A Blog dedicated to Marvel Super Heroes RPG from the 1980s, and Jack O' Lantern's Horror write-ups
Tuesday, November 6, 2012
The Scarlet Plague from 'The Scarlet Plague'
The Plague itself is contracted from direct exposure, can be airborne, can survive up to 24 hours before dying off, and seemingly affects 99% of humanity. It is 100% lethal from exposure, with symptoms appearing within an hour of incubation. Symptoms are flu-like, with the additional side-effect of the Victim's hands and face (and in many cases, the whole body) turning a bright shade of crimson. Once the scarlet appearance has taken hold, the victim has anywhere from ten minutes to two hours before they perish.
Mechanics:
The Scarlet Plague affects any human or humanoid race, at In (40) intensity. When exposed, the victim makes an Endurance FEAT vs. That intensity to determine if they have contracted the plague. Characters with higher endurances gain bonuses, and individuals with In (40) or better disease resistance are considered 'immune'. In addition, .01% of the world's population seem to be naturally immune, which results in an additional die roll by the Judge. Results of a natural '100' means the character is automatically immune from the disease (but due to the nature of the plague, could still be carrying it for up to 24 hours).
Characters who are not immune must make an Endurance FEAT with the following results:
White Result: Character dies in 1-10 minutes, no additional Endurance FEAT. Characters will begin losing Endurance prior to Health, and begin the dying process almost immediately. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.
Green Result: Character dies between 24 -72 hours. No additional Endurance FEAT is made. Characters will begin losing Endurance prior to heatlh, and begin the dying process within 24 hours. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.
Yellow Result: Character dies between 72 - 124 Hours. Characters may make additional Endurance FEAT at the 72 hour period to determine when the dying process begins. A Yellow or Red Endurance FEAT will grant the character up to 72 additional hours prior to beginning the dying process. Characters will begin losing Endurance prior to heatlh, and begin the dying process within 24 hours of that result. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.
Red Result: Character dies between 124 - 336 Hours. Characters may make additional Endurance FEAT at the 124 hour period to determine when the dying process begins. A Yellow or Red Endurance FEAT will grant the character up to 212 additional hours prior to beginning the dying process. Characters will begin losing Endurance prior to heatlh, and begin the dying process within 24 hours of that result. Character's health reduces as their Endurance ranks drop, and once past 50% of normal health score, they begin to show signs of the plague.
Plague Signs
Once the plague has begun to affect a character, their skin, especially the face and hands will turn a bright scarlet color. Individuals affected will suffer a -1cs to all reaction bonuses as they will be recognized as being afflicted. The plague remains active on the character up to 24 hours after the character has perished, and is contagious during the 'scarlet' phase.
Labels:
Game Mechanic,
Halloween,
Literary,
Plagues and Diseases,
Write-Up
Irina Gallier from 'Cat People' (1982)
F: Gd (10)
A: Ex (20)
S: Typ (06)
E: Gd (10)
R: Typ (06)
I: Ex (20)
P: Gd (10)
Health: 46
Karma: 36
Resources: Typ (06)
Popularity: 0
Talents
Mystic Origin* (although Irene is not aware of the history of her people initially, nor does she immediately possess any occult lore)
Powers
Were-Panther: Irene and her brother Paul are from a long-line of were-panthers, in which they are destined to transform into a panther when sexually active. As a were-panther, Irena has some benefits, which include:
- Heightened Agility: Irena is able to deftly avoid danger as shown in the film by being able to scale a large tree with little effort.
- Hyper-Climbing: Irena seems more than capable of climbing with Pr (04) ability in human form.
- Heightened Senses: As slightly indicated in the movie, Irena's sense of smell is greater, granting her Gd (10) heightened senses. It is implied that Irena also can see in near darkness, and is often comforted by it.
- Stealth: Again, as indicated in the movie, Irena is shown to be somewhat stealthy, granting her Pr (04) stealth.
- Transformation:
If sexually active with anyone except her brother, Irena will transform
into a large female panther. Irena will remain a panther until she
takes a human life, which she is very reluctant to do. As a panther,
Irena maintains a majority of her intellect and awareness. Irena's stats
as a panther are as follows:
F: Ex (20) A: Ex (20) S: Gd (10) E: Ex (20): R: Pr (04) I: Rm (30) P: Typ (06)
Health: 70
Karma: 42
Resources: Fe (2)
Pop: 0
Natural Weaponry: Claws Gd (10), Bite Ex (20)
Contacts:
Paul - Brother (while he was alive, although Irena will be very, very reluctant to contact him after she learns the truth)
Oliver Yates
Limitations:
- Curse of the were-panther: Irena suffers the curse of her ancestors - She will transform into a panther, requiring a human death in order for her to become human. Sexual activity with anyone outside of her familial line will hasten the transformation, and only by breeding with a member of her family can she stop the transformation. As such, Irena has been ignorant of her true nature for most of her adult life, and as such, attempts to deny her legacy.
- Reluctant to Kill: Even though it means her humanity and happiness with Oliver, Irena chooses to become a panther permanently rather than to kill another. Irena will not willingly hurt someone else, granting her a Psyche FEAT when provoked into situations where she might have to.
- Loyalty: Irena is extraordinary loyal to Oliver, and recognizes him even as a panther. Irena's one concession to her nature is if Oliver was in danger of being hurt.
- Animal Nature: Irena's were-panther nature is apparent to any other animal, causing occasionally violent reactions. Animals (especially other cats) suffer a -1cs reaction to Irena.
Labels:
Cursed,
Femme Fatale,
Halloween,
Media Character,
Movies,
Shapeshifter,
Werecat
Dr. Moreau from "Island of Lost Souls' and 'The Island of Dr. Moreau'
F: Gd (10)
A: Typ (06)
S: Typ (06)
E: Gd (10)
R: In (40)
I: Rm (30)
P: Ex (20)
Health: 32
Karma: 90
Resources: Ex (20)
Popularity: 3 in scientific circles
Talents
Medicine*
Biology
Zoology
Chemistry
Multi-Lingual
Editic Memory
Vivisection
Genetics/Evolutionary Theory
Knowledge: Scientific Theorists
Knowledge: Culture
Knowledge: Reknown Scientists
Knowledge: Medical Theory
Trainer*
Animal Handling*
Powers: None, although Moreau's surgical, biological, and medical experience place him as one of the world's foremost experts on what would be later known as genetics and recombinant theory of evolution.
Contacts:
Montgomery: Assistant and associate
M'Ling: Converted animal to assistant
Any of his creations (Prior to the failing of the Law)
Lota/Maria/Aissa - Panther/human hybrid, and adopted daughter.
Limitations:
- Coldly Scientific: In nearly all of the appearances of Moreau, he remains a detached figure whose single-minded pursuit of scientific breakthrough makes him oblivious to morale action, suffering, or anything short of his goals. In such cases, Moreau actually suffers a -1cs to his Intuition to either recognize the danger of his actions or to empathize with his subjects or guests.
- Unethical: In most portrayals, Moreau is represented as unethical, and is willing to break the law or subvert and manipulate people when necessary. As such, it is implied in most adaptations that Moreau is not only shunned by the scientific community, but also perhaps wanted for his actions.
- Arrogance: In addition to his inability to empathize, Moreau is often portrayed as incredibly arrogant, caring very little for others and often becoming infuriated if questioned. Moreau's arrogance can get the better of him, granting a penalty of -1cs to actions when enraged.
Quentin Collins from 'Dark Shadows'
F: Rm (30)
A: Ex (10)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: Rm (30)
Health: 80
Karma: 70
Resources: Ex (20)
Popularity: 2/-2 (In Collinsport, When villain in Collinsport)
Talents
Occult Lore
Sharp Weapons
Firearms
Knowledge: Collins History
Knowledge: Multi-Lingual
Knowledge: 19th Century society
Knowledge: Cults
Detective/Espionage
Archaeology
Business/Finance
Resist: Domination (After the Petofi Affair)
Powers:
Magic: Quentin has displayed the ability to learn magic in the past, although he has no spells or rituals when first encountered. Per the conversation of Count Petofi, due to Quentin's history, he has the potential to be quite a powerful warlock.
Werewolf: Quentin is cursed with the curse of lycanthropy. As a werewolf, Quentin is immune to most damage outside of silver, wolvesbane, or other traditional weakenesses. Quentin's stats as a werewolf are as follows:
F: Rm (30) A: Rm (30) S: Rm (30) E: Am (50) R: Pr (4) I: Am (50) P: Gd (10)
Health: 140 Karma: 64 Resources: Fe (2) Popularity -5
In addition, Quentin gains the following powers:
- Tracking: Gd (10) - Quentin is capable of tracking at Gd (10)
- Invuleranbility: Quentin can only be truly harmed by magic, silver, or the traditional cursed werewolf limitations. Quentin has shrugged off normal bullets and damage without a problem, athough he can be stunned and slammed.
- Natural Weapon: Claws: Ex (20) edged damage, halving effective body armor ranks. For some reason, Quentin's claws are capable of harming vampires and/or mystical beings, as a werewolf is considered an anathema to them.
- Recovery: As a werewolf, Quentin recovers lost endurance ranks with Ex (20) ability
- Curse of the werewolf: Quentin cannot spread lycanthropy through a bite, nor can he be freed from his curse normally. The curse of a werewolf is a potent one, and cannot be spread through normal means - only bloodlines.
Immortality*: Due to events caused by Count Anton Petofi, Quentin Collins was rendered effectively immortal, similarly to Dorian Gray. a portrait was painted in which Quentin is bound to it. Unlike Dorian Gray, Collins's portrait does not age with him, but rather suspends his werewolf curse. As such and as a side-effect, Quentin is effectively immortal. If the portrait was damaged or destroyed, Collins would begin aging normally and again be affected by the curse of the werewolf.
Mystical Detection: Quentin always seems to be able to sense mystical beings, and usually can determine what sort. Quentin can do this with Ex (20) ability, requiring an additional Reason FEAT to determine what kind of mystical being he's facing.
Touched by Fate: Quentin's fate has been changed more than once due to manipulations of those in his life. This has been significant enough to summon the incarnation of Death, Cthonian-like beings, and greater powers. As such, when Quentin must make a FEAT vs. death or death-like effects, he must first make a Psyche FEAT at his base Psyche score. If he succeeds, he may use the result in place of the required dice roll. The drawback is that should Quentin roll high enough, it will attract the attention of powerful beings...
Contacts
As a member of the Collins family, Quentin can draw upon the Collins most of the time for support, especially Barnabas and others. Quentin also may call upon Angelique Bouchard as an ally, as well as Chris Jennings, his descendant.
Limitations
- Cursed: Quentin is cursed, and as such, suffers from such things as both his lycanthrope and the general events he finds himself associated with. Quentin suffers a -1cs when encountering supernatural enemies initially, and suffers a - 4cs when specifically dealing with curses directly affecting him. In addition, once per adventure, Quentin must make a Psyche FEAT or suffer bad luck, which causes his dice results to be reversed at a critical moment.
- Enemies: Quentin has multiple enemies, including both the incarnation of Death (Mr. Best) and Count Petofi.
- Amnesia: Quentin also has suffered amnesia at different points in his life, both due to curses and also from injury
- Assumed Identity: Quentin has used and assumed the identity of Grant Douglas, which led to interesting situations as well.
- Obsession: Quentin easily becomes obsessed, suffering a -1cs when dealing with a subject for his obsession (Usually the woman he loves, defeating an enemy, etc).
Sookie Stackhouse from 'True Blood'
Sookie Stackhouse
Sookie Stackhouse
F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: In (40)
P: Rm (30)
Health: 46
Karma: 80
Popularity: (in Bon Temps) 5,
Resources: Typ (06)
Talents:
Mystic Origin*
Firearms
Knowledge: Bon Temps area
Knowledge: Merlotte Patrons
Powers:
Faerie Blooded: Sookie has faerie blood in her veins, which has granted her exceptional powers and abilities, many of which are just becoming known to her. Sookie has always been telepathic and has a reputation for it, as well as being able to affect certain emotional responses from friends, family, and patrons Bon Temps. Sookie's nature is not known to her: many beings have asked her pointedly "What Are you?" leading to further and further issues. After the Great Reveal, Sookie has become involved with vampires due to her unique abilities, as well as other creatures.
Sookie has so far displayed the following powers:
- Telepathy: Ex (20) ability, Sookie picks up on 'mental chatter' all of the time, and has tuned it out for the most part. Sookie can probe into someone's mind by touching them (usually hand to hand), but has some resistance to certain beings (for instance). Sookie cannot read the minds of vampires, and cannot easily pierce well-guarded secrets or individuals with greater willpower.
- 'Light' Generation: Sookie generates a 'soul light' which can be used to repel beings and/or affect supernatural creatures. Sookie's light powers allow her to toss vampires with Rm (30) intensity, or even stop charging creatures. Sookie must make a Psyche FEAT in order to use her light based abilities, and can only use such power a few times before resting. Sookie's powers are based upon her emotional state, as when she is angry or afraid, she gains up to +2cs in effect, as seen when she repelled Maryann in Season 2 or Russell Edgington in Season 3. Sookie is usually left drained afterwards, and must make an immediate endurance FEAT or be stunned.
- Astral Perception: In rare occasions, Sookie has perceived beings and/or objects that are on separate planes with Gd (10) ability
- Spirit Communication: Sookie can occasionally hear the spirits of the dead with Ex (20) ability, although she cannot always do so, and lacks the ability that a full medium might have.
- Blood: Sookie's blood is fairly unique, in that it can sustain vampires for short times and allow them to walk in the daylight. For every quart of blood Sookie donates, a vampire can walk 1 hour in the sunlight without burning.
Contacts:
Sookie has a number of contacts, including her brother Jason, her best friend Tara (Although strained), her employer Sam, her lovers Bill and Erik, and countless others including family and friends.
Limitations
- Promised at Birth: Sookie was promised at birth due to a contract between her great great grandfather and a mysterious vampire called 'Warlow'. As such, the effect has yet to be determined.
- Outsider: Sookie is considered a 'freak' by most of Bon Temps, and usually suffers a -1cs reaction bonus from older townsfolk.
- Enemies: Sookie has amassed a number of enemies since The Great Reveal including powerful vampires, maenads, and other supernatural creatures.
- Murderer: Sookie was directly responsible for the murder and subsequent cover-up of Debbie Van Pelt.
- Hunted: Sookie is considered hunted by faeries under the control of Queen Mab as well as vampires who learn of her unique powers.
- Curiosity: Sookie suffers a penalty when faced with a problem or puzzle, often times becoming more drawn into a situation. Sookie is considered to be at a -1cs in resisting her curiosity.
Labels:
Fairy,
Femme Fatale,
Halloween,
Media Character,
True Blood,
Write-Up
Seth Gecko from 'From Dusk til Dawn'
Seth Gecko
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
Resources: Ex (20) due to his bank heist.
Popularity: - 10/ -15 (Seth Gecko had a ten state task force looking for him at one point)
Talents:
Crime*
Guns
Marksman*
Knowledge: Criminal Underworld
Knowledge: Human Nature
Intimidation
Sharp Weapons
Powers:
None, although Seth has some considerable willpower and attitude.
Contacts:
Richard 'Richie' Gecko (While alive)
Various criminal contacts
Possibly the only other survivor of the Titty Twister slaughter, Kate Fuller
Limitations:
- Wanted fugitive: Seth Gecko is an incredibly violent and wanted fugitive. As such, a manhunt has been established for his capture.
- Loyalty: Seth is by contrast, extraordinary loyal to those who have proven themselves, such as his brother Richie and the Fullers prior to their destruction at the hands of the vampires.
- Enemies: It's assumed that if any of the vampires survived that Seth would be a prime target for his actions (and indeed, it is suggested in the old PS game From Dusk 'til Dawn
Labels:
Anti-hero,
Criminal,
Halloween,
Halloween Heroes,
Movies,
Psychopath,
TV Series
Murder Legendre from 'White Zombie'
Murder Legendre
Unknown, believed to be Murder Legendre
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: In (40)
Health: 60
Karma: 80
Popularity: -5 (in Haiti)
Resources: Ex (20)
Talents:
Occult Lore
Crime
Knowledge: Languages
Knowledge: Haiti
Knowledge: Voodoo
Knowledge: Human Nature
Knowledge: Herbology
Sharp Weapons
Business/Finance
Powers:
Voodoo Master: Legendre is a master of what is considered 'Hollywood Voodoo', and can perform feats of astounding skill and abilities based around that concept. Legendre has the following abilities as a Voodoo master:
Contacts:
None
Limitations
Unknown, believed to be Murder Legendre
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Rm (30)
P: In (40)
Health: 60
Karma: 80
Popularity: -5 (in Haiti)
Resources: Ex (20)
Talents:
Occult Lore
Crime
Knowledge: Languages
Knowledge: Haiti
Knowledge: Voodoo
Knowledge: Human Nature
Knowledge: Herbology
Sharp Weapons
Business/Finance
Powers:
Voodoo Master: Legendre is a master of what is considered 'Hollywood Voodoo', and can perform feats of astounding skill and abilities based around that concept. Legendre has the following abilities as a Voodoo master:
- Zvumbie Animation and control: Legendre knows how to create Zvumbies through the use of chemicals and native plants, thus granting him a near army under his control. Legendre affects individuals through either having them drink the potion or through direct exposure, which causes them slowly to become enslaved to his will. A victim must make an Endurance FEAT vs. poison at Ex (20) intensity, or slowly begin to succumb to the effects. The effects reduce the target's Reason, Intuition, and Psyche to Fe (2) for the duration of the effect, placing them under Legendre's will. Legendre has been shown with dozens of zvumbies, who act as guardians and workers in his sugar mill and personal holdings
- Hypnotism: Legendre has master mesmerism, and can ensnare targets through staring into their eyes with Rm (30) ability. Legendre can cause hallucinations, control the actions of those not immediately bound to his will, seemingly project his thoughts, and plant post-hypnotic suggestions.
- Sympathetic magic: Legendre can create dolls and fetishes which are used through enchantment and/or ritual to force a target to do as he pleases, cause them great pain, or to bind them into actions. Legendre is capable of doing so with Rm (30) ability.
- Imposing Aura: Legendre conducts himself with an imposing aura, which makes many think twice about the man. Legendre is considered to have fear generation at Fe (2) in his dealings, possibly a side-effect of his hypnotic powers.
Contacts:
None
Limitations
- Will: If Legendre's will is broken and/or he is knocked unconscious, his zvumbies lose their driving control and shuffle around aimlessly. In addition, any hypnotic suggestions or abilities used against an enemy are broken.
- Arrogant: Legendre possesses a degree of arrogance, often taunting his victims and keeping his worst enemies as servants. As such, Legendre is at -1cs when provoked.
- Wanted Criminal: It is heavily implied that Legendre is wanted for unspecific crimes in the past.
Labels:
Genius,
Halloween,
Jack's Villains,
Mad Doctor,
Media Character,
Movies,
Write-Up
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