Showing posts with label Universal Monsters. Show all posts
Showing posts with label Universal Monsters. Show all posts

Saturday, October 10, 2020

Erik, The Phantom of the Opera

 The Phantom of the Opera



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Erik'


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

Health: 70
Karma: 100
Popularity: -10 (during the reign as 'The Phantom of the Paris Opera House')
Resources: Difficult to fully adjust, but believed Ex (20) in 1910

Talents:

  • Multi-Lingual*
  • Mesmerism
  • Performer
  • Instructor
  • Martial Arts: A, C
  • Sharp Weapons
  • Architecture
  • Physics
  • Stagecraft
  • Chemistry
  • Acrobatics
  • Tumbling
  • Blunt Weapons
  • Weapon Specialist*: Punjab Lasso
  • Escape Artist
  • Sleight of Hand
  • Stage Magic
  • Trance
  • Detective/Espionage
  • Area Knowledge: Paris
  • Area Knowledge: Istanbul


Powers:
None

Contacts:
Despite his appearance and activities, Erik does maintain a healthy network of connections throughout the world.

Limitations:

  • Hideous Appearance: Erik's face is often described as 'The living dead', causing him to suffer a -1cs to reactions or dealing with him.
  • Wanted Criminal: Erik is wanted in connection to the murders associated with the events of the novel.

 

Originally Published on classicmarvelforever.com on 30 October 2009 

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

Renfield from 'Dracula' (1931)

 Oh no, master. I wasn't going to say anything, I told them nothing. I am loyal to you master.






M.R. Renfield





 

 

 

 

 

 

 

 

M.R. Renfield

F: Typ (06)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Typ (06)
I: Gd (10)
P: Gd (10)* (See Below)

Health: 46
Karma: 26
Resources: Formerly Gd (10)
Popularity: - 4 (As a madman and last survivor of the Vespa/Demeter)


Talents

Knowledge: Law
Knowledge: International Law
Knowledge: London Area
Psi-Screen*


Powers
Madman and Vampire Thrall
Renfield is one of Count Dracula's first real 'London' victims. Rather than kill him or turn him, Dracula utilizes Renfield to ensure the safe delivery of his earthen boxes and the securing of properties around London (although, it was Jonathan Harker who actually made the trip to Castle Dracula). Renfield has gone mad due to the Count's influence, and has several key abilities and pseudo-powers accordingly:

  • Increased FASE: Renfield is shown to be far more agile and strong than the typical man, either due to his madness of Dracula's powers. Renfield can easily shrug off a man larger than himself or escape from a straight jacket.
  • Thrall of Dracula: Renfield is the thrall of Dracula - As such, Dracula can see through Renfield's eyes, and utilizes Renfield to perform tasks that Dracula cannot or chooses not to. Renfield is in telepathic communication with Dracula, although, Renfield has the tendency to speak out loud. The bond is considered mostly unbreakable, although Renfield can resist Dracula's control at times with a successful Yellow PSYCHE Feat. When in the thrall of Dracula, Dracula may spend his own karma to affect Renfield's results and behavior, and can actually spend karma *against* Renfield's results to enforce compliance.
  • Telelocation: Dracula: It is clear that Renfield knows where Dracula is at most times, and can find his way to his master at different points. The range of the telelocation is Rm (30). Dracula also knows where Renfield is at most points.

Contacts
Renfield's contacts before Dracula have nothing to do with him. After the travel to the Count's castle, Renfield has Dracula as a contact - but it is not an equal contact. Renfield theoretically has Dr. John Seward as a contact.

Limitations
Renfield has the following limitations:
  • Notoriety: Renfield is known as the sole survivor of the Demeter/Vespa, and was obviously mad from the experience
  • Dracula's Slave: Renfield is the (un)willing slave to Dracula, which means he must do Dracula's bidding at all times.
  • Madman - Renfield is obviously a madman, and is known as such.

Frankenstein's Monster from 'Frankenstein'

 Did you know I knew how to play this? From which part of me did this knowledge reside? From this mind? From these hands? From this heart? And reading and speaking. Not so much things learned as things remembered.

This version of Frankenstein combines the novel version and the 1931 James Whale movie version.

Frankenstein's Monster


 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

"Adam"

F: Ex (20)
A: Gd (10)
S: In (40)
E: Am (50)
R: Typ (06)*
I: Ex (20)
P: Typ (06)*

Health: 120
Karma: 32
Popularity: -15
Resources: Pr (4)


Talents:
Crime
Survival
Blunt Weapons

Powers:
Surgical Composite: Frankenstein's Monster is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the monster's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of his creation, the chemicals used to restore the flesh, or other unseen aspects, the Monster has Rm (30) resistance to physical attacks, Ex (20) resistance to energy.
  • Regeneration: The Monster is capable of regenerating with Gd (10) ability
  • Invulnerability: The Monster does not age or suffer from normal diseases or toxins.
  • Total Memory: The Monster possesses a near perfect memory, teaching himself to speak fluently within weeks of creation and capable of amassing and recalling information without problem.
  • Suspended Animation: The Monster is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.
  • Revival: Even if reduced to 0 health and 0 endurance, the Monster can be revived with the proper amount of electric current. For each rank of electric current the monster receives, he gains 1/2 endurance and health. Example: Ex (20) Electricity would grant him 10 health and Gd (10) endurance during his revival.



Contacts:
Theoretically, the Monster has no contacts.

Limitations:

  • Hideous: As described in the novel and represented in most media as completely hideous, the creature suffers a -1cs to all dealings. Normal humans will turn away and be spooked, with some branding the monster a 'monster' on sight.
  • Hunted: The Monster is hunted by locals and others who see him as inhuman.
  • Fear of Fire (movie version): The movie versions of Frankenstein display a noted fear of fire, which grants a +1cs to affecting Frankenstein. If Frankenstein's Monster fails a Psyche FEAT with a white result, he will become enraged.

The Bride from 'Bride of Frankenstein' (1935)

It's a perfect night for mystery and horror. The air itself is filled with monsters.


The Bride of Frankenstein




 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

'Eve', 'Eva'


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

Health: 70
Karma: 50
Popularity: 0
Resources: Fe (2)


Talents:
None


Powers:
Surgical Composite: The Bride is a creation of reanimated dead flesh and bone, brought again to life with electricity and unusual chemical compositions. As such, the Bride's physiology grants several unique properties:

  • Body Resistance: Either due to the unique nature of her creation, the chemicals used to restore the flesh, or other unseen aspects, the Bride has Ex (20) resistance to physical attacks, Gd (10) resistance to energy.
  • Regeneration: The Bride is capable of regenerating with Gd (10) ability
  • Invulnerability: The Bride does not age or suffer from normal diseases or toxins.
  • Total Memory: Like the monster, it is assumed that the Bride would possess a near perfect memory for things.
  • Suspended Animation: The Bride is capable of entering a state of suspended animation when encountering extreme cold, capable of being perfectly preserved.



Contacts:

  • Doctor Frankenstein: Creator
  • Doctor Septimus Pretorius: Co-Creator
  • The Monster Adam: Designated 'Mate'



Limitations:

  • Blank Slate: The Bride is a blank slate upon her first awakening, with no knowledge nor skill. As with Adam, it is clear that she could be made to learn quickly and could ultimately surpass her creator's intellect and knowledge.
  • Unusual Looks: While outwardly exotic, the Bride has several scars across her body representing the surgical aspects used to bring her to life.

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.


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.