Showing posts with label Write-Up. Show all posts
Showing posts with label Write-Up. Show all posts

Tuesday, March 23, 2021

Paladin - Have Gun Will Travel

  

Have Gun, Will Travel....Wire Paladin, San Francisco








 

 

 

 

 

 

 

 

 

 

 

 

 

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

Health: 70
Karma: 60
Popularity: 10
Resources: Ex (20)


Talents:

  • Guns
  • Marksman
  • Martial Arts A, E
  • Horsemanship
  • Military
  • Polyglot: Paladin can speak and write upwards of 12 languages through the course of the series (That's shown)
  • Knowledge: Current events
  • Knowledge: Etiquette
  • Knowledge: History
  • Sharp Weapons: Knife
  • Quick-draw: Paladin gains a +1 initiate bonus when drawing either his custom .45 or derringer
  • Law*
  • Detective


Powers:
While not officially 'powers' per say, Paladin has displayed the following power-like effects:

  • Combat Sense: Rm (30)
  • Iron Will: Ex (20)


Contacts:
Hey Boy: A Chinese valet and confidant of Paladin, whose real name was revealed as Huong.
Hey Girl: Hey Boy's replacement


Limitations:
  • Mysterious Nature: Paladin's mysterious background works for and against him, often placing him in situations (such as accusations of murder especially).
  • Code of Honor: Paladin maintains a strict code of honor in all of his dealings, which means he will honor the letter of the deal if pressed, will refuse to work for someone who is dishonorable or evil,  or occasionally working pro bono. 
  • Reputation: Paladin's reputation when recognized is that of a professional gunslinger and is often treated with an air of fear and respect. 


 


Monday, March 22, 2021

Deathblow from Image Comics (Original Version)

 Originally posted on Classicmarvelforever on 4/10/2009

Deathblow


 

 

 
 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 Michael Cray


F: Am(50)
A: Rm (30)
S: Ex (20)
E: Am (50)
R: Ty (6)
I: Rm (30)
P: Rm (30)
Health:150
Karma: 68
Popularity: 5
Resources: Gd (10)
Origin: Gen Active Human

Talents:
Cray is an elite military operative, who has the following skills:
Military*, Demolitions, Covert Operations, Detective/Espionage, SCUBA, Marksman*, MA: A, C, Trivia: Elite Operations, Trivia: Modern Weapons, Trivia: Special Operations, Combat medicine

Contacts:
Deathblow has the following Contacts
Remnants of Team 7, Special Operations, Sister Mary, Various Covert Operations contacts, Various US Military Contacts

Powers and Equipment:
Deathblow has several powers due to his Gen-Active nature, which did not emerge until recently:

Regeneration*: Cray has AM (50) Regenerative and Recuperative powers.
Recovery: Cray also has the impressive ability to recovery from damage at a surprising rate,

Limitation: Originally, Deathblow was supposedly suffering from inoperable cancer, and was dying. Either due from drinking from the Holy Grail, or his own latent Gen-Active powers, Cray was healed of the cancer.




Monday, October 12, 2020

Abigail Bellweather from 'Motherland - Fort Salem'

 “It's our chance to show who we are to the community that matters..”

Abigail Bellweather

Abigail-Bellweather



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

Health: 70
Karma: 70
Resources: Ex (20)
Popularity: 0

Talents:
Abigail Bellweather has the following talents as part of her background and the completion of her training at Fort Salem

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Sharp Weapons
  • Mystic Bloodline*
  • Unique Weapon: Scourge*
  • First Aid
  • Knowledge: Bellweather Family
  • High Society and protocols

Powers:
Witch:
Abigail and the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Abigail’s abilities include:
  • Witchcraft: Abigail possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Linking – Abigail is skilled at linking her unit together and can increase the base damage and manipulation by +1cs. Abigail’s central ability to link with the unit allows her to experience what her unit experience as well as gain advantage when determining initiative or resolving conflicts. Abigail can also gain insights into events around her unit, into occasionally gaining flashes of events that have occurred in the past. Abigail does this with Rm (30) ability.
  • Persuasive Manipulation: Abigail is capable of manipulating individuals with her craft skills, capable of mimicking the power Hypnotic Voice with Rm (30) ability. Abigail is able to place long-term post-vocal commands and had done so with her former boyfriend Paul.

Equipment:
Abigail utilizes standard military equipment as well as a hand-made scourge and Salva.

Due to Abigail’s contacts within High Atlantic society and her mother’s position as part of the Joint Chiefs, Abigail has had opportunities and resources not usually available to a recruit.

Contacts:
Abigail is well connected in the High Atlantic based on her family’s status and is considered to have superior contact levels with her unit.

Limitations:
Abigail has the same limitations as all witches including the birthmark that signifies her of a major bloodline. In addition, Abigail has the following limitations:
  • Familial Service/Devotion: Abigail feels the weight and status of her famous family and works to earn the responsibilities and respect of her mother. As such, Abigail early on will do nothing to jeopardize her family’s name and future placement within the US Army and will go out of her way to maintain her status. Abigail suffers a -1cs penalty when not in synch with her goals, which can affect her performance and reactions within her unit.
  • Traumatized: Abigail suffers trauma due to the events of her cousin Charvel’s death and the attack during Charvel’s wedding massacre. For some time, later Abigail suffers traumatic disorder and must make Psyche FEATS when encountering things that remind of her of those moments.
  • Major Bloodline: Abigail is part of the Bellweather bloodline and while it provides Abigail many advantages it also makes her a very obvious target as members of the Camarilla (who were targeting the Bellweather family).

Raelle Collar from 'Motherland - Fort Salem'

 “If you want someone who blindly follows orders, then you might as well send me back home.”

Raelle Collar

Raelle-Collar


Raelle Collar

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

Health: 70
Karma: 70
Resources: Typ (06)
Popularity: 0

Talents:
Raelle Collar has the following talents

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Herbology
  • Mystic Bloodline*
  • Unique Weapon: Scourge*
  • First Aid
  • Brawling

Powers:
Witch:
Raelle and the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Raelle’s abilities include:
  • Witchcraft: Raelle possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Empath – Raelle is a powerful empath whose emotions further amplify her abilities and attributes. Raelle is able to form emotional connections with those she heals, allowing her to see their memories and experiences and even allow Raelle to gain further understanding about events around her. Raelle has shown that she’s able to use these powers to heal and to enhance her own powers. For the purposes of the write-up, Raelle is considered to have Rm (30) empathy.
  • Healing: Raelle is a talented healer, capable of empathic healing initially of Rm (30) but showing greater abilities at the end of season one, including curing major diseases and ailments at least of In (40) intensity. Raelle initially took on the illness albeit temporarily but has seemingly overcome the need to do so and can directly heal someone by making a connection with them. Raelle’s healing initially required her to recite biblical passages as a focus, but since the events of season 1 Raelle has been able to rely on her own inner strength to do so. It has been suggested that Raelle may ultimately be one of the most powerful witches alive and certainly one of the most gifted in healing.
  • Projection: Raelle is a powerful project empath, capable of utilizing spells based on her emotional state that she would not normally have access to. Raelle was able to render both a more powerful witch and her training class unconscious with a power FEAT, based around her emotional stability. The more stable emotionally that Raelle is, the more control she has over her abilities.
  • Mycelium: Raelle has some connection with the black fungus that formed the necrotic wall during the season and was able to remove the infection that was afflicting several of the Tarim and the young Khalida. When Raelle was mortally wounded the Raelle harnessed her energy, fully healing her and her unit-mate Abigail Bellweather while doing Mn (75) area affect damage to those around her as well as reshaping the immediate landscape. Raelle is not aware of this connection and it remains to be seen how this will affect things in the future.

Equipment:
Raelle utilizes standard equipment provided to a witch in combat duty, including a scourge and salva. Raelle has shown great resistance and control of using large amounts of Salva, something that was shown during the Citydrop exercise.

Raelle also makes use of a charm that was given to her mother, which serves two purposes: It allows Raelle to make rolls vs. death as full successes with a yellow or better result and also allows her mother to keep a tab on her location.

Contacts:
Raelle has contacts within the Bellweather Unit, as well as initially having her girlfriend Scylla Ramshorn as a contact prior to the discovery Scylla was a member of the Spree.

Limitations:
Raelle suffers from the standards weaknesses of a witch (See Motherland Witches). Raelle also has several other limitations such as:
  • Rebellious: Raelle is rebellious to authority and has come close to actively rebelling to senior officers on more than one occasion. Raelle has also done things that would be considered dangerous or forbidden, such as nearly overdosing on Salva to try to reach Scylla. Raelle suffers a -1cs to FEATs when ordered to do something that she feels strongly against.
  • Targeted: Raelle is unknowingly being targeted by the Spree by her mother, Willa Collar, who is secretly alive and the major figure in the Spree. Raelle’s abduction was a driving part of Scylla’s infiltration of Fort Salem and was a carefully orchestrated effort. Raelle is only vaguely aware of how important she is to the Spree’s efforts.
  • Loyal: Despite everything that has happened to her, Raelle is extraordinarily loyal to her unit and those she protects, willing to sacrifice herself to ensure innocents are kept safe and secure.

Tally Craven from 'Motherland - Fort Salem'

 “A soldier couldn't ask for better sisters.”

Tally Craven

Tally-Craven

Tally Craven

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

Health: 70-
Karma: 70
Resources: Typ (06)
Popularity: 0

Talents:
Tally Craven has the following talents

  • Military
  • Knowledge: Fort Salem Operations
  • Knowledge: US History -Salem Accords
  • Herbology
  • Mystic Bloodline*
  • Unique Weapon: Scourge*

Powers:
Witch:
Tally like the rest of the Bellweather Unit are witches within the Motherland: Fort Salem setting and as such possess the powers of a witch due to their bloodline. Tally’s abilities include:
  • Witchcraft: Tally possesses the powers of a witch who has been through Fort Salem basic training and first deployment. Please see Motherland: Fort Salem witches for more detail.
  • Scrying: Tally is gifted with the ability to scry and does so with In (40) ability. Scrying is a combination of Remote Sensing, True sight, Mystic Detection, and X-Ray vision and can be blocked through warding or occasionally through certain materials. Tally is capable of scrying objects and beings concealed at distance and hidden from view and was remarked as being one of the most gifted in scrying the Fort had ever trained. Tally’s abilities border on empathic – and when empowered through any of the means that can increase her abilities Tally does not need the device often used by witches for Scrying.
  • Biddie Status: At the end of Season 1, Tally opted to take the place of one of Sarah Alder’s Biddies who was killed in combat. As such Tally’s FASE reduce by -2cs, taking on upwards of +50 years of age while creating a link with the other Biddies that act as a powerful mystical circle that grants +1cs for all mystical FEATs.

Equipment:
Tally utilizes standard equipment provided to a witch in combat duty, including a scourge and salva. In addition, Tally also utilizes a scrying device which allows her to focus and use her abilities to serve as the Bellweather unit’s Scryer.

Tally also has a protective charm her mother gave her which gives her a +1cs to dodge and evasion checks as well as allows her mother to spend karma for Tally to ensure she makes her Endurance FEATs.

Contacts:
Tally is well-connected among her family, friends, and associates in her compound in California. Tally’s fellow members of the Bellweather Unit are closer than family and would do anything to help her. Since becoming a Biddie Tally also has gained General Sarah Alder as a contact.

Limitations:
Tally suffers from the standards weaknesses of a witch (See Motherland Witches). In addition, Tally has the following limitations:
  • Slightly Naive: Tally is slightly Naïve and can be mislead on occasion early on. As Tally progresses her naiveté begins to fade and she is more than capable of asserting herself.
  • Biddie: At the end of the first season Tally becomes a Biddie to save Sarah Adler, as such she ages +50 years.

Monday, October 5, 2020

Dr. Julia Hoffman from 'Dark Shadows'

 “Today I shall attempt to find the truth of what my intellect refuses to accept. At sunset, I shall confront the monster in his lair.”

Dr. Julia Hoffman 

 

 




 

 

 

 

 

 

 

 

 

 

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

Health: 38
Karma: 90
Resources: Ex (20)
Popularity: 2 (as leading expert in Hematology and blood diseases)

Talents:
Julia Hoffman is very experienced and learned, possessing the following talents:


  • Medicine*
  • Psychology
  • Hypnotism
  • Pathology
  • History
  • Detective*
  • Multi-Lingual
  • Occult Lore* (While Julia doesn’t study the occult, her experiences and investigations with the Collins family have granted her knowledge)
  • Chemistry
  • Engineering

Powers:
A remarkable woman
Although human, Julia Hoffman is a very remarkable woman who has mastered multiple scientific fields, experienced first hand the occult, time travel, and parallel time, and has even managed to cure uncurable mystical diseases. Julia Hoffman’s natural attributes and reasoning make her a foil for most of the adversaries encountered and have given her a unique place in Dark Shadows, a protagonist who is equally dangerous and respected by her enemies. Julia’s power-like effects include:
  • Resolve: Dr. Hoffman posses a great deal of resolve in her dealings, and although terrified at times of her enemies remains dedicated and steadfast in her activities and action. In situations in which Dr. Hoffman must make fear checks vs. Intuition and Psyche, Dr. Hoffman may roll on Am (50) intensity to continue with her actions. Dr. Hoffman will suffer damage and effects but may ignore attempts to prevent her from acting and/or possession attempts by making a successful FEAT.
  • Enhanced Invention: Dr. Hoffman may recreate ‘modern’ technologies (circa 1970) with older or outdated materials, such as creating a blood synthesizer in the 19th century or the like. Dr. Hoffman has shown great skill at recreating modern technologies linked her talents during many of the periods that she has been transported to. Dr. Hoffman uses her Reason rank to make such technologies and must have the appropriate resources and materials to do so.
  • Immunity: Leviathan Cult Corruption: Dr. Hoffman is one of the humans that cannot be converted or corrupted by the Leviathan Cult and is completely immune to their attempts to control or convert her to their efforts. Dr. Hoffman may have similar immunities to other similar groups and their efforts but it is not tested.
  • Karma Awarding: Dr. Hoffman gains Karma through efforts that are villainous – such as brainwashing/hypnosis, covering up murders, lying and deceiving the Collins family, etc. Dr. Hoffman’s goals have always been ultimately to help people and will cross a moral line if it was to save them, often doing so without regret.
  • Vampirism Cure: Dr. Hoffman has worked on curing vampirism and was mostly successful on Barnabas Collins, ultimately proving that she could cure a curse through science. In the later canon material, it was revealed ultimately that Dr. Hoffman was capable and successful of creating a cure for Vampirism using new plasma. Dr. Hoffman also was expert in attempting to cure Lycanthropy and the degenerative condition that affected the Leviathan heir.
  • Time Travel: Dr. Hoffman has traveled time as often as Barnabus Collins, often being able to find or summon the methods through the mysterious stairs or through other methods. While Dr. Hoffman cannot consciously use this ability, Dr. Hoffman suffers no ill-effect from time travel and when faced with terrible results seemingly is spirited away to a period in which such things can be changed.


Contacts:
Dr. Hoffman has a variety of contacts in the medical and psychological fields, as well as have deep contacts with all of the Collins family. Dr. Hoffman has a superior contact in Barnabus Collins, Quentin Collins, and even old enemies and can call upon them when necessary.

Limitations:
Dr. Hoffman has many limitations that evolve over the course the series. For the purposes of this write-up, I am focusing only on the limitations that seem to be the most enduring and prevalent:
  • Driven by goals: Dr. Hoffman is driven by her goals and ultimately will put her goals ahead of everything except her loyalty to the Collins family. Dr. Hoffman concealed Maggie Evans’s ordeal, lied to the Collins family at different points including Barnabus, made deals to see her goals move forward with enemies, and many other events. Hoffman must make a Psyche FEAT vs. her Psyche rank when faced with countering her own goals unless it is a matter of necessity, greater good, or loyalty.
  • Loyalty: Dr. Hoffman is incredibly loyal to her friends and colleagues as well as the Collins family whom she grows to love as her own. Dr. Hoffman will sacrifice herself to ensure that those she is loyal to are kept safe and secure and will work against her better instincts to ensure to ensure such.
  • Enemies: From Angelique to the Leviathan Cult to Judah Zachery Dr. Hoffman has made many more powerful enemies that do not forget her role in stopping/thwarting them. As such, Dr. Hoffman is often in danger or at risk due to her enemies – although her enemies seem to have a healthy respect for her. 

Originally published on Classicmarvelforever.com on 3rd October 2020

Thursday, August 23, 2018

Orca from 'Orca' (1977)


It is known that they have great memory and even after many years they will always remember the human being who has tried to harm them.

During the period of ‘Nature Amok’ films that began with Jaws, several key imitators and similar movies appeared. While most featured some sort of giant shark attacking sleepy coast village, Orca went a slightly different route, and that’s probably one of a few reasons it stood out amid the others. At the surface the story is simple: A fisherman kills a pregnant Orca whale and by doing so also kills its offspring. The surviving mate watches in horror and begins a plan of revenge to ultimately bring the fisherman (played by Richard Harris) out into the ocean, to face the revenge-seeking whale. Ultimately, themes of revenge, duality, the nature of the soul, and some fairly standard destruction plays out until in the ice, the two beings finally face each other.



Orca, The Killer Whale




F: Rm (30)
A: Gd (10)
S: In (40)
E: Mn (75)
R: Typ (06)
I:  Rm (30)
P: Rm (30)

Health: 155
Karma: 66
Resources: N/A
Popularity: 0

Talents:
Orca has no talents

Powers:
Orca Physiology
 Orca is an killer whale of large size that has been adapted to its environment sharing many natural abilities with other killer whales. As such, Orca’s natural abilities include:


  • Natural Armor – Gd (10) protection due to layers of blubber.
  • Natural Weaponry – Bite – Ex (20) edged damage which can effectively halve body armor and material strength effectiveness.
  • Reinforced Skull: Orca’s skull is reinforced to give it further protection of Rm (30) for the purposes of blunt and charging damage.
  • Adapted to environment – Orca is considered to have Water Freedom, although requires to surface and breathe as he does not have water breathing.
  • Hyper-Swimming: Orca is considered to have Ex (20) hyper-swimming, often combining its top speeds with a devastating charge (See below).
  • Sonar: Rm (30) ability to navigate and communicate through echolocation.
  • Resist: Cold: Due to the blubber, Orca has Ex (20) ability to resist cold.
  • Natural camouflage: The patterns of an orca are ideally suited for their environment and are considered to have Pr (4) camouflage.

Orca’s Charge: Orca can charge with ruthless efficiency while in the water, unlike a regular charge, Orca can target specific individuals or locations when doing so. Orca’s preferred charge attack is usually a build-up of two areas and either into objects like building supports or from below to gain advantage.

Contacts:
Orca has no contacts left, his pod has been destroyed.

Limitations:
Orca has the following limitations:

  • Vengeful:: Orca will stop at nothing to draw his nemesis, Captain Nolan, out to the sea so that Orca may kill him. Orca will ignore standard behaviors and even plan out and act against Nolan if it will bring Nolan out to him. Orca chased away all the first for instance in the fishing grounds, attacked Nolan’s house, village, and supply area as well as maimed one of Nolan’s crew. Orca will continue to hound Nolan until Nolan either comes to him or leaves the water forever. Orca cannot be reasoned with nor will Orca quit.
  • Environmental Dependency: Orca is bound by his environment and cannot leave it. As such, Orca can only act in the ocean (Although, he did fairly well attacking the land by attacking weak-points in infrastructure and locations along the oceanside.
  • Enemy: Captain Nolan: As much as Orca hates Nolan for killing his mate and child, Nolan becomes obsessed with ending Orca as well. As such, towards the end of the affair between the two, Nolan becomes as obsessed as Orca is in killing the other and would take steps accordingly.

Tuesday, August 21, 2018

Old Chief Wood'nhead from 'Creepshow 2' (1987)


You’re not alive man! You can’t be alive!


  Old Chief Wood'nhead



Construct/Animated Statue
Old Chief Wood'nhead is an animated hardened wood statue with unusual properties. As such, the Old Chief is constructed of apparently Gd (10) material hardened wood.  The Chief has existed for over a hundred years with some wear, but when the owners of the shop that the Chief is part of are murdered, the Chief animates and seeks those responsible. The chief is considered at that moment to have Ex (20) body armor, and is immune to most forms of standard damage (As seen when attacked with firearms and the like.). The Chief moves at Pr (04) speed, and is considered to have the following FASE for the purposes of combat:

F: Ex (20)
A: Pr (04)
S:  Ex(20)
E: Rm (30)

Health: 74

The Chief also is not technically alive, and is considered immune to toxins, poisons, and diseases. Normal effects that would affect living creatures do not have any effect on the Chief. In addition, as the chief is considered an animated object Exorcism or similar abilities to control spirits or undead may not affect the chief as it is technically more of a golem. The Chief can be damaged and destroyed, but requires a complete destruction of its form. In addition, the Chief cannot be stunned through any conventional means.

The Chief also possesses a keen drive to find those responsible for its owner’s death, and will not stop until appropriate punishment is met.

The Chief is armed with the weapons which are part of it, specifically and most notably a large knife which is made of the same material as the Chief and halves effective body armor and material strength effectiveness. 

Limitations:

  • Unusual Appearance: The Chief is made of hardened wood which cannot be hidden or concealed.
  • Single-Minded Purpose: The Chief’s only purpose is to gain revenge for the death of its owners. It has no other purpose or goals and does not communicate.