Showing posts with label Serial Killers. Show all posts
Showing posts with label Serial Killers. Show all posts

Saturday, October 10, 2020

John Ryder, The Hitcher from 'The Hitcher' (1986)

 “I want you to stop me”

John Ryder

the-Hitcher

“John Ryder”



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

Health: 90-
Karma: 70
Resources: Apparently Pr (4)
Popularity: 0* (See Below)

Talents:
John Ryder has a number of talents, some of which we see displayed directly

  • Human Nature
  • Firearms
  • Area Knowledge: Texas
  • Improvisational Weaponry
  • Auto-mechanics
  • Repair/Tinker

These were just the skills demonstrated in the movie, but Hauer’s performance suggested that Ryder was far more skilled and knowledgeable that original considered.

Powers:
A true remorseless killer:
Unlike the supernatural killers that often-haunted theaters in the 1980s, John Ryder was a human whose purposes were not so clear and felt nothing from his actions – except maybe through the pursuit of his intended victim or the desire for his own demise (as suggested through various movie critics). John Ryder is the mysterious stranger whose presence is warned about but never heeded and who is able to create incredible acts of violence and death. John Ryder has no real powers, but the power-like effects he displays include:
  • Above Average FASERIP: Ryder seems to be in better shape to do what he does and has a quality about him that seems superhuman but isn’t. Ryder’s FASERIP reflects someone who is very capable and very intelligent bent on a single purpose or direction.
  • Opportunity: Ryder is often given opportunity to act or set up staged moments that are significant (Such as the twin semi sequence). As such, Ryder seems to be able to be in the right spot at the right time – Judges may spend Karma on Ryder’s behalf whenever a situation warrants even after a dice roll or resolution if it places Ryder in better opportunity to inflict fear or promote his goal – usually to pursue a single target throughout the event.
  • Casual Murder: Ryder feels no remorse, grief, or guilt for his actions and in fact gains double the award for killing as a villain when he is successful. Ryder’s goals while murky are usually murderous and he is awarded accordingly.
  • Plot Invisibility: For whatever reason, Ryder’s activities seem not to be known by law enforcement until actively drawn in by Ryder himself (The Semi-Truck incident). As such, Ryder’s activities are largely ignored as not occurring or not tied to him directly – Ryder is considered to have ‘0’ popularity until he himself draws people into his actions.


Contacts:
Ryder has no contacts and operates alone – Ryder relies on no one nor calls anyone friend.

Limitations:
John Ryder’s limitations are based more in the subtle aspects of his purpose than in direct weaknesses, usually:
  • Singular Purpose: Ryder seems obsessed with having his selected prey saying four words: I want to die. Ryder is obsessed with pushing his target to that point, killing anyone who gets in the way or has connection to his prey until those words are uttered. Although Ryder will kill others, his goals always comes back to his single target and he will stop at nothing to gain those words said and meant. It is also suggested by critics and fans of the film Ryder is also equally hoping that the target will kill him.
  • Mass Murderer: Ryder is a mass murderer who will stop at nothing to achieve his goal and will kill multiple individuals to that end. In addition, Ryder will torture and main anyone who gets in his way without mercy.


Originally published on 5th October 2020

Sunday, August 30, 2020

Doomhead from '31'

 'You know what they say, kemosabe, in Hell, everybody loves popcorn.


Doom-Head






 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 80
Karma: 60
Resources: Typ (06)
Popularity: 0*(See Below)

Talents:
Doom-Head has displayed the following Talents:
Unarmed Fighting
Sharp Weapons
Blunt Weapons
Firearms
Improvised Weaponry*
Knowledge: Torture
Knowledge: ‘31’
Knowledge: Psychological Warfare
Knowledge: Game Area
Tracking
Shadowing

Powers:
Doom-Head is the final ‘head’ released during the game of ‘31’, the most dangerous of the killers that the victims chosen for the game must face. In essence, Doom-Head is a normal person, and with most of the ‘normal’ people in my write-ups, he’s got unusual ‘pseudo-abilities’ that grant him greater advantages:

  • Unique Karma Rules: Doom-Head is the most dangerous of all of the hunters of ‘31’, and specifically has earned that title through tenacity, brutality, and viciousness. Doom-Head gains karma through taunting his victims, and doubles his normal award when he successfully kills a 
  • victim he is stalking. Unlike the other ‘heads’, Doom-Head may spend karma from a karma pool established by the three main figures of ‘31’ – Sister Dragon, Sister Serpent, and Father Napoleon Silas Horatio-Murder. The ‘31’ Karma pool is equal to the combined karma scores of the victims ‘playing’ the game, which will be spent to ensure Doom-Head makes critical rolls including vs. Death and the like until exhausted. Doom-Head will always spend Karma for kill results out of his personal score.
  • 31 Environment and Game: The ‘31’ environment and game are played over the course of 12 hours in a location which is completely inaccessible and out of the way, consisting of rooms, mazes, dangers, and of course, killers. Once ‘31’ has begun and Father Napoleon has started the game, exits are sealed and, in many cases, hidden, forcing those playing to search for both safety and escape. Those who are in the ‘31’ area seem to be disoriented and suffer -2cs to Intuition FEATS while traveling or navigating through the disorienting maze. The Head (and especially Doom-Head) do not suffer the penalty of the disorientation, as they have ‘played’ 31 enough to be used to the areas and aspects. The ‘Aristocrats can observe and bet on the progress of the ‘players’, often making bets accordingly. After six hours or if the number of the players is reduced to half, the Aristocrats allow Doom-Head to enter and exits are opened to the outside area. Doom-Head will stalk and murder any survivors, specifically seeking out the most wounded or vulnerable first and saving the strongest for last. Doom-Head gains a +1cs on top of his abilities for Stealth and ‘getting the drop’ on individuals while inside the ‘31’ play area.
  • Ignore Pain: Doom-Head can ignore his own pain, allowing him to act and stay conscious even if damaged through a simple Endurance FEAT, and can ignore any Stun effect that is not greater than his Endurance. Doom-Head can still be slammed and takes full damage from effects.

Contacts:
Doom-Head relies on the Aristocrats.

Limitations:
Doom-Head has the following limitations:
  • Bound to the rules of the game: Doom-Head is bound to the rules of ‘31’, and follows them to the letter – so when a victim actually ‘wins’ while Doom-Head is engaged with them, Doom-Head will immediately stop. Doom-Head follows the game to the letter.
  • Sense of Duty: Doom-Head follows the orders and implied commands of the Aristocrats with little question.
  • Secret ID*: Through implication Doom-Head has a ‘normal’ identity, which is never mentioned a factor.
  • Bloodthirsty and Sadistic: Doom-Head is a murderer who enjoys his work. Doom-Head will act in accordance with his bloodthirst.


Monday, February 11, 2019

Norman Bates from 'Psycho'


Norman Bates
 


'We all go a little mad sometimes'
 
F:  Gd (10)*
A: Typ (06)
S: Gd (10)*
E: Ex (20)*
R: Gd (10)
I:  Ex (20)
P: Gd (10)*

Health: 46*
Karma: 40
Resources: Gd (10)
Popularity: 0/-5 (After the events of Psycho)

Talents:
Business/Finance (As a small business owner)
Area Knowledge: Bates Motel
Area Knowledge: Fairvale, California
Sharp Weapons
Cook
Boxing

Powers:
Norman has no real powers, but displayed power-like effects as stated below:


  • Stealth: Norman has mastered the ability to remain unnoticed and be stealthy with Gd (10) ability. Norman combines his skills to hunt with particular success, and is able to get the drop on individuals who are aware of the potential danger that Norman represents.
  • Psionic Shield: Norman suffers from hallucinations both visual and auditory in which Norman’s mother is speaking or in some cases, takes over Norman himself. This presents a unique situation with someone who seeks to probe Norman’s mind as it is possible that Norman’s disassociation personality disorder grants him a limited degree of resistance at Gd (10) intensity. Norman’s DPD is so great, that Norman believes he is his mother at times, dressing up as her when he kills.  
  • Enhanced FASE: Norman’s FASE go up by +1cs when he is preparing to kill or is enraged possessing greater physical abilities (as stated within the novel version of Psycho or the following movies). Norman does not gain the Health boost for the temporary increased FASE (Which lasts 1-10 rounds).
  • Non-Threatening: Norman seems relatively normal when first encountered, even charming and friendly which can put people off to his real nature and his madness. Individuals first encountering Norman suffer a -1cs to their Intuition FEATS to determine if anything is wrong or amiss, and as an apparent side-effect, Danger Sense does not trigger when Norman is around in his ‘normal’ persona…after all…Norman wouldn’t hurt a fly…


Contacts:
Norman has few contacts who would help him, outside of maybe his wife Connie…and of course, Norman’s mother….

Limitations:
Norman has a few limitations, such as:

  • Psychosis: Norman has severe mental illness, including hallucinations, repressed trauma and memories, and multiple personality disorder, represented by the persona of Norman’s dead mother whom he keeps embalmed in the premises of his house. Normal suffers a -1cs to any Psyche FEATS which trigger the mother persona, and speaks to her in private or when believed to be alone. In addition, Norman suffers -1cs when he’s been ‘bad’ in the eyes of ‘mother’, and will ultimately subsume command to mother under stressful conditions. 
  • Known Serial Murderer: Norman is a known serial killer and has a record after the events of Psycho, which makes him something a of an unwanted celebrity. Norman’s notoriety follows him wherever he goes (hence the negative popularity).
  • Conflicted: Later in life, Norman is extremely conflicted individual, desperate to escape both his past and the reach of his mother. During such periods, Norman’s Psyche will drop to Typ (06) and Norman will work to repress/suppress/end the madness in his family.  

Tuesday, October 2, 2018

Buttonhead from 'Night Breed'

Lie still... it's quicker this way 






 Dr. Philip H. Decker

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

Health: 46
Karma: 50
Popularity: 2 / - 5
Resources: Gd (10)

Talents:

Sharp Weapons
Resist: Domination*
Law Enforcement*
Psychology
Sociology
Medicine
Forensics
Detective
Stealth

Powers:

Prior to his 'death' at Midian, Buttonhead had no powers.

Contacts:

Doctor Decker was a well-respected psychologist, law enforcement asset, and community leader, with various contacts in those areas and fields. As Buttonhead, Doctor Decker had none of those, and was actually a wanted serial murderer.


Limitations:

  • Secret ID: The general public, law enforcement, or anyone dealing with Doctor Decker had no idea he was a prolific serial killer.
  • Dark Secret: Doctor Decker is far from the kind physician, and is a sociopath monster who is insane.

Tuesday, September 25, 2018

Job Kraus from 'Still Life with Crows'






F: Ex (20)
A: Ex (20)
S: Ex (20)
E: In (40)
R: Pr (04)*
I: Ex (20)
P: Typ (06)

Health: 100
Karma: 36
Resources: Fe (02)
Popularity: -10* (See Limitations)

Talents:
Job Krauss has the following skills:
Knowledge: Medicine Creek area
Knowledge: Spelunker
Knowledge: Children’s Nursery Rhymes
Rabid Brawling
Artistic Expression*
Improvised Weaponry
Tracking and Shadowing
Blind-Fighting

Powers:

  • Physical Juggernaut: Job Kraus is a hulking figure, misshapen due to a childhood accident and forced to live underground in the Kraus family caves all of his life. As stated in the novel, Job is strong enough to pulverize rocks in his hands, break limbs with ease, and shear limbs free of attachment. In addition, Job’s endurance is considered a superhuman thing: Surviving a crippling accident in his youth, recovering to master his environment and surviving unseen for over fifty years, surviving various falls, gunshot wounds, and lacerations without slowing significantly down, and recovering from near fatal attacks in shorter times. While Job is not superhuman in the powered sense, his Endurance and tolerance to pain is considered extremely upper reaches of human. As such, Job can make Endurance FEATs to remain conscious when a stun or slam effect has been made once per encounter. Job ignores reduction effects to his FASE based on damage with a successful Endurance FEAT.
  • Artistic Savant: Job has had little formal education past his very earliest childhood, seemingly child-like and slow but possessing a keen intellect and ability to absorb information and create in bizarre means. By growing up in near total isolation and under the conditions of secrecy, Job has none the less trained himself artistically, unaware what he was doing was wrong. Job attempted to actually create physical versions of the nursery rhymes which were his favorite, for instance baking a man and filling him with snakes, snails and puppy dog tails (as per the rhyme). Job’s ability to gain knowledge is astounding, allowing him to repeat artistic creations with Gd (10) ability. It is debatable that Job’s intellect and reason are actually Pr (04), as it is to be assumed that he may have greater ability but lack of any education or social environments has stunted his faculties.
  • Sneak Attack: Job’s knowledge of his home area, especially the Kraus Caverns is second to none. Kraus’s lifetime of knowledge more than allows him to attack from concealment while in those locations. Job was able to successfully eliminate two teams of state police in combat armor, as well as severely damage several others. Job successfully also got the drop on Agent Pendergast, a special agent of the FBI with years of special forces training and an incredible sense of awareness. Targets must make an intuition FEAT against Ex (20) intensity or be caught by surprise. In the Kraus caverns, Job can use his talent and knowledge to increase the difficulty to Rm (30). Sense like Danger Sense, Tracking, or such are not affected by this ability.
  • Ideally adapted: Job Kraus has spent a lifetime in the darkness, and as such can see in very little light (actively avoiding it). As such, Job is not hindered in movement or vision in normal darkness.
Contacts:
Job has only one contact, his mother.


Limitations:

  • Hideous and Odorous Job is hideous in body and presence, granting him a -1cs to all reaction bonuses and social interactions. In addition, Job’s odor is one of the first things that alert someone to his presence, granting individuals an free Intuition FEAT to detect Job within an area.
  • Limited Understanding Job has very little understanding of people, the outside world, or anything short of his underground world. Job’s limited social interaction comes from his mother, and Job speaks in a combination of guttural noises and sing-song sort of child-like speech. Job’s inability to understand such things such as the outside world and/or people leads him to believing he is either playing a game or becoming enraged, reducing his ability to control himself or his actions. Job must make a Psyche FEAT when encountering someone or something, and then must also make a Psyche FEAT when provoked or if those people do not understand his reactions. Job’s inability to comprehend his own strength also means that he will react at full force physically. 

There are pictures of Job that have been done, but the description places him as a hulking figure with a baby-like face (always grinning) and wisps of white hair. 

Wednesday, October 5, 2016

Rhoda Penmark from 'The Bad Seed"

I don't know what you're talking about. I don't feel ANY way at all”







Rhoda Penmark

F: Pr (04)
A: Pr (04)
S: Fe (02)
E: Typ (06)
R: Gd (10)
I: Gd (10)
P: Typ (06)

Health: 16
Karma: 26
Resources: Fe (02) (personally), Gd (10) (her parents are fairly well off)
Popularity: 0

Talents:
Rhoda has the Student* talent.


Powers:
Innocent Facade
Rhoda has no powers per say, but is capable of cold-blooded murder, lying, and maintaining her innocence even under the most difficult situations. Although not infallible, Rhoda has learned to use her age and innocence to her advantage, allowing her to substitute an Intuition FEAT to either observe the best way to avoid a situation or to bold-faced lie. Rhoda has convinced many of the adults who know her that she is completely and blissfully unaware of the truth of the murders she has committed, and only through careful observation and study are her lies found out. Rhoda is completely charming but feels no emotional connection to her activities and actions.

Contacts:
Rhoda is well-liked, and would normally have her parents as contacts. As her mother Christine begins to suspect the truth, Rhoda can rely on her less and less. Rhoda has no real contacts outside of her parents and immediate neighbors.

Limitations:
Rhoda has many limitations due to her nature, her age, and her inexperience. These limitations include:

  • Age: Despite her intelligence and nature, Rhoda is only eight years old.
  • Sociopath: Rhoda is a sociopath of the first order, manipulating those around her with no real feelings of her own. The only time Rhoda really reacts is in desiring something, in which Rhoda will murder and lie with ease to achieve her ends.
  • True Nature: Rhoda’s true nature is discernible to those who can spot it, and as such Rhoda has a -1cs to affect or sway individuals into believing her lies.

Wednesday, November 5, 2014

Dad Meiks from 'Frailty'

’ There's nothing to be afraid of. We've been chosen by God. He will protect us. He's given us special jobs to do. We don't fear these demons, we destroy them. We pick them up one by one, and we pitch them out of this world. That's God's purpose for us. The angel called us "God's Hands.’



Dad Meiks



Dad Meiks/Adam Meiks, the 'God's Hand' Killer

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

Health: 36/56
Karma: 46 / 56
Popularity: 0 (as Dad Meiks ), - 15 (as God's Hand Killer - But not widely known to be Dad Meiks - See Below)
Resources: Typ (06)

Talents:
Dad Meiks is considered to have the following skills:
Construction
Edged Weapons
Hunting/Stalking

Adam Meiks also has the following skills:
Edged Weapon
Firearms
Detective
Law-Enforcement*
Area Knowledge: West Texas
Hunting/Stalking

Powers:
God's Hand's Killer: Dad Meiks (Later Adam Meiks) believes that he has been tasked a mission by the angels to hunt down demons and those who are corrupt, killing them. Dad Meiks has been provided weapons and abilities to do so, or in fact simply insane and believes that he does. There is enough evidence to suggest that Dad and Adam Meiks are indeed empowered somehow, and that grants them the following abilities:
  • True Sight: Dad Meiks believes he has been given the ability to see demons in human form and things hidden from normal sight. Dad Meiks can be assumed to have Ex (20) True Sight* through touching the figure in question. Dad Mieks can also determine whether a person is good or bad through a handshake or physical contact.
  • Non-Detection: For some reason, while Dad Meiks is serving as the God's Hand Killer, he cannot be properly photographed or recorded. Dad Meiks stated that so long as the Meiks family is performing God's work, they will not be caught by the authorities, and this seems to have some validation. Dad Meiks is considered to have Rm (30) protection vs. recording or mechanical observation, and those who encounter Dad Meiks during the 'hunt' must make a Psyche FEAT vs. Am (50) intensity in order to recall specifics about the man. Case in point: Adam, who shares the same ability was actually approached by several different people whom knew his involvement and was not recognized despite meeting them earlier.
  • Gloves: The first of three tools 'provided' by the angels, the gloves prevent Dad Meiks from being discovered or influenced by demons, making him 'immune' to their effects. The gloves could provide Rm (30) protection from mind and emotional affecting abilities, as well as mystical protection.
  • The Lead Pipe: Believed by Dad Meiks to be capable of knocking out demons, the pipe could be capable of doing Rm (30) mystical blunt damage and also capable of forcing any infernal creature or possessed individual to make an Endurance FEAT vs. Stun at Rm (30) intensity.
  • Otis: The large double-bladed Axe seems empowered to destroy demons and their human forms. The axe in the hands of the God's Hand Killer does Rm (30) edged damage (significantly more than a regular axe), as well as doing +2cs damage to infernal beings. Otis also prevents infernal beings from spending Karma on a death result.
  • True Faith*: It is possible that the Meiks are empowered by angelic forces, and as per Dad's original discussion, are protected by those forces. The Meiks have true faith and therefore are nebulously protected by unseen forces. It is assumed that the Meiks faith grants them protections and abilities accordingly at Rm (30). (See Notes).


Contacts:
Dad Meiks had no real contacts, except for the angels who charged him with his work (theoretically)
Adam Meiks is a sheriff and is assumed to have many contacts both in the local community and in law-enforcement.

Limitations:
  • Well-Known Killer (Sort of): The God's Hand Killer is well-known to law-enforcement, although it is assumed that the identity of the killer is Fenton Meiks . Law-Enforcement has established a task force of sorts regarding the murderer, but has no concrete or clear evidence to suggest Adam Meiks is the killer.
  • Zealot: Both Adam and Dad are considered to be zealous about their work, as they are true believers. Once a 'demon' has been identified, The Meiks will stop at nothing to bring them to judgment. In the end, Adam killed Fenton out of devotion to that belief.
  • Serial Murderers: Regardless of the supernatural elements, the Meiks family follows the pattern for serial murder, including a dumping area and specified rituals. The Meiks bury their dead in the 'flower garden' on their property.


Leatherface from 'The Texas Chainsaw Massacre'

‘The events of that day were to lead to the discovery of one of the most bizarre crimes in the annals of American history, The Texas Chain Saw Massacre.’

In the pantheon of slasher films, few figures stand as tall as Leatherface. Both from the perspective of being the first real ‘slasher’ to the concept surrounding him, Leatherface has his own mystique, and it is something that truly strikes at the core of some people (myself included, although as stated years ago, I like Jason a bit more than all of them). Tobe Hooper’s 1974 film is still the best of all of the follow-ups, and is one of those films which is visceral – it’s not what you see, but what’s is implied you see.

Why Leatherface?

I had been saving Leatherface for a few years on purpose: It was one of those figures I’m hesitant to write-up (like Pinhead, Jason, and Cthulu) because of both the fear of screwing it up somehow or not capturing what I liked about the character. The Leatherface write-up, more than perhaps any other character for these Halloween write-ups has made it on my list every year, and just never happened. I decided this year that he had to go in.

Again, this is my take based purely on the first movie. Hope you enjoy!

The real reason to include Leatherface is that it’s not proper to do a series of Halloween write-ups and not include Leatherface. Without Leatherface, it is doubtful that the modern slasher film would exist, and more importantly, the use of daylight and implied actions would be largely ignored in such films. Sure, you had modern horror already taking large steps in film-making with Night of the Living Dead , the Dario Argento films, and The Exorcist, but this was the first time that visceral horror was really mainstreamed. I’ll always appreciate my Universal Monsters and horror probably more than anything, but I have to admit, Texas Chainsaw Massacre is important (Although not Phantasm important ;D).

So, Leatherface!


Leatherface



Leatherface, alternatively known as Bubba Sawyer or Jed Sawyer.

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

Health: 90
Karma: 20
Popularity: - 5 (To law-enforcement after the events of 1974's movie, status unknown - See 'Notes').
Resources: Pr (04)

Talents:
Leatherface has the following talents:

- Edged Weapons
- Blunt Weapons
- Area Knowledge: Home-front and surrounding areas
- Butcher
- Hunting*

Powers:
No real powers, but several effects which have power-like abilities:
  • Immune to pain - Leatherface reacts to pain, but pain and even significant damage does not slow him down in the least. Leatherface will take damage, but instead of requiring a roll again stun effects, Leatherface simply needs to make a Gd (10) Intensity Endurance FEAT to shake off effects. In addition, Leatherface will continue pursuing opponents until down to 1/5th of his Health.
  • Horrifying Visage: Leatherface's mask and general demeanor grant him a +1cs to surprise and reaction checks. Those with Psyches of Typ (06) or less must make a Psyche FEAT or freeze in place for one round due to his appearance.
  • Preferred Weapons: Although not specifically a weapon specialist, Leatherface is known for his chainsaw (Although in the 1974 movie he kills a lot more with a sledgehammer). As such, when wielding either weapon, Leatherface gains an additional attack and gains karma for kill results. The amount of karma depends on three factors: If the victim is aware of the incoming attack, if the victim is 'prepared' first, and if the victim is killed instantly. The greater the horror in the situation, the more karma Leatherface gains. Therefore, Leatherface may not instantly kill an opponent, but rather would take them into the preparation area of the family farm and 'prepare' them for rendering. Such actions would actually grant Leatherface greater karma than an instant kill.


Contacts:
Leatherface's only contacts are with the Sawyer family.

Limitations:

Leatherface has the following limitations:
  • Horrifying Visage: Leatherface's mask, appearance, and general behavior place him at a -2cs for any social interactions or encounters. Law Enforcement individuals gain a +2cs to instantly recognize Leatherface as a member of the Sawyer family and the associated crimes committed. Note: This does not conflict with the power-like effect 'Horrifying Visage', rather, is in effect for those attempting to deal with Leatherface or are aware of him.
  • Low Intelligence: Leatherface has lower than normal intelligence, and communicates only through a series of grunts and short answers if at all.
  • Cannibal: Leatherface is a cannibal, like the rest of the Sawyer clan, and dines almost exclusively on human meat.
  • Loyal: Leatherface is loyal to the members of the Sawyer clan, and will not go against the family in most things.


Notes:

First and foremost, this is Leatherface only from the 1974 original film. I did not include any of the other movies nor did I include any of the comics or other background material. I wanted to reflect solely on the version of Leatherface I liked, and that was the most memorable to me. Secondly, I was tempted to include the other members of the family, but I think that they are fairly typical except for Leatherface. I placed Leatherface's FASE as I did primarily because I think he's a massive, physical being but with limited reason and cognitive skills based around the idea that it was openly stated that he wasn't the sharpest tool in the shed. I think that since we know as movie watchers Leatherface survived the 1974 movie, it's safe to assume he's still on the run, hence his popularity and status.

Wednesday, November 6, 2013

Evan Rendell Jr. From 'Doctor Giggles'

Dr. Giggles




 

 

 

 

 

 

 

 

 

 

 

 

Evan Rendell Jr.

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

Health: 80
Karma: 70
Popularity: - 10 (Rendell is a known serial killer and his activities in his hometown of Moorehigh have been widely publicized).
Resources: Pr (04)

Talents:
Polyglot
Polymath
Medicine*
Psychology
Sharp Weapons
Knowledge: Moorehigh Area
Unusual Weapon Experience: Medical Tools (Grants a +1cs bonus when using medical instruments or tools as weapons)
Hunting and Stalking
Knowledge: Hospital Procedures

Powers:
Although Dr. Giggles has no real powers, he is a genius level intellect who is able to understand and grasp complex medical theory and practice, and is shown to be highly intelligent and capable. Although not expressly stated that his intelligence is any greater than genius, it is suggestive that his cunning combined with his knowledge makes him quite dangerous. Giggles iis shown to have greater than normal endurance, and a capacity for setting up elaborate deaths.

Contacts:
Dr. Giggles has no contacts or allies, as he tends to murder anyone who comes into his path, most originally.

Limitations:
Known Identity: everyone knows Evan Rendell Jr's identity, and are also aware of his history.
Wanted: Evan Rendell Jr. is a wanted murderer and criminal, and is actively being sought by law enforcement
Psychological Trademark: Laugh: Evan Rendell Jr. possesses a distinctive laugh that is both unconscious and present before, during, and after a murder, hence the nickname 'Dr. Giggles'



This town has a doctor and his name is Rendell
Stay away from his house cause he's the doctor from Hell.
He killed all his patients, every last one,
And cut out their hearts...purely for fun.
So if you're from Moorehigh and you get sick
Fall on your knees and pray you die quick.[/i]

Tuesday, November 6, 2012

Freddy Krueger from the original 'Nightmare on Elm Street' (1984)







Freddy Krueger

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

Health: 130
Karma: 90
Popularity: - 2 / - 10 (As a child killer, and to the parents and children of Elm Street)
Resources: N/A (See Below)


Talents:
Crime
Weapons Specialist: Glove
Knowledge: Human Nature


Powers:
Dream Spirit: Unlike other free spirits, Krueger has become free spirit limited to dreams. Within dreams, Krueger has nearly absolute mastery, which grants him additional abilities to affect the living and/or targets within dreams. Due to the nature of dreams, Krueger's appearance and/or FASERIP is based around the idealized conception of the 'boogeyman', and specifically, of his charred appearance. Krueger's unique state of existence grants him several abilities, which include:
  • Dream Travel: As Freddy exists in dreams, he can travel between targets with Rm (30 ) ability, interacting with his victims within their dreams and affecting their physical beings. Freddy is limited to the children and grandchildren of his original murderers, and cannot affect his murderers directly in the dreaming, at least initially. A victim simply needs to go unconscious and remain unconscious for 10 rounds in order for Freddy to enter their mind, at which point the victim remains unconscious unless awoken by someone or significant external stimulus. While dreaming, a victim is at -1cs for all FEATs, and suffers all related damage as real. In addition, even if a victim realizes they are dreaming, they cannot awaken on their own. Attempts to do so require an opposed Psyche FEAT. Any damage done in the dream will also show up, although if the victim is killed, their death will seem to be something natural, such as heart attack or the like. Only a Yellow Intuition FEAT of Rm (30) or better, supernatural methods, psionic, or heightened senses will determine that something is 'odd'.
  • Dream Manipulation: Although seen more predominantly in later movies, initially Freddy could manipulate the dreams of his victims to achieve greater results. Freddy could increase his FASE by +1cs through manipulating the dreams of his victims, and his adjusted FASE is a result of his victim's impression of him.
  • Invulnerability: Freddy seems invulernable to damage, but in reality, is only as invulnerable as his victims allow him to be. In the case of Nancy, Freddy could be stunned and even slammed slightly. A victim must make an opposed Psyche FEAT at the beginning of any assault. As such, depending on the color depends on the amount of invulnerability Freddy possesses. As example, if Freddy attacks a victim and the victim rolls a white FEAT, Freddy is near indestructible, but should a victim achieve a red result, Freddy has few protections.
  • Free Spirit: Freddy is a free spirit, and can make Psyche FEATS to survive destruction. As a Free spirit, Freddy does not need his body to act, although, he cannot interact with the waking world without a proxy, at least initially. Due to his existence. Freddy does not require anything to sustain him, nor can he easily be destroyed (See below).
  • Glove: Made by Freddy prior to his death, the glove features five long razor blades across each finger, and his honed to a sharpness capable of rending flesh. While in the dream world, Freddy often uses the glove for coup-De-grace. The glove does Ex (20) edged damage, halving body armor and considered to reduce artificial armor by -2cs. In addition, Freddy always spends karma for kills results with the glove, which require an opposed Psyche FEAT from the target. If the target fails, they begin the dying process regardless of amount of health and as if their endurance was Typical (06).
  • Victim 'Sense': A form of telelocation, Freddy is able to track his intended victims even during the waking world, and is capable of sensing when they are asleep or about to go to sleep.

Contacts: None

Limitations:
Freddy has a number of limitations, tied into his unique nature as an undead dream spirit:
  • Prey Exclusivity: Freddy hunts specifically the children of his murderers, and as such, ignores other targets initially. Freddy cannot seem to affect others.
  • Hideous: Freddy suffers -2cs reactions due to his hideously burned features
  • Horrific nature: Freddy's nature and past is made up of horrific instances, and as such, is well known to the authorities and the parents of Elm Street. The children of Elm Street are for the most part unaware of Freddy's history.
  • Vulnerable to the waking world: As seen with Nancy's last action, Freddy can be pulled out of the dream world, which requires an opposed Psyche FEAT. If brought out of the dream world, Freddy will apparently dissipate within 1 - 10 Rounds, especially in sunlight. Freddy's FASE immediately drop to Pr (04), and each round he is in the waking world he must make a Psyche FEAT vs. Death, not endurance.
  • vengeful: Freddy is very vengeful, and seeks targets based on those who murdered him or thwarted his revenge.

Monday, October 12, 2009

Hannibal Lecter from various books and movies.


'A census taker once tried to test me. I ate his liver with some fava beans and a nice chianti'
 

 

Hannibal Lecter

 

 














 


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

Health: 80
Karma: 100
Popularity: -20
Resources: Various, Usually at least Gd (10)

Talents:
  • Psychology
  • Chemistry
  • Art
  • Medicine*
  • Martial arts C
  • Multi-Lingual
  • Knowledge: History
  • Eidetic Memory
  • Forensics
  • Detective/espionage
  • Law Enforcement*
  • Artist
  • Chef
  • Martial Arts B

Powers:
Lecter is considered 'Normal', but has displayed power-like effects. Most notably are:
  • Iron Will: Lecter's will is absolutely, allowing him to quickly recover from severe shock or ignore its effects completely (as when he severed his own hand in the movie Hannibal. Hannibal is considered to have Rm (30) Iron Will.
  • Increased RIP: Hannibal's will is absolutely, and has only had one or two times that there has even been hesitation or doubt in his actions or abilities during the long life of the character. Hannibal is considered a highly intelligent genius with exceptional intuition and willpower.
  • Total Memory*: Hannibal's memory borders on superhuman, being able to recall intimate details of locations and situations with no hesitation. Hannibal's command of his memory is so absolutely he could recreate entire street scenes and other vignettes from memory up to a decade in the future, and is considered to be able to do this with Ex (20) ability.

Contacts:
Agent Clarice Starling: While Starling will never seek to help Lecter (in the movies), Lecter will stop at nothing to help her, as he sees her as a replacement for his long-lost sister Mischa.


Limitations:
  • Wanted Felon: Hannibal Lecter is a wanted escaped felon and formerly listed on the FBIs top ten list. International criminal task forces have been created for him.
  • Cannibal: Hannibal Lecter is a known cannibal and will not hesitate to use his culinary gifts on intended targets.
  • Psychopath: Hannibal Lecter is a fully functional psychopath and will not suffer karma loss when committing violent acts.