Showing posts with label The Nocturnals. Show all posts
Showing posts with label The Nocturnals. Show all posts

Tuesday, October 6, 2009

Halloween Girl from 'The Nocturnals'

Halloween Girl
 


Evening "Eve" Horror



F: Pr (4)
A: Typ (6)
S: Pr (4)
E: Gd (10)
R: Gd (10)
I: In (40)
P: In (40)

Health: 24
Karma: 90
Popularity: 0
Resources: Pr (4) (Most is provided by her father, Doc Horror).

Talents:
Mystic Origin*
Multi-Lingual: Including the speech of the dead and the ancient language which commands the Gunwitch
Student*


Powers:
Halloween Girl has many powers, including:

True Sight: Halloween Girl can see and perceive things as they truly are with In (40) ability. Instances include Eve spotting vampires rather casually, werewolves on sight, and those possessed by the Crim.

Spirit Attractor: Spirits are naturally attracted to Halloween Girl, and she can perform the following as such:
- Spirit SIght: Along with her True Sight, Halloween Girl can see Dead people and the spirits of the afterlife. As such, She possesses astral perception as well with Am (50) rank.
- Spirit Storage: Halloween Girl can store spirits in her plastic pumpkin and toys contained therein, granting them physical bodies in the form of her toys to manipulate as they see fit. The "Toys" are anything but, and have grown to monstrous proportions upon occasion or use. the Toys are very protective of Eve, and will work against anyone who seeks to do her harm.
- Undead Control: Spirits: Eve can manipulate the dead simply by listening to them and offering them safe haven or to finish their unfinished business. Eve's control is based on her Psyche rank, and can be resisted by an opposing psyche rank. In such cases, Eve is at a -2cs to manipulate or force a spirit into one of her toys. Eve rarely does this, as it is 'insulting her friends'.
- Unfazeable: Eve is unfazed by things that should be scary for a girl her age. Eve's best friends consist of eldritch horrors, zombie gunmen, dead spirits, and a school of students just like her. As such, Eve isn't scared by the unusual, she lives it.
- Mystical Potential: Eve has the potential to become a practioner of the mystic arts, but she's only a young teenager and hasn't really gone in that route yet.

Contacts:
The Nocturnals
Doc Horror (Father)
The Gunwitch: Bodyguard and Protector

Limitations:
Youth: Halloween Girl is 13, and even with the experiences she has had, tends to be excited and often too curious for her own good, which has gotten her into trouble more than once (Outskirts of Doom is a good Example).

Photophobia: Eve suffers from a limited degree of Photophobia, as does her father and most denizens of the 'Black Planet'. The Photophobia makes Evening more active at night.

Wednesday, September 2, 2009

Komodo from 'The Nocturnals'

Komodo



Komodo

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

Health: 100
Karma: 50
Popularity: 0
Resources: Pr (4)

Talents:
Survival
Knowledge: Pacific City Sewers
Student*

Powers:
Armor Skin: Ex (20) protection
Natural Weaponry: Claws: Ex (20) damage
Natural Weaponry: Teeth: Ex (20) damage
Regeneration*: Pr (4). It is theorized that Komodo can regenerate body parts, albeit very slowly
Night Vision: Ex (20) ability to see in perfect darkness.

Contacts:
The Nocturnals

Limitations:
Unusual looks: Komodo suffers -1cs reaction from people who don't know him
Power Loss: Flight: Komodo used to be able to fly with Ex (20) airspeed, but has lost this ability as his wings have been severed
Enemy: Narn K Corporation: Komodo's makers.
Sensitivity to Light: Komodo suffers a -1cs to working in daylight as his eyes are not used to it.

Friday, August 28, 2009

The Raccoon from 'The Nocturnals'

The Raccoon



Procyon Cleanhands


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

Health: 100
Karma: 76
Popularity: -5 in Pacific City Underworld
Resources: Gd (10)

Talents:
Crime
Guns
Resist: Domination*
Marksman
Dual Weapon fighting
Knowledge: Pulp Comics, Books, and Movies
Thief
Knowledge: Pacific City

Powers:
As a genetic construct, Raccoon has the following:
- Night Vision: Gd (10)
- Enhanced Senses: Smell: Gd (10)
- Natural weaponry: Bite: ex (20)
- Natural weaponry: Claws: Ex (20)/ Halves body armor effectiveness.
- Hyper Climbing: Gd (10)
- Stealth: gd (10)
Beserker: Raccoon can enter into a Beserker fury if cornered and/or hurt.

Contacts:
Don Lupo Zampa: Crime Lord of Pacific City
The Nocturnals

Limitations:
Unusual Looks: Raccoon suffers from a -1cs reaction to people who aren't used to him.
Enemy: Narn-K: Raccoon is a sworn enemy of his creator, the Narn-K corporation

Tuesday, August 18, 2009

Starfish of 'The Nocturnals'

Starfish


Real Name: Unknown




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

Health: 90
Karma: 60
Resources: Typ (6)
Popularity: 10 in Pacific City underworld as a member of Doc Horror's crew


Talents:
Guns
Marksman*
Dual Weapon Use
Underwater Combat
Mystic Origin*
Crime

Powers:
Adapted Physiology
Starfish's physiology is adapted to be amphibious, and as such, she possesses the following powers:
- Water Breathing
- Water Freedom
- Hyper-Swimming: Ex (20)
- Resist: Temperature Extremes: Gd (10)
In addition, Starfish has displayed a type of intrinsic ability to communicate with elder sea creatures and sea animals with Ex (20) ability.

Contacts:
The Nocturnals
Doc Horror
The Raccoon

Limitations:
Dehydration: due to her amphibious nature, Starfish needs water or begins to suffer -1cs for every three hours out of the water.
Unknown Origin: Starfish has no idea about her past or origin since being found by Doc Horror and Eve. The closest she came was during a conversation with an elder sea creature.
Unusual Looks:Starfish has unusual looks, and can cause a -1cs reaction.


Polychrome from 'The Nocturnals'

Polychrome




F: Pr (4)
A: Gd (10)
S: Sh 0 (0)
E: In (40)
R: Gd (10)
I: Mn (75)
P: In (40)

Health*: 54
Karma: 125
Popularity: -10/10
Resources: Personal Shift 0/Gd (10) as part of Doc Horror's group


Talents:
Mystic Origin*
- Occult Lore
First Aid
Guns
Knowledge: Pacific City
Knowledge: Area Occult threats.

Powers:
Wraith: Polychrome is a wraith, suffering a violent death and finally escaping the endless and eternal cycle of the afterlife. As such, Polychrome has the following:
  • Cannot be killed through conventional means.
  • Can be exorcised with the Exorcism power. Poly must make a Psyche feat to remain.
  • Does not need to eat, breath, or sleep
  • Cannot be stunned and does not suffer kill results.
  • Can be affected by mystical objects or scientific barriers, as seen with the Narn K facilities.
  • Unlike most ghosts, Poly can interact physically with the world around her to some degree, although such interaction is limited (hence her strength). As such, Poly has a sembleance of FASE, but only to some degree.
  • Polychrome can go from ethereal to semi-tangible at will, considered to be permanently phased at Rm (30) unless otherwise stated.

Illusion-Casting: Polychrome can create convincing illusions with In (40) ability.
Healing: Polychrome can heal individuals with Am (50) ability, including the ability to purge toxins and diseases.
Clairvoyance: Polychrome has displayed Rm (30) clairvoyant abilities.
Postcognition: Polychrome has Rm (30) post-cognition (as shown in Black Planet).
True Sight: Polychrome can refine her perceptions to see things as they truly are with Rm (30) ability.

Contacts:
Doc Horror
The Nocturnals


Limitations:
  • Dead: As a wraith, Polychrome is vulnerable to any attack against the undead, including Exorcism. Poly's state is especially vulnerable to certain locations, such as the Narn K facility.
  • Loyal: Poly is incredibly loyal to her adoptive family, putting herself at risk to assist them.
  • Pacifist: Poly is an ardent pacifist, attempting to resolve conflicts without violence. This does not mean that Poly won't engage in combat, but Poly attempts to remain a pacifist.

Saturday, August 15, 2009

Doc Horror from 'The Nocturnals'

Doc Horror



Doctor Nicodemus Horror

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

Health: 110
Karma: 120
Popularity: -18/25/50 (To the Pacific City Police/Occult Circles/back home)
Resources: Rm (30)

Talents:
Occult Lore*
Alchemy
Physics
Engineering
Ancient Languages
Occult History
Guns
Marksman*
Martial Arts A, C
Sharp Weapons
Leadership*
Demonology
Knowledge: The Crim
Knowledge: Pacific City
Crime*
Medicine*
First Aid
Repair/Tinkering
Herbology
Knowledge: Eldritch Horrors
Knowledge: Alien Races (mystical)
Dimensional Physics
Computers

Powers:
Note: these are probably related to Doc's lycanthropy
Body Resistance: Gd (10)
Regeneration*: Gd (10)
Hyper Senses: Gd (10)

Hyper Invention: Gd (10): Note, Doc can use his Hyper Invention to create quasi-mystical technology.

Doc's Equipment:
Doc keeps a wide variety of items on his person, from bullets that teleport sections of a person across a wide area to mystically enhanced ammunition and items. With Doc's background and ability to combine magic with technology, it is possible Doc has the right items to deal with the occult menace he's facing. Doc's perferred weapons are two standard .45 pistols, outfitted to chamber Doc's unique ammunitions.


Contacts:
The Nocturnals
Various Occult Contacts
Don Lupo Zampa, head of the Zampa crime family

Limitations:
Lycanthrope: Doc is a lycanthrope, and must maintain a regime of medicines to combat it and keep it at bay.
Enemy: The Crim: The elder aliens from Doc's homeworld continually search Doc out to destroy him, as they overran his planet and seek his dimensional knowledge for their own ends.
Enemy: The Pacific City Police Department: Doc is still wanted as his old role as the top enforcer for the Zampa crime family
Enemy: Eldritch Powers: Several Eldritch Powers seek Doc dead, nuff said.
Enemy: Narn K Corporation: Doc has made enemies within Narn K due to his actions.
Overconfident: Doc has been blindsided more than once due to his overconfidence.
Loyal: Doc is extremely loyal to his friends, family, and to Don Zampa. Doc would literally sacrifice a world to save them.

Gunwitch from The Nocturnals

Gunwitch



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

Health: 130
Karma: 60
Popularity: 10
Resources: 0/Rm (30) as part of Doc Horror's group.

Talents:
Mystic Origin*
Guns
Dual Weapon Fighting: Guns
Marksman*
Brawling
Knowledge: Pacific City
Knowledge: Old West

Powers:
Undead Status: Gunwitch is a golem/Zombie whose exact origins are unknown. As such, Gunwitch is virtually immune to Toxins, Disease, Radiation, Poisons, and such. Gunwitch cannot be destroyed or killed when reduced to 0 health, and does not enter the dying process. It is possible to incapacitate Gunwitch and/or damage him enough to destroy him, but as an unique undead, it makes it very, very difficult (as seen in Outskirts of Doom. Gunwitch's unique condition allows him the following protections:
  • Body Armor: Gunwitch's body is considered to have Ex (20) body armor vs. Physical/ Gd (10) vs. Energy. Normal bullets doing nothing to him and traditional attacks make it difficult to damage his dried carcass.
  • Gunwitch does not need to eat, sleep, or breath
  • Gunwitch can be affected by magical attacks, including those which would force him to make Endurance feats to go unconscious (As seen with The Witching Hour.
  • Gunwitch ignores pain and stun effects.
  • Gunwitch cannot be hypnotized or affected by Mind Control in traditional powered means. Gunwitch also cannot be controlled through traditional Undead control or zombie control.
  • Aura of Intimidation: When facing Gunwitch in combat initially, individuals need to make an Intuition check or suffer a -2cs due to Gunwitch's intimidating persona. For those who roll a White result, no action can be taken that round.

Limitations:
Unusual Looks: Gunwitch looks to be a zombie, and the mothballs on the witch's hat are there more to offset his own odor and prevent insects from nesting. It is nearly impossible for Gunwitch to pass for 'normal'.

Mystical Language: Gunwitch is commanded by an obscure mystical language, to which Gunwitch must obey without question. In the case of a situation where two individuals attempt to command Gunwitch, the higher of the two psyches will usually win out.

Unknown Past: Who Gunwitch was and how he became the Gunwitch are matters for speculation. Rumors of Gunwitch being a costumed figure in the late 19th Century of the American West seem to be the most accurate, but the true background of Gunwitch is unknown.

Devoted Protector; Gunwitch is the devoted protector of Evening Horror (Halloween Girl) and remains her silent guardian. As such, Gunwitch will stop at nothing to protector.

Silent: Gunwitch cannot speak.

Contacts:

The Nocturnals
Evening Horror (Halloween Girl)

Firelion from 'The Nocturnals'

Firelion



Phaestus Gold

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

Health: 140
Karma: 80
Resources: Personal: Gd (10)
Popularity: 5/-5/-20 (Gen Population/Underworld/Narn K)

Talents:
Martial Arts: A
Martial Arts: B
Martial Arts: C
Sharp Weapons
Dual Weapons*
Law-Enforcement*
Detective/Espionage
Occult Lore
Knowledge: Pacific City Underworld
Knowledge: Shadowy Government Programs


Powers:
Artificial Body: FireLion's body is a combination of synthetic humanoid/partial remains which makes him a modern prometheus of sorts. As such, Firelion's new body grants him the following protections:
  • Body Resistance: Gd (10) vs. physical/ Typ (6) vs. energy (except fire and heat, see below).
  • Resist: Toxins and Disease: Am (50)
  • Enhanced Senses: Ex (20)
  • Regeneration*: Gd (10)
  • Advanced Recovery: Gd (10)
  • Immunity to normal fire and heat: Phaestus is completely immune to fire and heat, as his body was rebuilt for that purpose.

NOTE: Phaestus is not an android per say, nor can be controlled through machine control...it's a constructed organic body, fully functional.

Pyrokinesis: Phaestus is a natural pyrokinesis, whose body was consumed when his powers first surfaced. Rebuilt by the government in the body he is currently in, Phestus has the following powers:
- Fire Sheath: In (40), shown to melt bullets on impact and provide additional protection.
- Combustion: In (40) combustion, capable of causing objects combust with a simple act of will.

Contacts:
The Nocturnals

Limitations:
Reputation: Phaestus's reputation often can turn the tide of battle, but can also act against him, as seen in Black Planet when he was surrounded by Narn K constructs which chose to dogpile him rather than attack him one at a time. As such, Phaestus is often perceived as the most dangerous of the Nocturnals (although I personally believe Halloween Girl is).

Unusual Looks: Phaestus can easily be spotted in a crowd, suffering an occasional -1cs to situations dealing with people