Showing posts with label Undead. Show all posts
Showing posts with label Undead. Show all posts

Wednesday, September 23, 2020

The Elementals from Bill Willingham

 



Created by Bill Willingham in 1984, The Elementals was one of Comico's breakout hits during the 1980s and remained a standard for independent comics until ending in the 1990s. Combining magic, mythology, and the other tropes of a superhero comic, The Elementals continued to break the same ground that The X-Men and other traditional four-color comic broke during the 1980s and provided a look into a world where the traditional enemies were not so clear-cut.

Formed by the elemental forces of the universe to do battle with a powerful sorcerer named Saker, The Elementals themselves were drawn up from fairly diverse backgrounds, not always able to work together or unite against a more organized enemy.

When I got into Independent comics in the 1980s, The Elementals  were a major part of that period for me, shaping me not only as a writer but as a GM and creator. Although Willingham sold the Elementals to Comico in the 1990s it is difficult to see anyone but Willingham crafting the Elementals or designing their stories - a trait that Willingham showed with extraordinary skill during his phenomenal run on Fables.

I've covered the initial team but will be adding to it in the future with their enemies. So far we have:

Fathom - Becky Golden - An heiress who drowned and was resurrected by the elemental spirit of water

Monolith - Tommy Czuchra - The youngest and smartest of the Elementals who was killed by a landslide and resurrected by the elemental spirit of earth

Morningstar - Jeanette Crane - A former police detective killed in an arson attack, resurrected by the elemental spirit of fire. 

Vortex - Jeff Murphy - a former military pilot who died in an event related in a helicopter crash. Resurrected by the elemental spirit of Air. 




Thursday, September 10, 2020

Bill Compton from 'True Blood' (HBO)

 I was made vampire in 1865, when I was thirty human years old.

Bill Compton

 


 

 

 




 

 

 

 

 

 

 

 

 

 

 

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

Health: 140/195*
Karma: 70/135
Resources: Rm (30)
Popularity: 5/30/40 (In Bon Temps/As the Avatar of Lilith/Spokesperson for

Talents:
Military*
Leadership*
Mystic Origin*
Knowledge: Vampires
Knowledge: Vampire Authority Organization.
Knowledge: Bom Temps area
Knowledge: History
Multi-Lingual*
Politics

Powers:
Vampire: Bill Compton is a relatively young vampire who possesses all of the abilities of a True Blood vampire of his age. Prior to his return as the avatar of Lilith, Bill did not have elder powers, but all of that changed once he drank the blood of Lilith. For Bill’s vampiric ability, please see the write-up on True Blood Vampires. Bill’s abilities as ‘Billith’ included:

  • Enhanced FASERIP: While Bill was enhanced by the blood of Lilith, his FASERIP, Health, and Karma increased to the secondary listings. It was stated openly by several of the other characters that Bill had become ‘The strongest creature on Earth’ and was capable of incredibly feats of strength and endurance. Bill could literally tear steel out of place, rending three-foot doors apart with little effort.
  • Increased Psionic Abilities: Bill’s hypnotic abilities and the ability to read the minds of those who had tasted his blood increased tenfold, going from their normal attributes to Am (50). Bill also gained telekinesis of Rm (30), able to move things easily with his mind, manipulate simple devices and machines, and use his will to move people and things in conjunction with his strength. Bill also gained a form of precognition allowing him to see and experience possible future events and specifically events involving vampires he was connected to. Bill would need to make a Psyche FEAT to resist the empathic pain from those terrible events or else he would feel the phantom damage as if he were taking it.
  • Flight: Bill could fly like an elder vampire with Am (50) airspeed, increasing his levitation skills by +3cs (normally Excellent).
  • Enhanced Vampiric Abilities: Bill’s vampiric abilities were incredibly enhanced after taking Lilith’s blood. Bill is considered to have the ‘Ancient’ level of power, making him at one time a rival to the original vampire’s abilities. Bill is also the only vampire to return from staking, regenerating instantly after being staked (which he did himself). Bill no longer suffered the limitations of being a vampire – Sunlight was a discomfort which could be eliminated with faerie blood, Bill no longer required permission to enter locations, and Bill was considered to be immune to most if not all the vulnerabilities that the TB vampire community had while the blood of Lilith was inside of him. In addition, Bill’s command of his progeny Jessica Hambey became a compulsion which Bill could use to cause rank damage to Jessica or any of Lilith’s line if he so chose.
  • Immunity: Sunlight: After drinking the blood of the vampire Warlow, Bill was immune from sunlight and could pass this immunity to any vampire that drank his blood. So long as Warlow remained ‘alive’, Bill and whomever drank his blood could remain in the sun indefinitely.
  • Enhanced Speed: Bill’s already impressive hyper speed as a vampire was increased to Mn (75) levels, allow him to potentially break the sound barrier and move with such alacrity to seem to be a blur. Other vampires had a hard time keeping up with him.

Vocal Mimic: Bill is able to perfectly mimic any human voice with Ex (20) ability, a power he had that was unique to him apparently and existed prior to his drinking of Lilith’s blood.
Contacts:
Bill’s contacts vary depending on his position and current situation. Bill could reliably call on Jessica Hamby, and was considered to be well entrenched with the Vampire Authority (at one point serving as the King of Louisiana. Bill could also call on Sookie Stackhouse with some regularity (until he took the blood of Lilith) and Eric Northman at different times. During his time as ‘Billith’, Bill’s powers made him capable of commanding any vampire or drawing any resources. Bill’s later time as author and ‘face’ of vampires tempered his disposition and made his contacts more reliable.

Limitations:
Before the blood of Lilith, Bill Compton had all of the limitations of a vampire, and additional ones as well:
  • Dark Secret: Bill secretly worked to engineer his meeting and bonding with Sookie Stackhouse.
  • Dark Secret: Bill had a dark past that he tried to hide, specifically his time with his maker Lorena, and the role he played during his period with her.
  • Public Identity: Bill is the public face at times of the Vampire Authority, and one of the most visible vampires in the world prior to his time as ‘Billith’ and even more so afterwards when he writes the book on the nefarious dealings of Governor Truman Burrell.
  • Protective: Bill is extremely protective of Sookie Stackhouse and Jessica Hamby, and will go to great lengths to protect either of them (Such as the time Bill walked into sunlight to try to save Sookie in season 1).
  • Villain: Bill’s activities during his first few encounters after becoming ‘Billith’ are villainous – seeking to capture faerie blooded individuals, forcing those to serve him for ‘the greater good’, and generally sharpening Bill’s worst behaviors. Bill is able to regain himself after losing the Blood of Lilith, but it takes some time to convince people he’s back to normal.
  • Infected: After Bill loses the blood of Lilith, he becomes infected with the vampiric Hepatitis which advances quickly. Bill is considered diseased and dying until his final destruction at the hands of Sookie Stackhouse.

Wednesday, September 9, 2020

Nocturne from 'Marvel - The Lost Generation'

Nocturne


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 120
Karma: 100
Resources: Ex (20)
Popularity: -20 in own era

Talents:

  • Occult Lore
  • Chemistry
  • Robotics
  • Guns
  • Alchemy
  • Medicine
  • Martial arts: A
  • Crime*


Powers:
Nocturne was a vampire, who through the use of science and the Alchemical formulas of Diablo was able to shed some of his curse. As such, Nocturne had the following powers:

  • Hypnotism: Requiring eye contact, Ex (20) ability
  • Flight: Like Baron Blood, Nocturne's ability to change into a bat was lost, allowing him to fly with Ex (20) ability
  • Body Transformation: Fog: Nocturne could transform his body into fog with Rm (30) ability
  • Natural Weaponry: Claws: Rm (30) ability
  •   Natural Weaponry: Fants: Rm (30) ability


Nocturne also used a combination of science and technology in various alchemical mixtures. Among these mixtures was the ability to create a series of homocule soldiers.

F: Gd (10) A: Gd (10) S: Ex (20) E: Ex (20) R: fe (2) I Pr (4) P: Pr (4)
H: 60 K: 10

Contacts:
The Yellow Claw
Various Criminal organizations and groups

Limitations:

  • Vampire: Early in Nocturne's career, he was very careful to hide his vampiric state, go so far as using a specific weapon to cover his feeding. Until many years after his debut, Nocturne suffered from the traditional vampire limitations. Shortly after his discovery of the sleeping Diablo did Nocturne overcome these limitations.
  • Hunted: The First Line: Nocturne was considered to be the most dangerous villain of his day, and as such, was pursued relentlessly.
  • Enemy: The Black Fox: Nocturne's worst enemy was the Black Fox, who swore to kill him one day for the role Nocturne played in the death of the Black Fox's only love.

Wednesday, September 2, 2020

Imhotep from 'The Mummy' (1932)

 I shall awaken memories of love... and crime... and death...





 


 

 

 

 

 

 

 

 

 

 

Imhotep the Mummy



F: Ex (20)
A: Typ (06)
S: Rm (30)
E: Am (50)
R: Ex (20)
I: Rm (30)
P: Am (50)

Health: 106
Karma: 100
Resources: Typ/Gd/Ex*
Popularity: 20/-20/0/-10 (A High Priest, after betrayal, after awakening, after events of movie)

Talents:
Imhotep has several talents stretching over 3000 years:
Mystic Origin*
Occult Lore
Knowledge: Herbology
Knowledge: Religion
Knowledge: Ancient Cultures
Knowledge: Ancient Languages
Knowledge: Sacred rites
Knowledge: artifacts
Ancient Weapons*
Knowledge: Area of Operation
Multi-Lingual*
Polyglot*
Resist: Domination*

Powers:
Mummy
Imhotep is a classic Hollywood mummy, with some similarities to the 1999 mummy Imhotep and the shambling mummy Kharis. Imhotep’s attributes as a mummy include:

  • Undead: Imhotep is undead, and considered to be completely immune to effects that affect the living, diseases, aging, toxins, and other similar effects. In addition, Imhotep has no need of food, drink, or rest. Imhotep cannot be killed through killing attacks and cannot normally be stunned through similar attacks. Imhotep is superhumanly durable, hence his high Endurance and Strength scores. Imhotep states he is immune to weapons of man, such as sharp weapons or gunfire, and is considered to not take damage from such effects. Mystical effects still do full damage.
  • Immortality: Unless the Scroll of Thoth is destroyed, Imhotep will return and remain, possibly forever.
  • Regeneration and Recovery: Imhotep can regenerate and recovery endurance ranks with Rm (30) ability, being able to regenerate limbs and re-attach them as necessary. This power only becomes active if Imhotep is able to drain the lifeforce of those who first awaken him and open the book of the dead.
Master Magician and Priest
Imhotep is a master magician and former high priest and knows many mystical abilities. Imhotep’s mastery of magic allows him to utilize several effects, most notably the following:
  • Necromancy: Imhotep can raise the dead, resurrecting individuals who have long been dead (such as Anck-Su-Namun). Imhotep can perform such rituals with Am (50) ability.
  • Hypnotism*: Imhotep can mesmerize individuals with Am (50) ability, allowing him to force people to serve, completely dominate a person’s will to the point of implanting suggestions, and even forcing people into a zombie-like state. Imhotep can also remove memories with his hypnotic suggestion. Imhotep seems to be able to only directly affect one individual at a time, but may plant suggestions accordingly.
  • Heart Stopping: By expending Karma, Imhotep can force a target to make an Endurance FEAT vs. Imhotep’s Psyche Rank. Should the figure fail, they immediately begin the dying process. As a side-effect, no karma can be spent to help with the Endurance FEATS. If a successful FEAT is made initially, the target will not be targeted again – Their will is simply too strong for Imhotep to try twice.

Contacts:
Imhotep has not immediate contacts, but can rely on contacts made through is guide of Ardeth Bey

Limitations:
Imhotep has several key limitations, which include:

  • Secret ID: Imhotep utilizes his public ID of Ardeth Bey to hide his activities and actions. As such, if it were publicly known either who or what Ardeth Bey is, he would lose all of his contacts and resources that were acquired.
  • The Scroll of Thoth: Imhotep’s powers and immortality comes through the Scroll of Thoth, and its destruction would not just rob Imhotep of his powers but also destroy the Mummy. Imhotep’s powers and lifeforce are tied directly to the scroll.
  • Obsession: Imhotep is obsessed with finding his lost love and restoring her to live. Imhotep will use all of his powers and abilities to recover her, and will stop at nothing.
  • Unusual Looks: Once restored Imhotep still maintains an oddly aged look, which can be spotted as a sign of his unnaturalness. In such cases, Imhotep suffers a -1CS to all social related FEATS should such apply.

Monday, August 31, 2020

The Living Mummy from Marvel Comics

The Living Mummy

 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 F Rm 30
A Pr 04
S Rm 30
E Mn 75
R Typ 06
I Typ 06
P Rm 30
Health: 139
Karma: 42
Resources: Sh 0 (0)
Popularity: -5/0

Talents:
Mystic Origin*
Multi-Lingual*
Ancient History
Ancient Culture
Leadership*
Weapon Set: Egyptian
Weapon Set: African
Religion: Egyptian

Powers:
Undead: N’Kantu is undead, being converted into a mummy from life still possessing his own mind and Ba. As such, his state grants him specific attributes:

  • Immortality: Unless N’Kantu’s missing Kanopic jars are found and broken, N’Kantu is virtually Immortal.
  • Body Resistance: N’Kantu is granted a greater degree of physical resistance at Rm (30) vs. Physical/Energy
  • Invulnerability: N’Kantu is invulnerable to Toxins, Disease, and normal temperatures
  • Self Sustenance: N’Kantu no longer needs to eat, breathe, or sleep.
  • Fear Generation: N’Kantu’s visage is horrifying to behold, and requires a green Psyche FEAT at Gd (10) upon first seeing him.
  • Immunity: Stun: The Living Mummy cannot be stunned.


Contacts:
The Living Mummy has no real contacts.

Limitation:
Due to the special chemicals that have preserved N’Kantu, Fire and Heat do an additional +1cs damage to him. If dropped below 0 Health, N’Kantu becomes Inert until such time as the chemicals restore themselves.

Saturday, August 29, 2020

The Creatures with the Atom Brains (1955)

Typical Atomic Zombie (movie version)



F: Ex (20)
A: Gd (10)
S: Ex (20)
E: Am (50) *
R: Fe (02)
I: Pr (04)
P: Fe (02)*

Health: 90
Karma: 44
Resources: N/A
Popularity: 0*

Talents:
Despite their previous occupations and identities, the atomic zombies have no talents or real mental facilities to speak of.

Powers:
Cyber-Atomic Zombies:
The atomic zombies are victims of a German scientific experiment used by the gangster Frank Buchanan to get revenge on those who cost him both his empire and freedom. The creatures are living (or near living) beings who have been cybernetically enhanced and reanimated using a control implant and atomic energy. Although physically similar to how the atomic zombies were in life, they are completely mindless and controlled through a master control unit. The atomic zombies have the following abilities:

  • Increased FASE: The atomic zombies have greater than normal FASE attributes, specifically in Strength and Endurance. The atomic zombies also have an increase in Health*, but this is related to their dependence of atomic energy. (See Limitations).
  • Invulnerability: While charged, the atomic zombies are considered to have Invulnerability of Ex (20) to all physical and environmental effects. Within the context of their first major appearance, the atomic zombies were assaulted by the army who used everything from small arms fire to explosives and grenades with no effect. The atomic zombies are considered to also be immune from stunning effects as they shrug off even effects that should stun them with no perceptible impact. Finally, the atomic zombies seem to have greater resistance to slams, as they do not seem to suffer any effects from slam attacks. In addition, the atomic zombies are considered unkillable while powered, and ignore death results.
  • Passive Skills: Although the atomic zombies have no real skills to utilize on their own, they can be commanded to perform certain skills, such as being told to drive a car, etc. The atomic zombies may maintain such mechanical skills if they are trying to return to the power source or are commanded to do so. Passive skills should be any skill that does not grant a bonus to action or FASERIP.
  • Remote Viewing and communication: The atomic zombie implants allow Buchanan to observe and communicate where the atomic zombies are located. The range is Rm (30) transmission, and is limited to what the zombie can see or hear, so someone who is out of range, hidden, or simply out of sight cannot be seen. When communicating the zombies are initially heard with Buchanan’s voice, although the later zombies speak in their own words.


Contacts:
The atomic zombies have no real contacts, although if it is not known that a particular person is an atomic zombie, Buchanan may still be able to use their contacts for a short time (as he did with Dave Harris).

Limitations:
Atomic zombies have the following limitations based both on their creation, their obvious state, and the general purposes that they are used for:
  • Atomic Dependence: The atomic zombies must be recharged, and as such, have only a small window of opportunity before they must return to their lab of origin for recharge. After 6 hours of operation, the atomic zombies begin losing power and will unconsciously return to their place of origin. The atomic zombie will ignore their immediate situation, mission, and/or location to return to the laboratory. The zombies require an hour of recharge if severely depleted. FASE begins to drop 1 rank per hour until recharged (Although none of the creatures ever get to that point in the movie).
  • Radioactive: The atomic zombies are radioactive and can easily be detected with devices capable of picking up Typ (06) radioactivity or better. In addition, due to the nature of the atomic energy used, any who work with it are also bathed in radiation and can be detected. Lead-lined buildings can shield the detection, but only for so long.
  • Control Unit: The atomic zombies are controlled from a central command unit. Whomever controls that unit controls the zombies. In addition, if the control unit is destroyed, the atomic zombies immediately drop in their tracks, effectively destroyed.

Friday, February 8, 2019

Kharis The Mummy, from 'The Mummy's Hand'


Kharis

For who shall defile the temples of the ancient gods, a cruel and violent death shall be his fate, and never shall his soul find rest unto eternity. Such is the curse of Amon-Ra, king of all the gods.








F: Ex (20)
A: Pr (04)
S: Rm (30)
E: Am (50)
R: Typ (06)
I:  Typ (06)
P: Gd (10)

Health: 104
Karma: 26
Resources:  Shift 0*
Popularity: -5/0/5/-5 (Ancient Egypt/History/As an attraction/As the Swamp Mummy)

Talents:
Kharis’s talents are limited by his experience, age, and mobility. Kharis has displayed the following skills:
Mystic Origin*
Knowledge: Ancient Egypt
Knowledge: Mystical Rites
Brawling



Powers:
The Mummy’s Curse: Kharis was cursed to wander the Earth unable to find rest, and has only been reanimated through the use of Tana Leaves, which could return him to full life and grant him immortality if enough were used. As only nine of the leaves were used in his return during The Mummy’s Hand
Kharis is still trapped in his ancient and weathered body. Kharis has the following abilities:

Undead Form: Kharis is considered to be beyond the veil of life and death, and is considered Invulnerable
  • to all attacks that affect living creatures. Kharis is immune to stun effects (although he can be slammed and grand-slammed), and does react to taking damage as if he is still alive (Kharis flinches from fire and gunshots). Kharis takes no damage from non-magical effects, toxins, disease, poisons, or the like. Kharis can be slowed and/or trapped accordingly.
  • Karma Immunity: Kharis cannot gain Karma through any action, nor can Kharis spend Karma to help him in any action. By the same action, Karma cannot be used to affect Kharis either. Karma cannot be used to improve rolls against Kharis due to the nature of his curse. In addition, Kharis’s curse prevents Kharis from ever attempting to ‘pull his punch’ or to downgrade his attacks.
  • Agility Boost: Kharis is slow-moving, only able to navigate a single area per round, and possesses a degree of almost exaggerated awkwardness due to his time-ravaged form…however…. Kharis can move with Ex (20) ability when striking a target if in proximity. Kharis can only boost his Agility when pursuing a single target, and only when striking a target, not for any other purpose.
  • Self-Revival: Kharis is bound to his mortal remains, and so long as the Tana Leaves are provided, Kharis will continue to return, even if years and decades pass in the interim. (Thirty years passed between two movies as an example). Kharis can be resurrected through mystical ceremonies and Tana Leaves.


Contacts:
Kharis has no real contacts, and is often used as a tool or pawn of others.

Limitations:
Kharis has key limitations based on the nature of his curse, the dependency on Tana Leaves, and his own obsessions:
  • Cursed: Kharis is under the curse of the high priests of Ancient Egypt due to his attempted resurrection of his dead love. As such, powers such as Mystic Detection will detect Kharis strongly, and his nature/curse is well known to antiquarians and others. In addition, Kharis cannot resist those who know how to control him or control the Tana Leaves.
  • Dependency: Tana Leaves: Kharis would be trapped without the ability to act if not for the mystical Tana Leaves. A brew of nine leaves will restore Kharis to mobility and allow him to return to activity, but it must be used regularly or Kharis will stop. Kharis’s dependency on the Tana Leaves is absolute, and Kharis will kill to gain them if necessary as it will also allow him to restore his long dead love Ananka. Kharis requires a Psyche FEAT to resist the need for the leaves, and will ally/be controlled  whomever has the leaves.
  • Obsession: Ananka: Kharis is obsessed with restoring his lost love Ananka, and will stop at nothing to recover her and/or find her. Kharis’s obsession reduces his ability to resist Psyche FEATS when such is used to motivate him (-2cs). Kharis will become enraged if Ananka is harmed or if things occur to prevent their reunion. Kharis will also choose Ananka over himself if necessary.
  • Monstrous Appearance: Kharis suffers a -4cs to all social interactions and cannot hide his identity, In addition, Kharis has no tongue and cannot speak, which makes attempts to communicate verbally nearly impossible. In addition, Kharis is missing an eye which adds to his inhuman appearance.
  • Fire: Kharis’s form is vulnerable to catching fire, which dries out the Tana Leaves extract inside of him. When faced with flame above Ex (20) damage, Kharis begins to take Endurance Damage equal to rank of intensity, so Rm (30) would do +1 rank of Endurance, In (40) would do +2, etc. until Kharis is reduced to Shift 0 Endurance. Kharis will go inert at apparently cease all functioning – until Tana Leaves are again applied.

Notes:
Kharis is actually what most people think of when they think of the Universal Mummy movies – slow moving and wrapped in bandages. I don’t have an issue with Kharis’s FASERIP, it’s pretty consistent with the movies. The Invulnerability sounds really potent, but in comparison, his higher strength and invulnerability are Kharis’s only real advantages. I tried to capture the limitations as they were portrayed through the other movies.

Monday, August 20, 2018

Matthew Cordell, the Maniac Cop from 'Maniac Cop'


He'll kill again... he enjoys killing.

Matthew Cordell was a cop who was brutal, unforgiving, and unwilling to stop. Decorated and yet reviled by his corrupt fellow officers, Cordell was set-up for crimes he didn’t commit and sent to Sing Sing, the very prison he had sent various criminals to while a cop in NYC.

Once there, Cordell was quickly attacked and beaten, disfigured and apparently killed. Only the faintest trace of life remained, and Cordell was quietly released, believing he would never wake from his coma. Cordell did wake, and began a bloody and homicidal rampage through the city, seeking to destroy those who had set him up, as well as anyone else who got in his way.


Matthew Cordell, The Maniac Cop



Officer Matthew Cordell

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

Health: 80
Karma: 36
Resources: Pr (04) at best through his ex-wife Sally
Popularity: 2/5/-10 (As police officer to general public, To other officers in the NYPD, as the Maniac Cop Killer)

Talents:
Law- Enforcement*
Blunt Weapons
Brawling
Driving
Knowledge: New York City area


Powers:
Maniac Drive:
Cordell is driven to not only gain vengeance for himself but to punish anyone who gets in his way. As such, Cordell displays many pseudo-powers in his pursuit, which combined with his own almost inhuman endurance and strength make him more than a match for groups of people. These abilities include:

  • Inhuman Tolerances: Matthew Cordell cannot feel pain like a normal human, and shrugs off pain easily enough and is considered to have a variation of Iron Will at Ex (20). Cordell simply doesn’t acknowledge the damage from such things until it overwhelms him.
  • Adrenalized Strength: Cordell’s strength is far greater than a man his size and build, which is impressive as he’s already fairly large. As such, Cordell’s strength hovers around Ex (20) most times, with rare occasions where he has shown that he can display near superhuman strength – such as flinging men off of him or tossing people several feet. For the purposes of this write-up, it is assumed that Cordell has Ex (20) strength due to his condition and that it is always in effect.
  • The Drop: Cordell seems to be able to get the drop on people with frightening regularity, and as such is assumed to have something akin to Gd (10) stealth for such purposes. Cordell seems to be able to show up at opportune moments without discovery at will.


Equipment:
Bladed Billy-Club: Cordell utilizes a custom police billy club, which possesses a concealed blade inside of it, which is made of Gd (10) material and can do Gd (10) edged damage, halving effective body armor.

Contacts:
Matthew Cordell has no real contacts.

Limitations:

  • Horribly Disfigured: Matthew Cordell is horribly disfigured due to the attack in Sing Sing and cannot hide his identity easily. In addition, Cordell suffers a -2cs reaction bonus when attempting social FEATS.
  • Maniac: Cordell does not seem to care who he kills, innocent or guilty alike. Cordell kills his only real contact, his ex-wife Sally, when she is no longer a use to him. Cordell kills casually and often, but is not so insane as to be openly overt – he chooses his moments and then maximizes his body count. Cordell is also obsessed with getting revenge on those who set him up and had a hand in his disfigurement.
  • Believed to be deceased: Cordell is believed to be dead, and as such is considered to have no identity or resources. The resources that Cordell has currently were probably provided by his wife Sally.




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