Showing posts with label Tim Curry. Show all posts
Showing posts with label Tim Curry. Show all posts

Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

Tuesday, October 27, 2009

Darkness from 'Legend' (1985)

Mother Night! Fold your dark arms about me. Protect me in your black embrace. I sit alone, an impotent exile, whilst this form, this presence, returns to torment me!





Darkness, the Dark One, the Dark Lord, His Infernal Majesty

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

Health: 220
Karma: 180
Popularity: -100
Resouces: Shift X (150)


Talents:
Mystic Origin*
Demonology
Weapons Master*
Knowledge: Culture
Knowledge: World Knowledge
Knowledge: The Balance
Leadership*:
Seduction:



Powers:
Demonic Form: Darkness is the epitome of Darkness and evil, and as such is physically powerful and almost indestructible. Darkness's powers are more subtle than other representations of the Lords of Darkness, and while capable of many actions and activities, is still bound by the rules of 'The Balance' between light and dark. Darkness cannot act outside of his fortress at the beginning of the movie, and is bound to remain there, away from humanity and suffering from the light, relying on minions outside of his tower. As such, Darkness's nature allows him many benefits, such as:
  • Immortality: Darkness does not seem to age or grow old, and appears the same undefinable age. True death seems ultimately beyond Darkness, as the rules of The Balance states, "There can be no good without evil"
  • True Invulnerability: Darkness is incredibly hard to damage, granting him Am (50) True Invulvernability to standard methods of damage, but not complete (See Darkness's limitations).
  • Environmental Awareness: Shift X (150) ability to sense the goings on in his tower when he's focused. Darkness knows every element of his home and reacts accordingly.
  • Raise Undead: Darkness can raise the dead who line his halls to do his bidding or defend his tower with Un (100) ability.
  • Shadow Shaping: Darkness can manipulate the shadows his in his tower, creating near solid creatures and/or objects with Mn (75) ability, such as beings, illusionary images of loved ones, or shadowy dancers.
  • Telepathy: Darkness can read the minds of those touched by guilt, avarice, darkness, sin, or whatnot with Rm (30) ability
  • Teleportation: Darkness can gate from one part of his tower to another with Un (100) ability.
  • Resist: Fire: Darkness is completely immune to fire and heat.
  • Clairvoyance: Darkness can see things far away with Un (100) ability, also possessing Claudience at Un (100), allowing him to communicate with his servants as they do his bidding.
  • Spirit Communication: Darkness can communicate with the dead with Un (100) ability.
  • Magic Control; Darkness can control magic within his realm with Un (100) ability.
  • Hypnotic Control: If a person has sinned, Darkness can slowly mesmerism them from a distance as he did Princess Lily with Am (50) ability, swaying them to accept their role and sin, slowly corrupting them.
  • Telepathic Shield: Cl1000 protection from psionic attacks and to read his mind.
Servants: Darkness has multiple servants who range the gambit and are utterly devoted to him, under penalty of death (or worse).

Contacts:
Darkness has few true contacts, outside of favorite servants and the powers above him.


Limitations:
While Darkness is powerful, whose abilities cannot be fully listed, there are clear limitations:
Sunlight: Darkness cannot abide sunlight, which not only wounds him but could destroy him. Light is Darkness's opposite in 'the balance' and is capable of truly wounding him. The slightest ray causes serious damage, bypassing the TI and other resistances.
The Balance: Darkness is bound the rules of 'The Balance', which means he cannot force anyone to do anything that they do not choose for themselves, such as vanity in touching a unicorn or forcing them to sin.
Bound to his Tower: Curiously, Darkness cannot leave his tower and is bound within. While his powers are immense inside his tower, Darkness cannot leave and must rely on agents and operatives to carry out his will.
Vulnerability to magic wielded by an innocent: Darkness was vulnerable to the attacks from Jack, and it is perceived that Jack's innocence and opposite role in 'the balance' was the reason.