Showing posts with label Supernatural. Show all posts
Showing posts with label Supernatural. Show all posts

Tuesday, September 25, 2018

300th post - Castiel from 'Supernatural'

”This isn't funny Dean, the voice says I'm almost out of minutes!”

This is Castiel about around the time of his initial appearance, and not the later versions.









F: Mn (75)
A: Ex (20)
S: In (40)
E: Mn (75)
R: Rm (30)
I: Am (50)
P: Mn (75)

Health: 210
Karma: 155
Resources: N/A*
Popularity: 0/50 (Within mystical circles and amid demons, angels, gods, etc)

Talents:
Castiel has existed since the birth of the universe as one of the angels charged in protecting and serving the creator. AS such, Castiel has access to any number of skills that would be normal, with certain exceptions. Castiel has shown expertise in:
Fighting: Brawling, Martial Arts A
Swordsmanship
Mystic Origin*
Advanced Mathematics
Knowledge: Angelic Host
Knowledge: Greater Demons and Devils
Knowledge: Greater Primordial threats
Knowledge: True History of the Universe.

Powers:
Angel of the first order:
Castiel is an angel of the host who seeks to help mankind and serve the will of God in all things. Several of Castiel’s powers are intrinsic to angels within the Supernatural universe, and are considered ‘standard’ abilities. These abilities include:

  • Angelic Perception: Castiel’s perception and senses are superhuman bordering on sublime. Castiel effectively has True Sight* at most times, as well a Microscopic vision, telescopic vision, and in some cases, penetration vision at Ex (20) ability. Castiel can determine a person’s true identity and medical status simply by smelling them, and can track individuals across some distance. Castiels’ attunements allow him to understand and read a person’s mind with Rm (30) ability, perceiving thoughts of normal humans easily as well as lower stationed angels and demons. Castiel is effective part of a greater host, and as such can draw upon that perception as needed to understand and perceive things, limited by his station and the determined need.
  • Angelic Healing and Manipulation: Castiel’s status as an angel allows him to perform many feats, including healing, resurrecting, and even smiting with holy power. Castiel can heal a person up to Mn (75) per round with a touch. Castiel can raise the recently dead with a Psyche FEAT, the severity of the FEAT determined by the length of time the victim has been dead and the amount of damage done to them. Castiel can also ‘possess’ an individual (which he does to work on Earth early on) with Un (100) ability, limited to needing permission of the individual to do so. Castiel can smite enemies and exorcise spirits with an opposed Psyche FEAT by touching them, although higher ranked angels and powerful demons are not affected by such. Castiel can render a normal human of Rm (30) psyche or less to go to sleep simply by touching them, and forces a Psyche FEAT from individuals with In (40) to Am (50) Psyche or force them to go unconscious.
  • Spatial Manipulation: Castiel can manipulate matter, space, and time in unique ways. Castiel can utilize telekinesis to throw and move objects with Rm (30) ability and control. In addition, Castiel can move freely through time and space with Un (100) ability, teleporting near a person in question or even traveling through time on a limited basis. Castiel can teleport individuals by touch, including teleporting individuals away with a simple brush of the hand. Castiel can cause pyrokinetic effects with Rm (30) intensity, and is capable of setting fire to things and objects in the same area he’s in even if he cannot normally see them.
  • Angelic Invulnerability: Like most angels of the host, Castiel is effectively immune to disease, toxins, aging, temperature extremes, poisons, and environmental effects. Castiel is immune to most normal damage types, including weaponry of normal sort, shrugging off bullets, guns, explosives, fire, and sharp weapons with ease. Castiel can be harmed by the weapons and effects of higher ranked angels (like archangels) or demons of great power, as well as supernatural creatures who are considered ‘gods’. Castiel can still be slammed through normal effects, but cannot be stunned through ‘normal’ attacks.
  • Warding and Spells: Castiel is versed in the Enochian symbols and spells and is able to use them effectively to banish angels, ward demons, etc. The spell knowledge seems to be something all angels are versed in, although Castiel was shown to be a little more capable than others.


Contacts:
Castiel has contacts among the host, being considered one of the first and more dedicated. Castiel has strong connections to the Winchester Brothers, specifically Dean, and has some connections throughout his experiences with them.

Limitations:
Despite Castiel’s great powers, he still suffers from many significant drawbacks:
  • Sigils and Wards: Castiel is vulnerable to the wards and sigils designed to keep angels and outsiders at bay, and can be banished and even exorcised from his host. Castiel cannot resist such wards and is immediately held at bay or banished.
  • Holy Flame: Castiel, like most angels, can be held at bay and trapped by holy fire for an undetermined period of time.
  • Angelic Form: Castiel’s true form is beautiful and terrible to behold, rendering normal humans or thoughts with Psyches below Rm (30) deaf and blind (perhaps permanently). Castiel commented that sight of his form could only be perceived by a select few humans.
  • The Host: Castiel is loyal to his host and god, and as such, early on is dedicated to the point of zealousness, a fact known throughout the various supernatural entities encountered.
  • Loyal: Castiel is incredibly loyal to the Winchesters.
  • No common understanding: Although possessed with supernatural perception and knowledge, Castiel has very little understanding of human culture or experience. As such, Castiel is often unable to perceive cultural references or other aspects of humanity (like lying at first).

Wednesday, November 6, 2013

The Tuunbaq from 'The Terror'



  The Tuunbaq represents the sort of remorseless, unstoppable evil that reminds me of the shark from Jaws with just the right amount of Lovecraft goodness that suggests that what you see is just what you perceive.

In essence, The Terror is about the doomed expedition of the Erebus and Terror, two real-life ships that were lost during the arctic exploration rush, and the fictitious events surrounding those two vessels. The Tuunbaq is a massive, monstrous creature that appears early and often as the ships are stuck in the ice, killing easily and disappearing into the ice. The Tuunbaq's appearance is described as a polar bear with a elongated neck (and the few pictures I found varied, hence no picture of it). I cannot describe how awesome the book is, and I strongly suggest people pick it up.



The Tuunbaq

 


 

 

 

 

 

 

 

 

 

F: Am (50)
A: Rm (30)
S: In (40)
E: Am (50)
R: Gd (10)
I: Mn (75)
P: Rm (30)

Health: 170
Karma: 115
Resources: N/A
Popularity: 0*/-10/-20 (Normal popularity/ In occult circles/ In Inuit mystical circles)

Talents
Mystic Origin*

Powers

Inuit Soul Eater: The Tuunbaq is a Inuit demon, a devourer of souls (it is suggested in the book that its preference is human) and eater of flesh. The Tuunbaq is encountered as a large polar bear with an extended if not elongated neck, and seems impervious to damage. The FASERIP of the Tuunbaq represents the aspects of it in the mortal world at the time of its encounter with the crews of the Erebus and Terror. The Tuunbaq has shown the following attributes:

  • Invulnerability: The Tuunbaq is completely invulnerable to cold, disease, toxins, corrosives, and other forms of natural damage. While the Tuunbaq is shown to take damage, it either only does so when a maximum of Am (50) intensity damage has been done in a round. The Tuunbaq has not been shown of being able to be stunned or slammed, but it is possible and checks (especially for slam) should be made.
  • Immortality: Although the Tuunbaq is not expressly suggested to be supernatural (see the note at the end of the write-up), it is assumed that it is indeed an Inuit spirit, and as such, cannot be killed in conventional means.
  • Tracking: The Tuunbaq is capable of incredible feats of tracking, and does so with Rm (30) ability
  • Stealth: The Tuunbaq, despite its size, is incredibly stealth, capable of attacking and killing men who are on guard for it without ever raising a suspicion. As such, the Tuunbaq is considered to have Rm (30) stealth.
  • natural weaponry: Claws: The Tuunbaq's claws are shown in the novel to render reinforced wood, and can shred up to In (40) material strength. The Tuunbaq's claws halve effective resistances, invulnerability, and armor by half, as the Tuunbaq can easily pull a man apart in seconds without any effort.
  • Natural Weaponry: Bite: The Tuunbaq's bite treats like its claws, and does +1cs strength damage for the purposes of attack.
  • Soul Eater: If the Tuunbaq's mystical origins are to be believed, then the Tuunbaq is a soul eater. Those who suffer a kill result from the Tuunbaq must immediately make a Psyche FEAT vs. the Tuunbaq's psyche, regardless if a successful result vs. death is made. On a White FEAT, the Tuunbaq devours the soul of its victim up to -6cs, on a green result -4cs, Yellow result -2cs, Red result no psyche damage. For each successful 'soul attack', the Tuunbaq 'regenerates' Endurance ranks/Health. The attack, if successful, treats as a magical attack.

Contacts:]

The Tuunbaq has no contacts, except for the sixam ieua, or spirit governors, who oversee the Tuunbaq.

Limitations
Banishment: The Tuunbaq was supposedly banished by the Inuit Gods to the frozen north. For the purposes of consideration, it is suggested that the Tuunbaq cannot leave a specific geographic location of approximately 200 square miles, and may have additional restrictions.

Watched: The sixam ieua, or Spirit Governors are charged with watching the Tuunbaq and ensuring its captivity. The Tuunbaq cannot harm a sixam ieua, and the sixam ieua has some control over the Tuunbaq, although to be a sixam ieua requires a great sacrifice....

Pacified: The Tuunbaq can be pacified by the throat singing of a sixam ieua, rendering it as close to docile as it can be made.


Notes:

This is more the novel version than the AMC 'The Terror' version. There is not much difference in scope - save the TV series I think overlooked the stealth options at times.

Diana 'Sugar' Hill from 'Sugar Hill' (1974)

Diana 'Sugar' Hill



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Diana 'Sugar Hill

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

Health: 46
Karma: 60
Resources: Ex (20)
Popularity: 0

Talents:
Business/Finance
Crime
Occult Lore*
Knowledge: Area
Streetwise
Firearms
Knowledge: Rituals
Knowledge: Voodoo

Powers: Voodoo Priestess: Although not initially a voodine, Sugar makes a deal with Baron Samedi to gain power in exchange for her soul. Sugar is granted mystical powers, which allow her the following abilities:

  • Zombie Animation: Sugar can raise and control the dead with Rm (30) ability. Bodies must be prepared properly according to tradition in order the ritual to work, and Sugar must make a power FEAT in order to successfully raise someone initially. Later on, Sugar must simply make a FEAT check and requires no additional preparation.
  • Undead Control: Baron Samedi has granted Sugar the ability to control undead raised by himself or others with Rm (30) ability. Sugar simply needs to make a power FEAT in order to take control of the zombies in question.
  • Ritual Magic: Sugar has gained the abilities of an experienced voodoo priestess, and is considered to have sympathetic magic of Rm (30) ability.
  • Spiritual Connection: Sugar is connected to Baron Samedi due to the deal that they have made. As such, Sugar is 'protected' by Baron Samedi until such time that the specifics of the deal have been met (Sugar's soul in this case). In such cases, Baron Samedi is treated as an ENTITY PATRON of Sugar, and will act on her behalf.

Contacts:
Sugar has connections through her inherited club, The Haiti Club, and also has a connection with Baron Samedi.

Limitations:
Driven by Revenge: Sugar is driven to get revenge for her boyfriend, and will do whatever it takes in order to do so.
Pact with Baron Samedi: Sugar has promised her soul to Baron Samedi in a pact for power. As such, when her revenge is completed, Sugar's soul (or someone similar) is forfeit to the Baron. Sugar doesn't seem to be too bothered by this, as seen in the movie.

The Titanic Ghosts from 'SOMETHING IS ALIVE ON THE TITANIC'

Ghosts of the Titanic



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: N/A
A: N/A
S: N/A
E: N/A
R: Rm (30)
I: Am (50)
P: Mn (75)

Health: 0* (See Below)
Karma: 155 (See Below)
Resources: N/A
Popularity: 0*

Talents:
As the 'presence' of the collected deceased passengers have created an 'entity', it theoretically has access to the specific skills of each passenger and subsequent victim. This skills are often used only when the mass as a whole is active, and are only used when the whole is in action.

Powers:
Gestalt Spiritual Mass: The spirits of the victims of the Titanic have become a united presence, determined to protect the tomb-like interior from any who seek to steal directly from the dead. The united spiritual energies of the ghosts include well over 2000 separate entities, who are all united in the defense of their final resting place. These spirits do not have form or mass individually, but as a whole can affect the living world. The presence has the following abilities:

  • Telepathy: The Presence can read the minds of all who are near the wreck with Am (50) ability, and use this knowledge to play upon the fears, doubts, and mistrust of all parties who seek to raid the interior of the ship. The victims must make a Psyche FEAT vs. RM (30) intensity to even notice that they are being 'read', although psychics, those with the ability to see spirits, or those who have encountered the 'presence' before can recognize it.
  • Image Solidification: The Presence can create constructs and creatures of solid mass and ability, ranging from full rooms aboard the doomed ship to giant squids and monstrous sharks. The 'Presence' can do this with Mn (75) ability, and can empower these constructs with appropriate FASE equal to the power rank and within the limits of a subject/victim's fear. Solid objects will not be 'alive' in the traditional sense, as their are only the manifestation of the 'Presence's' ability, and will not give off a 'scent' or any other normal sensory abilities until encountered (They will show up on Radar/Sonar, especially if the chosen victim is watching).
  • Environmental Control*: The Spirit 'Presence' can control the environment surrounding the wreck and the areas above it, including weather patterns, with Mn (75) ability. The 'Presence' even causes a non-season hurricane around the region in order to prevent the 'theft' of objects.
  • Theft Detection: The 'Presence' will know if objects are stolen from the interior of the ship, which is considered to be 'the resting place' of the dead. In essence, if any object or group of objects totaling over Ex (20) Resource value are removed, the 'Presence' will sense this, activate, and follow that person and affect the area around them to the limits of the 'range'. The 'Presence' will stop at nothing to not only punish those who would disturb the rest, but who would desecrate the resting place.
  • Spirit Storage*: The area is saturated with the spirits of the dead. Any who die in the region (Such as the ill-fated 1975 expedition) will join the dead in their restless vigil. Those who travel by Astral means or who perish while in the area must make opposed Psyche FEATs in order to escape the region, once it is active.

Limitations:
The Presence itself: The Presence has many limitations tied directly to its nature:
  • Geographically Tied: The 'Presence' is tied to the wreck of the Titanic itself, and cannot venture beyond 10 geographic square miles from wherever the ruins rest.
  • Inactive: The 'Presence' and the restless dead are not active usually. Only under the following conditions are they active: When someone who is seeking to rob the interior is present, when an escaped thief is in the area, and when other psychics are present. At other times, the collected spirits do not bother, hence why Ballard was not attacked. Artifacts outside the ship or in the debris field are not a concern to the collected spirits - It's the inner vaults that it cares about.
  • Vengeful: The spirits are very vengeful, and will attempt to reclaim any looted items but more importantly, anyone who has escaped the collected souls previously. The 'Presence' will target the majority of its wrath on specific individuals, and will attempt to draw them into situations in which they 'join' the rest of the dead.

Wednesday, November 7, 2012

The Colt from 'Supernatural'

The Colt


 


 

 

 

 

 

 

 

 

 

 

 

 

The Colt is a legendary weapon, who's bullets are said to be able to kill all but a handful of beings outright. As such, the Colt has been sought after for generations since its creation at the Battle of the Alamo in 1835.

Game Effects:

The Colt has a 2-area range maximum, and stores six bullets at one time, special ammunition that must be made for it by a specialist (Someone who has occult lore, guns, and repair/tinker). The Colt fires as a traditional pistol, requiring both the 'guns' skill as well as a successful 'to hit' effect.

If a victim is hit, they must Immediately make an RED Endurance FEAT versus Death, against their Psyche score without the benefit of Karma. The victim begins the dying process immediately, and cannot be stabilized in normal means.

Should the attacker roll a Red FEAT, the victim must immediately make a Psyche FEAT versus Am (50) intensity or immediately die. At the same time, the Attacker may not spend karma on any attack with the Colt, regardless of reason or situation.

The Colt cannot effect those individuals whose Psyche are above Am (50). As part of the construction of the Colt, it cannot be used by demonic beings, as it is considered heavily warded (It can be carried or traded, but must be used by servants).

Dean Winchester from 'Supernatural'

Dean Winchester


 


 

 

 

 

 

 

 

 

 

 

 

 

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


Health: 90
Karma: 60
Popularity: 0/-5/10 as public/law enforcement (When believed alive)/occult circles
Resources: Typ (6)


Talents:

  • Occult Lore
  • Hunting
  • Firearms
  • Knowledge: Monsters and weaknesses
  • Knowledge: Heaven and Hell
  • Knowledge: Mystic Places
  • Knowledge: Talismans
  • Martial Arts C
  • Marksman*
  • Bows
  • Sharp Weapons
  • Torture
  • Repair/Tinkering
  • Chemistry
  • Mechanic
  • Law-Enforcement*
  • Thief*
  • Escape Artist*
  • Stealth
  • Detective/Espionage


Powers:
Iron Will: Dean has the true gift of a strong will, capable of ignoring torture and pain with Ex (20) ability (He was tortured in Hell for the equivalent of 50 years before breaking).
Lucky Break: Not necessarily luck manipulation, but when presented with a life or death situation, Dean usually gets a lucky break to ensure his survival. This does not mean that Dean walks away unscathed, it simply means that Dean can usually get out of a difficult situation.


Contacts:

  • Sam Winchester
  • Various monster hunters across the country
  • Bobby
  • Castiel


Limitations:

  • Devoted to his brother Sam: Dean is almost fanatically devoted to his brother Sam, risking life, limb, and eternal soul to ensure Sam's safety and well-being. As such, Dean has literally given his life for his brother, been sent to hell, and battled Lucifer for Sam.
  • The Winchester Curse: While not specifically stated within the series, the Winchesters are hunted and haunted by monsters and demons, finding it their lot in life to stalk the supernatural. From the Yellow-Eyed Demon to others, it seems impossible for the Winchesters to find peace or have a 'normal life'
  • Hell's memories: Dean has been plagued by the memories of his time in Hell at different points, and as such, can suffer up to a -2cs to actions when confronted with those memories.

Sam Winchester from 'Supernatural'

Sam Winchester




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 56
Karma: 70
Popularity: 0/-5/10 as public/law enforcement (When believed alive)/occult circles
Resources: Typ (6)

Talents:

  • Occult Lore
  • Resist: Domination
  • Knowledge: Demons and Angels
  • Knowledge: Mystic Places
  • Knowledge: Artifact Creation (such as hex bags)
  • Electronics
  • Computers
  • Martial Arts C
  • Guns
  • Sharp Weapons
  • Direction Sense
  • Multi-Lingual
  • Photographic Memory



Powers:
Psychic: Sam has shown psychic abilities throughout the series, including but not limiting to:

  • Psychometry: Gd (10)
  • Precognition*: Rm (30)
  • True Sight: Rm (30)
  • Telekinesis: Gd (10)


While Sam has no control over these abilities early on, it is clear that even as a child he possessed them. Sam gained further abilities when either training with the demon Ruby or through the course of his adventures and investigations, but the core group of skills seem to have been constant since a child.

Contacts:
Sam shares the various contacts with his brother, Dean


Limitations:

  • Devoted to Dean: Sam is completely devoted to his brother, often sacrificing himself and his happiness for his brother.
  • Dark Destiny: Throughout the series, Sam's destiny has been hinted at, culminating with the revelation that Sam was to be the vessel for Lucifer on Earth. As such, mystics will always get a bad 'vibe' when dealing with Sam.
  • Enemy: Yellow-Eye Demon: The demon that has pursued the Winchester family has a special fascination with Sam, and has acted to ensure Sam's life is disrupted and destroyed as often as possible.