heightened senses of hearings (IE dogs, cats, etc). Shriek can incite such with Am (50) intensity
    • Sonic force field: Shriek can generate ‘hard sound’ force fields of In (40) intensity
    • Whiteout: Shriek can negate or distort certain sound frequencies, such as human speech, SONAR, or other sound dependent systems with Rm (30) intensity.
    • Increase Range: Shriek can manipulate standard sound-waves to increase his range to a city-wide level. Shriek cannot increase the range of his hard sound or sonic pulses, but can manipulate the other abilities.
    • Absorb Sound: Shriek can absorb and store ‘sound energy’ with Am (50) intensity, allowing him to absorb such attacks and increase his power stunts by one rank. The side-effect is that Shriek must make both a power FEAT and an Endurance FEAT to do so.
    • Carrier Wave: Shriek can create a means to ride Hard Sound waves, allowing him to also affect an area with a RM (30) ability.
    • Remote Sensing: Shriek can ‘listen’ in to any verbal or sound transmitted communication with Rm (30) ability
    • Vibration: Through concentrating his sonic manipulation, Shriek can cause vibration damage with In (40) intensity.
  • Communicate w/ cybernetics : Shriek can interface with standard computers with Ex (20) ability, using carrier signals.
  • Protected Senses: After his accident, Shriek utilizes a device which grants him standard hearing, but also protects his hearing with Rm (30) ability


Contacts:
Shriek has no contacts.

Limitations:

  • Deaf: Without a special set of earphones, Shriek is deaf due to his first encounter with the new Batman
  • Obsessive: Shriek is obsessed with the New Batman since his first encounter.
  • Criminal Record: The authorities of New Gotham are aware that Walter Shreever is Shriek.

Spellbinder from 'Batman Beyond'








Dr. Ira Billings

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

Health: 36
Karma: 70
Popularity: 0/-5/-15 (As Dr. Billings Prior and Post capture, and as Spellbinder)
Resources: Pr (4) to Ex (20)

Talents:
Electronics
Psychology
Holography
Teacher
Medicine*
Photonics


Powers:
Spellbinder Suit: While it is debated on whether or not Spellbinder's suit was the main source of his hallucinatory powers or gadgets associated. For the sake of this write-up, I'm including the suit as the main source of powers. Spellbinder utilizes sophisticated technology and an incredible knowledge of the human psyche to hypnotize and confuse opponents. Spellbinder can create sophisticated holograms that affect an individual directly, creating realistic hallunicatory effects. Spellbinder's suit has the following abilities:

  • Hallucinations: Spellbinder can create Am (50) intensity hallucinations
  • Illusion Casting: Spellbinder can create realistic illusions with Rm (30) ability
  • Hypnotism: Through use of sensory pods on his outfit, Spellbinder can hypnotize opponents with Rm (30) intensity, granting a +2cs against individuals with heightened senses. With a Power FEAT, Spellbinder can create powerful post-hypnotic commands.
  • Body Armor: Spellbinder's suit provides Gd (10) body armor versus physical and energy attacks.
  • Blending: By altering the photonic aspects of the suit, Spellbinder can render himself nearly invisible with Ex (20) ability

Contacts:
Ira Billings has no contacts.

Limitations:

  • Public ID: As being unmasked to the Neo Gotham PD, The world knows Ira Billings is Spellbinder.
  • Arrogance: Spellbinder often feels himself superior, and will often ignore simple issues based on his 'superior' intellect.

Dracula from Dell Comics


Dracula











Doctor 'Al. U. Card'

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

Health: 120
Karma: 80
Popularity: 10/-5 (As Dracula, in his home country)
Resources: Rm (30)


Talents:
History
Biochemistry
Doctor*
Chemistry
Genetics
Multi-Lingual
Martial Arts: A

Powers:
Vampire-Like Powers: The descendant of Dracula has created a serum which permanently gave him unique powers, based around the vampires (and bats) of legend. These powers, coupled with the intense training program that the good doctor put himself through, granted him the following:

  • Animal Transformation: Bat: Dracula can change himself into a large vampire bat.
  • Animal Control: Bat: Dracula could control bats with Rm (30) ability, controlling swarms up to thirty animals with a green FEAT
  • Hyper-Hearing: Ex (20) hyper-hearing
  • Sonar: Ex (20) sonar and telelocation due to subsonic generation
  • Flight: Limited flight of Ex (20)
  • Enhanced Attributes: The FASE above represents Dracula's post-serum/training attributes. Dracula's previous attributes were: F: Gd (10) A: Typ (06) S: Typ (06) E: Typ (06)
  • Stealth: Although not stated as such, it was clear Dracula could evade perception and notice with Ex (20) ability.

Contacts:
Fleeta (Later side-kick)

Limitation:
  • Secret ID: Dracula maintains a secret ID of Aloyisius Ulysses Card
  • Vow: Dracula has made a vow to stop the criminal and superstitious (Sound familiar?)

Wednesday, October 5, 2016

Bernard Quatermass from 'Quatermass'

”There’s no room for personal feelings in science, Judith!”

Since his creation nearly sixty years ago, the highly intelligent and principled scientist Bernard Quatermass has defended mankind against a variety of alien threats. In a lot of ways, Quatermass was the prototype for scientific adventurers facing down alien horrors, ranging from Dr. Who to more modern faire.



Dr. Bernard Quatermass

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

Health: 38
Karma: 80
Resources: Gd (10) personally, Accessible to anywhere from Rm (30) to Am (50)
Popularity: 10 – 20 (Within British Government)

Talents:
Dr. Quatermass is a brilliant man with a variety of scientific skills, pioneering the British rocketry program and understanding alien technology/biology. Quatermass’s skills include:

  • Physics
  • Engineering
  • Astronomy
  • Chemistry
  • Biology
  • Medicine*
  • Military
  • Knowledge: Multi-Lingual
  • Knowledge: Current Technology
  • Knowledge: Exobiology
  • Repair/Tinkering: Although not specific shown, it is heavily implied.


Powers:
Improbably Intellect
Quatermass is a brilliant mind whose dedication to scientific method and problem-solving has given him the ability to reason out problems quickly. While not really a power, Quatermass’s ability to problem-solve have saved mankind more than once. Once per game In cases where Quatermass needs to make a specific knowledge-based Reason FEAT to resolve an issue or gain information, Quatermass can spend karma after the fact to increase his result. Quatermass may also spend karma to affect results based on his discoveries/theories/etc.

Contacts:
Quatermass is well-known in scientific communities and is believed to be the leading mind in rocketry during his age. Quatermass has dozens of connections within the British government and scientific organizations around the world.

Limitations:
Quatermass is a normal human man in his late 40s/early 50s. As such, he has all the standard limitations. Furthermore, Quatermass has the following limitations:
  • Well Known: Quatermass is a public figure well-known in scientific circles.
  • Dependents: In later stories (including the Quatermass 79 serials, Quatermass is shown being the sole guardian of his granddaughter.
  • Curiosity: Quatermass is curious about scientific phenomena, occasionally allowing it to place him in danger (although not often).
  • Responsibility: Quatermass feels morally responsible to helping mankind and to personally preventing dangerous threats from harming humanity. Quatermass’s responsibility is always at the forefront of his actions, along with a strict morale code.

Wednesday, November 6, 2013

Andre Delambre from 'The Fly' (1958)

Doctor Andre Delambre


 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Typ (06)/Gd (10)
A: Gd (10)/Ex (20)
S: Typ (06)/Gd (10)
E: Gd (10)/ Rm (30)
R: Rm (30)/Gd (10)
I: Gd (10)/Ex (20)
P: Ex (20)/Pr (04)

Health: 32/70
Karma: 60/34
Popularity: 5 (In scientific circles)/-10 (Due to appearance)
Resources: Ex (20)

Talents:
Biology
Electrical Engineering
Structural Engineering
Physical Engineering
Repair/Tinkering
Physics
Computers
Chemistry
Experimental Engineering

Powers:
Transmogrified
Dr. Delambre is a brilliant scientist who developed a means of teleportation. Unfortunately, a small housefly ended up within the machine, which combined the two beings into new configurations. The fly ended up with a tiny human head and arm, and Dr. Delambre ended up with a fly's head, arm, and brain. Delambre's statistics show the pre and post transformation aspects, with the following additional abilities:

  • Enhanced Vision: Dr.Delambre's head has been replaced by a fly's, and as such, gains Gd (10) enhanced vision, as well as circular vision.
  • Stealth: Despite his limited agility in his transformed state, Dr. Delambre has the ability to sneak up on individuals with Gd (10) ability
  • Horrific Visage: Dr. Delambre is hideous, and forces those who see him initial to make a Gd (10) intensity Psyche FEAT or be stunned for 1-4 rounds. The effect can only happen once.

Contacts:
Dr. Delambre's family is well-connected, and he can count on his wife Helene and brother Francois.

Limitations:
Humanoid Fly: Dr. Delambre cannot hide what he is, and must cover up with a hood and glove in order to do so. In addition, for each three days Dr. Delambre remains in his state, he loses -1cs Reason until reaching Fe (2). At such time, Dr. Delambre is ruled by his instincts, and will react accordingly. Dr. Delambre will seek to ensure this does not happen, and if reaching Pr (4), he will seek to end his life.

Doctor Alexander Thorkel from 'Doctor Cyclops' (1940)

Doctor Alexander Thorkel



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Dr. Alexander Thorkel

F: Pr (04)
A: Typ (06)
S: Pr (04)
E: Typ (06)
R: Rm (30)
I: Gd (10)
P: Ex (20)

Health: 22
Karma: 60
Popularity: 0*
Resources: Rm (30)

Talents:
Chemistry
Energy Research
Physics
Engineering
Electronics
Retro-engineering
Repair/Tinkering
Firearms
Multi-Lingual
Particle Physics
Knowledge: Current Scientific Trends
Knowledge: Famous Scientists
Knowledge: Home Area
Mathematics

Powers: None

Equipment:
Radiation Chamber: Thorkel has constructed a radiation chamber, which utilizes the natural and weird combinations of Radium and Uranium to shrink organic material. The chamber is large enough for about 6 - 8 people, which allows Thorkel to shrink his victims to 12''. The process for shrinking is over in 10 rounds, and once started, cannot be stopped through conventional means. Each victim must make an Endurance FEAT or be rendered unconscious vs. Am (50) intensity, a side-effect of the process. The victim will awaken within 1-10 rounds after the process has been completed. Penalties for being at a reduced size are listed within the advanced rules and are applied immediately.

Victims are not permanently shrunk, as the process is not completed. Victims will return to their normal sizes with 6 - 8 weeks, perhaps faster depending on additional options with no additional damage done. As Thorkel's device was incomplete prior to the events of the movie, any living creature shrunk prior to the film must make another Endurance FEAT vs. Death or begin the dying process. During and after the movie, Thorkel's device is completed, rendering it 'safe'.

Contacts:
Thorkel *may* still have some contacts within the scientific world prior to the film.


Limitations:
Thorkel is faced with several key limitations:
Arrogant: Thorkel is extremely arrogant, which grants a -1cs to any attempts to persuade or manipulate people. Thorkel believes himself superior intellectually, and that people are merely tools to be used.
Cold-Blooded Murderer: Thorkel is a cold-blooded murderer, and does not attempt to hide this fact nor does he feel remorse.
Nearly Blind: Thorkel is nearly blind, and requires thick glasses to see. Without his glasses, Thorkel is at a -4cs to any actions which requires visual perception, and his Intuition drops to Pr (04). In addition, Thorkel will not notice small details and perhaps miss essential clues or activities. During the movie, Thorkel looses a pair of glasses and has the remaining pair have a lens destroyed (Hence, he becomes a 'cyclops').

Seth Brundle from 'The Fly' (1986)

Dr. Seth Brundle



 

 

 

 

 

 

 

 

 

 

 

 

F: Typ 06/ Ex (20)/ Rm (30)
A: Typ (06)/ Ex (20)/ In (40)
S: Typ (06/ Ex (20)/ Rm (30)
E: Typ (06)/ Ex (20) / In (40)
R: Rm (30) / Ex (20)/ Pr (04)
I: Gd (10) / Ex (20) / Rm (30)
P: Gd (10)/ Typ (06)/ Pr (04)

Health: 24 / 80 / 140
Karma: 50 / 45 / 38
Popularity: 2 (as Brundle) - 5 (as Brundlefly) - 10 (as Fly)
Resources: Personal - Ex (20)

Talents:
(As Brundle)
Computers
Physics - Particle
Physics - Matter/Energy
Physics - Teleportation*
Electronics
Engineering - Electrical
Engineering - Mechanical
Repair/Tinkering*
Biology

(as Brundlefly or fly)
Hunting

Powers:

Brundle initially has no powers, but as the transformation begins, his FASERIP changes accordingly. As
Brundle becomes more fly-like, he gains certain abilities which are unique to his hybrid nature. These
abilities are broken down between his Brundlefly and Fly personas:

  • Enhanced Senses: As a side-effect of his transformation, Brundle gains enhanced senses which quickly evolve as he changes. Specifically his sense of sight and taste are affected. Brundle begins with Gd (10) enhanced senses during his transformation to Brundlefly, and then later gains Ex (20) enhanced senses at his full transformation. In addition, Brundle also gains a power similar to combat sense beginning after his Brundlefly stage at Ex (20).
  • Wall-Crawling: Brundle can begin to adhere to walls like a fly beginning at the Brundlefly stage. Brundle's wall-crawling begins at Gd (10) and peaks at Rm (30) during his full transformation
  • Acid Regurgitation: Brundle begins to digest materials like a housefly at his Brundlefly stage, allowing him to project an acidic 'vomit' used in feeding. The vomit is considered to be an Ex (20) corrosive, which goes to Rm (30) when he is fully transformed. The Acid seems to work on organic material and inorganic or metallic materials gain a +2cs to resist. Brundle can 'inhale' the vomit with no danger to himself every round he projects.
  • Exo-Skeleton: Beginning with the Brundlefly stage, Brundle gains a hardened carapace which mimics his fly nature. The Carapace begins at Gd (10) and increases to Ex (20) at full transformation.
  • Multiple Limbs: Brundle gains multiple limbs during his final 'fly' stage, and technically could make +2 additional attacks.

Contacts:
Initially Brundle could count on the mother of his future child, Veronica for help, but after a while, Brundle lost anyone who he could rely on.

Limitations:

Driven by Instinct
:
During the later stages of his transformation, Brundle's rationality and logic were overridden by his animal drives and desires. Brundle would ignore common sense in order to sate his own curiosity, a sign of his growing instability and by his own admission, insect mind. Brundle was as much driven by instincts as he was driven by his desires, and had to make Psyche FEATS to not be overcome by those instincts.
Hideous/Inhuman Appearance: Brundle's appearance wasn't just horrifying, it was abominable. Brundle suffered a -2cs to any reactions after he has achieved his 'Brundlefly' stage.

Tuesday, November 6, 2012

Darkman from the 'Darkman' movies





Dr. Peyton Westlake

Note: Westlake's stats are included prior/post accident.

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

Health: 42/100
Karma: 60
Resources: Pr (04)* (See Below)
Popularity: 4 (As Westlake's reputation as a scientist), 10/-10 (Urban Legend and/or to crime)


Talents:
Medicine*
Chemistry
Crime
Jack of All Trades - A little explanation: Westlake is a genius who seems to pick up any skill he needs fairly easily, thus he does not suffer the penalty to try skills untrained.
Repair/Tinker*
Brawler

Powers:
Impervious Will: Westlake's body has suffered 4th degree burns, and as such, had to have experimental surgery done to shut down the pain receptors. As a side-effect, Westlake has gained the following pseudo-powers:
  • Immunity to Pain: Westlake cannot feel pain, and will not react to any intensity below Gd (10).
  • Westlake's physiology has changed due to the increased production of adrenaline, thus granting him the bonuses to his stats (and providing the limitation - See Below)
  • Immunity to stun: Westlake cannot be stunned in conventional means, granting him the ability to act even if a stun or K.O. effect is applied. Mechanically, Westlake gains a second endurance FEAT for every stun effect, successfully resisting on a Green FEAT or better. Westlake can still be slammed and damaged as normal.
  • Iron Will: Due to either Westlake's impervious will or the bio-physical aspects of his condition, Westlake can push himself to ignore effects that would otherwise incapacitate him. It is also Westlake's will which allows him to not fall into complete psychosis.

Synthetic Skin: Westlake's greatest creation is a sythentic skin which mirrors real skin in every way. The sythentic skin can be molded and crafted into a variety of appearances, granting Westlake the following abilities:
  • Imitation: Westlake can craft 'masks' of individuals so perfectly that they cannot immediate determine that they are fake. While Westlake is limited to someone near his build and/or gender, Westlake's masks have fooled individuals with Ex (20) ability, allowing Westlake to conduct business as the individual without being found out.
  • Healing: Westlake has invented a skin in the past which has none of the limitations and can act to perfectly heal a person suffering from extreme damage and/or effects. This special skin grants the Recovery power of Ex (20), and effectively bonds to the damaged areas. Westlake has only perfected this special skin once.

Karma Loss Immunity:
Westlake's situation as a hero is very unique: Westlake suffers no karma loss for killing, destroying property, stealing, or any other actions so long as they are against 'villains' or criminals. In addition, Westlake's standard resources are Pr (04), but can be influenced by what he steals from criminals, and can go as high as Ex (20) in certain situations. Westlake maintains a rigid version his basic moral code (See below in 'limitations')

Contacts:
Westlake had a number of contacts in both the scientific and social environments, but all of them believe him dead.
Darkman has no contacts, as he severed his last contact with his ex-fiance to protect her.

Limitations:
Psychotic: Darkman is nearly psychotic and is not above using extreme violence to achieve his ends. While Darkman suffers, he is not without a moral code, which he follows obsessively - Vengeance against evil at all costs, protect the innocent. Darkman can easily be provoked emotionally, and empathy attacks gain a +1cs against him. In addition, any emotional stimulus of Gd (10) or better will cause Westlake to overreact, as was seen in the original film. Westlake cannot control his anger or rage, and will react as if the slightest event is as important as the most extreme.

Hideous Looks: Darkman suffers from 4th degree burns, and is considered hideous. Any social FEAT is at a -2cs when dealing with Darkman unmasked.

Hunted: Darkman is a hunted figure, by both police and criminals. The police for the most part do not believe in Darkman, but the criminal underworld does, and will stop at nothing to stop him.

Power Limitation: Synthetic Skin: Darkman's synthetic skin suffers from a serious flaw, and that is that it breaks down after 90 minutes after being exposed to light. The skin completely dissolves after three rounds. The only successful attempt to replicate the skin to resist this was used by Westlake to heal a child.

Obsession: Justice: Initially, Darkman was dedicated to restoring himself to normal through perfection of his synthetic skin. After the end of the original film, Darkman has become obsessed with punishing the guilty, and will stop at nothing to achieve his goal.

Henry Frankenstein from 'Frankenstein' (1931)






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

Health: 60
Karma: 80
Popularity: 10 within the medical/scientific world
Resources: Rm (30)

Talents:
Medicine*
Astrophysics
Physics
Engineering
Energy Research
Philosophy
Surgeon
Multi-Lingual
Firearms
Chemistry


Powers:
Obsession: Simply put, Henry Frankenstein is beyond obsessed, and it takes a great deal when he is pursuing his scientific goals to force him to quit. Henry's obsession works similarly to Iron Will, in that it allows him to keep going when everything says stop, and allows him to overcome the frailty of the flesh as well as surviving events that should kill a man. Henry has this ability at Gd (10), which explains how he was able to recover taking several beatings from the monster, tossed over the side of a windmill, hitting the windmill on the way down, and then slamming into the ground - while able to make a full recovery in days.

Contacts:
Unlike the other representations of Frankenstein, Henry Frankenstein has numerous contacts, including:
Baron Frankenstein - His Father
Elizabeth Frankenstein - his bride
Victor Moriz - Family Friend
Fritz - Hunchback Assistant
Dr. Waldman - Mentor and friend

Limitations:
  • Dark Secret: Early on, the secret of the monster's origin is not known, and Henry isn't keen to reveal it. It is only during the sequels that the origin of the monster is realized, and Dr. Frankenstein's name is associated to it.
  • Obsession: Dr. Frankenstein suffers from great obsession, which among other things lures him into creating a second monster (The Bride). Frankenstein suffers a -1cs to any reaction at stopping or halting his work, and later a -1cs to stopping in his hunt for the creature.
  • Loyalty: Frankenstein has shown great loyalty to his contacts, willing to revisit his work in order to save Elizabeth for example. As such, Frankenstein can (and has been) manipulated into action through their coercion.

Dr. Moreau from "Island of Lost Souls' and 'The Island of Dr. Moreau'




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

Health: 32
Karma: 90
Resources: Ex (20)
Popularity: 3 in scientific circles

Talents
Medicine*
Biology
Zoology
Chemistry
Multi-Lingual
Editic Memory
Vivisection
Genetics/Evolutionary Theory
Knowledge: Scientific Theorists
Knowledge: Culture
Knowledge: Reknown Scientists
Knowledge: Medical Theory
Trainer*
Animal Handling*


Powers: None, although Moreau's surgical, biological, and medical experience place him as one of the world's foremost experts on what would be later known as genetics and recombinant theory of evolution.


Contacts:
Montgomery: Assistant and associate
M'Ling: Converted animal to assistant
Any of his creations (Prior to the failing of the Law)
Lota/Maria/Aissa - Panther/human hybrid, and adopted daughter.

Limitations:
  • Coldly Scientific: In nearly all of the appearances of Moreau, he remains a detached figure whose single-minded pursuit of scientific breakthrough makes him oblivious to morale action, suffering, or anything short of his goals. In such cases, Moreau actually suffers a -1cs to his Intuition to either recognize the danger of his actions or to empathize with his subjects or guests.
  • Unethical: In most portrayals, Moreau is represented as unethical, and is willing to break the law or subvert and manipulate people when necessary. As such, it is implied in most adaptations that Moreau is not only shunned by the scientific community, but also perhaps wanted for his actions.
  • Arrogance: In addition to his inability to empathize, Moreau is often portrayed as incredibly arrogant, caring very little for others and often becoming infuriated if questioned. Moreau's arrogance can get the better of him, granting a penalty of -1cs to actions when enraged.

Tuesday, October 27, 2009

Victor Frankenstein from 'Frankenstein' (Literary Version)

Too often the monster Adam is promoted within fiction, and rarely is the tragic figure of its creator featured. A man obsessed with cheating death and the knowledge of god's power that he succeeds in granting life, although the cost is clearly beyond his ability to comprehend and bear. It is the neglect of Frankenstein which spurns the monster Adam's anger and hatred, and ultimately, it is the resolve of Frankenstein that forces a showdown in the frigid wastes of the Arctic.

Ironically enough, Frankenstein when originally presented was not a mad scientist, a doctor, or even a Baron; The modern attachment to the iconic aspects of the good doctor have fundamentally changed the scientist to several things that he was not. Undoubtedly, in every adaptation, Victor Frankenstein is beyond brilliant, and ultimately, the more tragic for it.


This write-up is a combination of all the sources, leaning most heavily on the original and the later 'Mary Shelly's Frankenstein' adaptation.


Victor Frankenstein




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Baron Victor Von Frankenstein

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

Health: 46
Karma: 100
Popularity: 10/-20 (as the creator of the monster)
Resources: Rm (30)

Talents:
Medicine*
Physics
Alchemy
Electrical Research
Surgeon
Multi-Lingual
Firearms
Marksman*
Chemistry*
Knowledge: Philosophy
Knowledge: Education
Knowledge: Biochemistry

Powers:
None

Contacts:
Ultimately, None

Limitations:
Insanity: Frankenstein becomes obsessed easily, first in creating the creature, then destroying it.

The Invisible Man from 'The Invisible Man' (1933)

Suddenly I realized the power I held, the power to rule, to make the world grovel at my feet.




The Invisible Man





Dr. Jack Griffen


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

Health: 50
Karma: 60
Popularity: -15 as the Invisible Man
Resources: Varies, but usually around Gd (10) average, as high as Ex (20) or as low as Pr (4)


Talents:
Medicine*
Biochemistry
Chemistry
Engineering
Physics


Powers:
Invisiblity: Through the use of Monocane, Dr. Griffin has rendered himself permanently invisible. While permanently invisible, the good doctor has the following benefits and drawbacks:
- Invisible: Griffin cannot be seen via the visual spectrum, although possesses mass, the ability to see (even with the color rods in the eyes rendered clear), and the ability to decern depth and color. Griffin can be seen with infra-red/Ultraviolet, and can be picked up with heightened senses or tracking. Griffin is concered to have Rm (30) invisibility.


Contacts:
Dr. Kemp: Associate and fellow scientist, prior to his death


Limitations:
Insane: Due to the amount of Monocane and the permanency of his invisible state, Dr. Griffin is quite mad, suffering from delusional grandeur and paranoia at the very least, making him very unstable.
Permanently Invisible: Griffin is permanently invisible, and remains such until his death with no way to reverse his condition.