Showing posts with label Vigilante. Show all posts
Showing posts with label Vigilante. Show all posts

Thursday, May 7, 2015

Grendel (Christine Spar Version) (The 1980s)


The child of Hunter Rose's adopted daughter Stacy Palumbo, Christine Spar was the first female Grendel and some would argue that she was the first major anti-heroine of the 1980s indy comic market (I would argue that Slaughterman, a pre-Metroid armored hero(ine) was perhaps one of the first with their own market). Seeking to rescue her son Anson from the vampire Tujiro, Spar embraces the identity of Grendel, becoming entrenched with the madness and violence that it represents. Spar's descent into violent madness is mirrored by the knowledge of her own violent origins and the legacy of Hunter Rose. In the end, Spar loses her life in a final battle with Hunter Rose's greatest foe, Argent - ultimately failing in her quest and dying a tragically violent death that all Grendels suffer.




Grendel

Christine Spar

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

Health: 70/90
Karma: 50
Popularity: - 10 (as Grendel), + 15 (As Christine Spar)
Resources: Rm (30)

Talents:
Christine Spar has the following talents:
Journalism*
Martial Arts A, B, E
Acrobatics
Weapons Specialist*: Grendel's Fork
Researcher
Thief*
Knowledge: Hunter Rose
Knowledge: Vampires (Limited, Judge's choice)

Powers:
Devil by the Deed: Christine has no real powers, but is driven by an almost insatiable vengeance which grants her several power-like abilities. When Christine discovers her connection to Hunter Rose and after her son Anson is kidnapped, Christine changes, becoming harder edged, more driven. The new drive grants Christine the following effects:
  • Iron Will: Christine can ignore damage for a short time, shutting it out like the power of Iron Will and continuing to move forward. Christine still suffers damage and is affected by slams, but may make an intensity FEAT vs. Ex (20) intensity to remain on her feet and ignore pain.
  • Increased Fighting and Agility: Especially while wearing the mask, Christine seems to be more determined and forceful, increasing her Fighting and Agility to the new ranks (Note, this does increase her Health score).
  • Natural Born Liar: Christine can lie with greater ability, granting her an Ex (20) ability to deceive and bluff her way out of situations, as seen during the police interrogations when Grendel becomes active.
  • Fearless: Christine simply cannot feel fear in a traditional sense. It is not that Christine is immune to fear, it is that she simply has suffered too much and cannot feel fear in traditional situations. In such situations Christine can resist with Ex (20) intensity normally, or Rm (30) if she is wearing the Grendel mask.

Equipment:

Christine has access to military-grade surplus through her later connections and wealth from her work as a novelist, but her primary equipment is the Grendel Fork and Mask that were designed by her 'grandfather' Hunter Rose.

Grendel Fork: The 5' fork is a technogical device made of an In (40) material which has microtransmitters built into thr housing and 2' blades which are completely retractable. The fork can halve effective body armor/defenses and does Ex (20) edged damage due to sharpness. In addition, the fork can produce an electric charge from a button along the length, which does Rm (30) damage for one round. The fork is also equipped with a feature allowing it to be used as a grappling line with up to 100' of compressed coil, as well as a weighted blunt end which can be used for Rm (30) blunt damage. The fork requires the Weapon Specialist* talent to wield effectively, as it is balanced perfectly for Hunter Rose (and ironically, Christine Spar).

Grendel Mask: Developed by Rose, the mask allows Ex (20) night vision, allowing it to see in nearly complete darkness up to 2 areas. In addition, the mask provides increased sense of smell, hearing, and can tap into radio frequencies with Gd (10) ability. The mask further provides Grendel with Gd (10) protected senses, and can (by Christine's time) provide Pr (4) intimidation of most citizens (Due to the image's connection to Hunter Rose and Grendel as a whole).

Contacts:
Initially, Christine has many contacts within the publishing world and various friends in society. As Christine begins to descend into madness while attempting to pursue Tujiro and later Argent. Christine can only really count on her Boyfriend Brian towards the end of her life, her contacts either being killed or turning away from her.


Limitations:

The Legacy of the Devil: Anyone who becomes Grendel suffers a grisley death (At least until Grendel Prime). By the Time of Christine Spar (and especially after her book) the world knows about Grendel's past, and are fully aware of the violent history that was left by Hunter Rose. Madness is common with Grendel, and is no different with Christine. Grendel's legacy gives Christine several key limitations:
  • Wanted: The Christine Spar Grendel is wanted in connection to acts of extreme violence and destruction, as well as being associated to the more widely known and villified Hunter Rose version. As such, Grendel is sought actively by police and vigilantes alike.
  • Publically Known: Christine Spar's identity is publically known and is often connected to the new Grendel. The Authorities are fully aware of Spar's identity, she did write a tell-all book on Hunter Rose, and simply lack solid evidence to connect the new Grendel to spar
  • Trademark Look: Outside of the trademark mask, Christine Spar has the same white streak in her hair that Hunter Rose had, become more prevelant as the series (and Christine's madness) progress.
  • Violent Nature: Grendel is always at the source of great violence, and will take the more violent way (Especially in Christine's case) when possible. Christine will spend karma on kill results.
  • Enemy: Argent: Grendel is the enemy of Argent, the Native American werewolf who battled Hunter Rose. Christine becomes obsessed with Argent leading to her final battle.
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Wednesday, November 7, 2012

Max Payne from the 'Max Payne' Series

Max Payne




Max Payne

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Ex (20)*
R: Typ (6)
I: Rm (30)
P: Ex (20)

Health: 70
Karma: 56
Resources: Typ (6)
Popularity: 0/-5/2


Talents:
  • Law Enforcement*
  • Detective/Espionage
  • Crime
  • Guns
  • Marksman*
  • Dual Wield
  • Multi-Lingual
  • Covert Operations
  • Knowledge: Criminal Cartel inner-workings
  • Knowledge: City of Operation
  • Military (Never specifically stated, but implied).

Powers:
Payne Will: While not a power in the traditional sense, Payne's desire for vengeance is strong enough to keep Max going long after his body would force him to stop. Payne can shake off most drugs after a short time, ignore wounds, and keep moving forward with the use of painkillers. Payne can do this with an Endurance FEAT of Ex (20), however there is a drawback: Each time Payne rolls a '01' on his FEAT, he permanently loses an Endurance rank (Consider his initial rank prior to the events of the first game at Rm (30). The loss of endurance can be interpreted in the cutscenes in the first game, where Max clearly states it 'took something out of him' at one level.

Bullet Time: Payne's reactions occasionally take on a superhuman element, with time slowing to allowing Max to act and react faster than the opposition. In reality, (and for the purposes of game mechanics), Payne occasionally gains the 'Danger Sense' ability at Ex (20), allowing him to speed up his reactions by sensing incoming danger. While power-like, it is not a power but a benefit of honed reflexes and training (And part of the gameplay).


Contacts:
Payne has few contacts at the end of the first game that are still alive.

Limitations:

  • Psychologically Damaged: Payne is suffering from PTSD as well as Survivor's Guilt over the death of his family and the death of his partner, Alex Balder.
  • Painkiller addiction: While not specifically stated, Payne may have developed an addiction for Painkillers as he has continued to rely on them to continue going.
  • Wanted: Payne is considered a wanted fugitive at some points for his actions during the first and second game
  • Infamous: Most law enforcement is aware of Payne's activities, as well as his record as being a corrupt agent (Framed)
  • Righteous: Payne will always seek to do the right thing, regardless of cost.

Note: This is Max Payne through the first two games, not the third game where we see an old Payne. 

Tuesday, November 6, 2012

Darkman from the 'Darkman' movies





Dr. Peyton Westlake

Note: Westlake's stats are included prior/post accident.

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

Health: 42/100
Karma: 60
Resources: Pr (04)* (See Below)
Popularity: 4 (As Westlake's reputation as a scientist), 10/-10 (Urban Legend and/or to crime)


Talents:
Medicine*
Chemistry
Crime
Jack of All Trades - A little explanation: Westlake is a genius who seems to pick up any skill he needs fairly easily, thus he does not suffer the penalty to try skills untrained.
Repair/Tinker*
Brawler

Powers:
Impervious Will: Westlake's body has suffered 4th degree burns, and as such, had to have experimental surgery done to shut down the pain receptors. As a side-effect, Westlake has gained the following pseudo-powers:
  • Immunity to Pain: Westlake cannot feel pain, and will not react to any intensity below Gd (10).
  • Westlake's physiology has changed due to the increased production of adrenaline, thus granting him the bonuses to his stats (and providing the limitation - See Below)
  • Immunity to stun: Westlake cannot be stunned in conventional means, granting him the ability to act even if a stun or K.O. effect is applied. Mechanically, Westlake gains a second endurance FEAT for every stun effect, successfully resisting on a Green FEAT or better. Westlake can still be slammed and damaged as normal.
  • Iron Will: Due to either Westlake's impervious will or the bio-physical aspects of his condition, Westlake can push himself to ignore effects that would otherwise incapacitate him. It is also Westlake's will which allows him to not fall into complete psychosis.

Synthetic Skin: Westlake's greatest creation is a sythentic skin which mirrors real skin in every way. The sythentic skin can be molded and crafted into a variety of appearances, granting Westlake the following abilities:
  • Imitation: Westlake can craft 'masks' of individuals so perfectly that they cannot immediate determine that they are fake. While Westlake is limited to someone near his build and/or gender, Westlake's masks have fooled individuals with Ex (20) ability, allowing Westlake to conduct business as the individual without being found out.
  • Healing: Westlake has invented a skin in the past which has none of the limitations and can act to perfectly heal a person suffering from extreme damage and/or effects. This special skin grants the Recovery power of Ex (20), and effectively bonds to the damaged areas. Westlake has only perfected this special skin once.

Karma Loss Immunity:
Westlake's situation as a hero is very unique: Westlake suffers no karma loss for killing, destroying property, stealing, or any other actions so long as they are against 'villains' or criminals. In addition, Westlake's standard resources are Pr (04), but can be influenced by what he steals from criminals, and can go as high as Ex (20) in certain situations. Westlake maintains a rigid version his basic moral code (See below in 'limitations')

Contacts:
Westlake had a number of contacts in both the scientific and social environments, but all of them believe him dead.
Darkman has no contacts, as he severed his last contact with his ex-fiance to protect her.

Limitations:
Psychotic: Darkman is nearly psychotic and is not above using extreme violence to achieve his ends. While Darkman suffers, he is not without a moral code, which he follows obsessively - Vengeance against evil at all costs, protect the innocent. Darkman can easily be provoked emotionally, and empathy attacks gain a +1cs against him. In addition, any emotional stimulus of Gd (10) or better will cause Westlake to overreact, as was seen in the original film. Westlake cannot control his anger or rage, and will react as if the slightest event is as important as the most extreme.

Hideous Looks: Darkman suffers from 4th degree burns, and is considered hideous. Any social FEAT is at a -2cs when dealing with Darkman unmasked.

Hunted: Darkman is a hunted figure, by both police and criminals. The police for the most part do not believe in Darkman, but the criminal underworld does, and will stop at nothing to stop him.

Power Limitation: Synthetic Skin: Darkman's synthetic skin suffers from a serious flaw, and that is that it breaks down after 90 minutes after being exposed to light. The skin completely dissolves after three rounds. The only successful attempt to replicate the skin to resist this was used by Westlake to heal a child.

Obsession: Justice: Initially, Darkman was dedicated to restoring himself to normal through perfection of his synthetic skin. After the end of the original film, Darkman has become obsessed with punishing the guilty, and will stop at nothing to achieve his goal.

Saturday, August 15, 2009

The Shadow - Mystery Man Extraordinare

'Who knows what evil lurks in the hearts of men? The Shadow Knows.....HAHAHAHAHAHAHAHA'





Real Name unknown, believed to be Lamont Cranston or Kent Allard

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

Health: 100
Karma: 100
Resources: In (40)
Popularity: 20

Talents:
Military*
Pilot
Crime*
Guns
Martial Arts: A, B, C, D,E
Chemistry
Detective/Espionage
Knowledge: Criminal Organizations
Knowledge: City Events
Knowledge: Known Criminals
Multi-Lingual
Sharp Weapons
Leadership*
Resist: Domination
Escape Artist
Psionic Combat
Dual Weapon expert*

Powers:
Telepath: The Shadow is a telepath with the following abilities:
- Mental Invisibility: the Shadow can render himself invisible by simply willing the individuals not to see him with Am (50) ability. The Shadow cannot hide his own Shadow, or elements of his presence such as displacement of mass in water, etc.
- Hypnotic Control: The Shadow can implant hypnotic suggestions within a target with In (40) ability. Such suggestions can be long term depending on the FEAT result. With a Red FEAT, the Shadow can implant long term commands (As seen in the Street and Smith books, the Shadow Movie, and the radio shows).
- Iron Will: The Shadow can overcome his own pain with Am (50) intensity by using his powers on his own, as seen in the Shadow #1 (DC Comics 1984) in which he was working through two bullet wounds and a dislocated shoulder for over 72 hours without issue.
- Mental Probe: The Shadow can use his powers to 'see' events (As shown in later Dark Horse comics) with Rm (30) ability.
- Psi-Screen: The Shadow has a significant psi-screen, honed through years of study and skill with Mn (75) ability. The Shadow can resist attempts to break into his will (Although two significant occasions and individuals have done so easily).
- Total Recall: The Shadow has a near perfect memory (The Shadow DC comics 1970 - 1972).

The Shadow's Organization:
The Shadow maintains a series of operatives across the globe, all owing their lives to the Shadow (The Pulps and the 1994 Movie). These operatives are from every walk of life, ranging from Cab Drivers to Senators (The Shadow DC series in 1994). Only the Shadow's select operatives know the organization's members. The Shadow contacts his operatives with the phase 'The sun is shining' which the operative responds, 'But the ice is slippery'. (The Shadow movie, 1994). The organization is considered to have Am (50) resources, and can provide the Shadow with whatever he might require (usually information, but as seen in the Dark Horse comic, a plane and/or zepplin is not out of the question).

Contacts:
While the Shadow has many, many contacts worldwide, several contacts stand out:

Margo Lane: the Shadow's most trusted confidant and associate
Moe Schrevnitz: The Shadow's drive and #2
Harry Vincent
Dr. Rupert Sayre: The Shadow's personal Physician.
The Tulku: The Shadow's teacher (1994 Movie).
Chief Weston; While antagonistic, Chief Weston is more than willing to help the Shadow as need arises, albeit with issue (Radio Shows).
Just to name a few.


Limitations:
Secret ID: The Shadow's identity is secret. Whether the Shadow is really Kent Allard or Lamont Cranston, it makes little difference, only perhaps Margo Lane truly knows the truth. (For the purposes of this write-up and my personal take, he's Lamont Cranston).

Dark Secret: (1994 movie): Lamont Cranston was a criminal warlord in the near east called 'Ying-Ko' whose cruelty was unmatched. The Shadow is torn by these darker moments in his life, and keeps them very private

Enemies: While Shwan Kahn is the most famous, the Shadow's enemies run the gambit, and range from the common street thug to the supernatural.

Vigilante: The Shadow is a vigilante, often dispensing harsh justice to the criminals. As such, the Shadow is often condemned by the police.




The Weed of Crime bears bitter fruit....Crime does not pay......The Shadow knows.......