Showing posts with label Tragic Figure. Show all posts
Showing posts with label Tragic Figure. Show all posts

Thursday, February 28, 2019

Dan McCormick - the Man-Made Monster from 'Man-Made Monster'







Dan McCormick

 "By successive treatments their bodies can be so electrolyzed that they are no longer subject to the pains and frailties of ordinary mankind."



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

Health: 52*
Karma: 26
Resources: Typ (06)
Popularity: 0*/2/-5 (As Dan McCormick prior to his trial/as Dynamo Dan/As a criminal after his trial)

Talents:
Performer (As Dynamo Dan the electric man)


Powers:
Electrical Resistance/Absorption:
Dan McCormick is discovered to have a near immunity to electrical damage, and as such, is used after the discover by evil scientist Paul Riggs as a guinea pig for additional electrical experiments. Dan’s abilities are tied directly to his absorption of electricity, which has a startling effect on him:
  • Energy Sponge: Electricity: Dan can absorb up to Mn (75) electrical energy, which seemingly grants him a degree of energy invulnerability. Charges of Rm (30) or less simply absorbed with no noticeable effects outside of his ability to apparently become immune. Effects of Rm (30) to Am (50) reduce Dan’s psyche and reason by -1cs and give him the ‘Electrical Dependence’ limitation (see Limitations). Dan’s Strength Increases by +2cs and his Endurance increases by +1cs for a limited time. Dan is considered to have a version of Self-Sustenance when charged, requiring only the regular ‘doses’ of electricity to function. Dan is incredibly suggestive in this state, and is easily enraged.
  • Electro-Touch: Dan is capable of producing In (40) electrical charges by touch, allowing him to electrocute normal individuals through contact. Dan cannot control the intensity or effect of his touch, and cannot spend Karma to prevent a kill result due to his actions.
  • Super-Boosted Electrical abilities: When Dan is sent to the electric chair through the conviction of his actions, Dan is ‘super-charged’ for a limited amount of time, granting him an additional +1cs to his strength (Maximum Rm (30) and an additional +1cs to his Endurance (Maximum Monstrous (75). Dan also gains the additional health due to his adjusted attributes. Dan will also be able to ‘heal’ damage by absorbing electrical sources, and has a glow about him which grows in intensity as additional energy is absorbed.

Contacts:
Dan has few contacts, and none that will help him once he is convicted of murder regardless of the reason.

Limitations:
Dan has several limitations due to his unique mutation, which include:
  • Electrical Dependence: Once Dan has been ‘overcharged’, Dan is addicted to the electrical energy and is considered Addicted, suffering a -1cs to his Psyche each time that he begins something similar to withdrawal to not seek out an appropriate energy source to ‘recharge’.  
  • Finite Power: Dan has a finite amount of additional electricity that he can absorb at any given time, usually 5X his current Health score or 200 points, whichever is greater. Dan uses 20 points per hour in simple actions, and spends points for his additional effects or abilities (such as his electro-touch or new power stunts). Dan must ‘recharge’ himself through treatments given by Dr. Paul Rigas or through direct access. Dan can only drain up to 200 points at any one time, but suffers no additional effects if ‘over-charged’ or exposed to greater electrical sources.
  • Enemy: Dr. Paul Rigas – Rigas has turned Dan’s simple mutation into an addiction and dependency which Rigas hopes to use to study and create others like Dan. As such, Rigas is considered to be an ‘enemy’ although he does provide Dan with his electrical treatments as it is Rigas’s actions which lead Dan to crime (and even to a conviction to the electric chair). Rigas will stop at nothing to see how far Dan would transform for his own projects, regardless of who dies or how it affects Dan.
  • Glow: Dan emits a powerful glow when he is supercharged, making him suffer a -2cs to hide or conceal himself, as well as a -2cs to all social related FEATS.


Wednesday, November 6, 2013

Prince Mamuwalde from 'Blacula' (1974)

Prince Mamuwalde




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Mamuwalde

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

Health: 140
Karma: 100
Resources: Rm (30) (When alive in the 18th Century)/ Pr (04) (In Modern Era)
Popularity: 2 (As Mamuwalde when he was alive) 5 (In historical/African History) - 10 (In Occult/Mystical circles/by the LAPD).

Talents:
Unarmed Combat
Sharp Weapons
Blunt Weapons
Leadership*
Mystic Origin*
Multi-Lingual
Knowledge: Nobility
Knowledge: History - Central Africa
Knowledge: History - Ancient
Knowledge: Culture
Resist: Domination*

Powers:
Vampire Lord: Mamuwalde was directly sired by Dracula, and has many of his powers and abilities, mastering his nature very quickly and through strength of will. Mamuwalde's mastery of his vampirism is not as complete as he would like, but is very, very formidable. Mamuwalde has the following abilities:

  • Vampiric Immunity: Mamuwalde has the same immunities that a master vampire has, that is invulnerability to normal kinds of damage as well as complete immunity to toxins, poisons, or standard disease. Mamuwalde has shrugged off bullets and/or normal attacks without even being stunned or slowed. Fire affects Mamuwalde, but he will not take direct damage from it.
  • Master Vampire: Mamuwalde can create lesser vampires through the standard process, which requires him to drain both health and endurance ranks from a victim to Pr (04). Should Mamuwalde drain an opponent, he can choose to turn them, which he does with a Psyche FEAT. Unlike other types of master vampires, Mamuwalde's victims will turn anywhere from thirty minutes to 72 hours, depending (Lisa, the reincarnation of his love turned within 30 minutes, while Mamuwalde's first victim turned within 48 hours). Mamuwalde's thralls cannot act against Mamuwalde, and are under his complete control. Mamuwalde has been shown to have up to ten (10) thralls at one time, perhaps more.
  • Natural Weaponry: Fangs: Mamuwalde can penetrate up to Rm (30) material strength, halving body armor.
  • Transformation: Bat: Mamuwalde can transform into a giant bat, but not the other forms generally associated with vampires.
  • Hypnotism: Mamuwalde can hypnotize targets with Rm (30) ability, and can also read target's minds once hypnotized.

Adaptable: Perhaps the most dangerous ability Mamuwalde has is his ability to adapt to his time and culture. Mamuwalde's ability to 'blend' into society makes him formidable. In addition, Mamuwalde is known for his charm, which he uses to disarm opponents as to his nature. Neither of these abilities are 'powers', but certainly are significant.

Contacts:
Mamuwalde cultivates contacts easily, and chooses his allies carefully. Mamuwalde will use his thralls to make inroads where in needs to, and one can assume he will quickly make numerous contacts.

Limitations:
Vampiric Limitations: Mamuwalde has many limitations to his powers as a Master Vampire. Sunlight will destroy Mamuwalde, while garlic and holy symbols will ward him off. Mamuwalde will not show up in mirrors or any electronic or photographic device. In addition, Mamuwalde has unusual features as a vampire reflecting the unnatural aspects of his condition, which are only apparent when he uses his powers or feeds.

Devotion to Wife: Mamuwalde is incredibly devoted to his wife, and when faced with the prospect of un-living without her, chooses permanent death. Mamuwalde will stop at nothing to be reunited with his wife, and will destroy anyone who threatens her.

Wanted: Due to the events of the first Blacula movie, law enforcement is at least aware of Mamuwalde and his activities.

Vulnerable to Voodoo: Mamuwalde is at a -2cs for resisting actual voodoo effects, as shown in the movie sequel.


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.