Tuesday, November 6, 2012

Michonne from 'The Walking Dead'




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

Health: 56
Karma: 40
Resources: Pr (4)
Popularity: 0

Talents:
Law*: Michonne was a lawyer prior to the rising of the dead
Weapon Specialist*: Katana: Michonne's katana is an extension of her, and she has gone to lengths to retrieve it.
Sharp Weapons
Guns
Marksman*
Knowledge: American Football
Knowledge: Walkers: Michonne has a great deal of knowledge about the behaviors of walkers, using it to shield herself and rescue others.
Martial Arts: E


Powers:
Indomitable Will: Michonne has no real powers, but has a will similar to Rick Grimes, and is capable of resisting the worst in the post-walker world. Michonne gets an Ex (20) FEAT roll when encountering the world she's in, and resisting such things as the damage done her by the Governor.

Contacts:
The Atlanta Survivors
The Prisoner Survivors
Alexandria-Free Zone Survivors
Rick Grimes (Specifically)

Limitations:
  • Post-Traumatic Stress: Even before encountering Rick's group, Michonne had signs of PTSD from seeing her children, husband, and friend killed by walkers. After the events of Woodbury, Michonne's PTSD continues to grow, and is something that has affected her more than once. Michonne will ultimately be at a -1cs for all FEATS due to incidents or situation which trigger her survivor's guilt.
  • Bad Luck with Men: Michonne has bad luck with men, as seen in her relationships with Morgan, Ty, and others.
  • Vengeful: Michonne's need for righting wrongs done to her is legendary.

Abraham Lincoln, Vampire Hunter



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

Health: 80
Karma: 60
Resources: Various throughout life, from Pr (4) to Ex (20), although as President, he had access to upwards of Mn (75)
Popularity: 100 (Abraham Lincoln is thought to be one of the greatest presidents of all time) /-50 (To Vampires)

Talents:
Outdoorsman
Oratory
Law*
Military*
Weapon Specialist: Axe*
Wrestling
Politics*
Leadership*
Firearms
Occult Lore: Specialist in Vampires
Administration
Business/Finance

Powers:
Iron Will: If anyone truly possessed an Iron Will, it would be Abraham Lincoln. Lincoln is considered to have Rm (30) Iron Will, and as such, can also ignore Stun effects of Rm (30) or less, simply through sheer force of will. In addition, Iincoln simply ignores damage less than 1/2 of his health, allowing him to absorb up to 30 additional points of damage if his health is at 1/2 or better.

Combat Sense: Lincoln is an experienced enemy of vampires, and as such, understands their abilities and their powers better than most men alive. Lincoln can anticipate attacks with Ex (20) ability, granting him an additional +2 to initiative and allowing him an intuition FEAT in dangerous situations.

Resist: Mind Control: Lincoln's willpower is considered to be Am (50) when attempting to control him, as well as attempting to ensare him with hypnotic means. Lincoln's will is considerable to resist persuasion, and once his mind is set, he is unstoppable.

Axe: Lincoln's use of an axe was legendary, and while vampire hunting, Lincoln continued to use a specific axe he had since young adult hood. In his hands, Lincoln could do additional damage (+1cs), as well as allowing him two additional attacks a round.

Contacts:
Lincoln's contacts are numerous, and he could potentially draw on any resource within the US government while President. Lincoln encountered many figures, but several stood out:
  • Edgar Allan Poe: A friend from New Orleans, Lincoln and Poe had a secret friendship while studying vampires.
  • Henry Sturges: Lincoln's vampire associate and friend, who helps shape him into a vampire killing weapon


Limitation:
  • Secret: Lincoln maintains his secret of being a vampire hunter, even after being president.
  • Vow: After the death of his mother, Lincoln swore to destroy vampires whereever they are.
  • Honest: Lincoln is known for his honesty, and once he has given his word, he keeps it.

The Pod People from 'Invasion of the Body Snatchers'





F: Varies
A: Varies
S: Varies
E: Varies
R: Varies*
I: Varies*
P: Varies*

Health: Varies
Karma: Varies*
Popularity: Varies/-10 as an alien race by other races (One would assume)
Resources: Mn (75) - See Below

Talents:
Theoretically, the Pod People have all talents that their counterparts possess, adding to a collective intelligence. It is never expressly stated that the Pod People share knowledge, but it is stated in both the novel and the movies that they are of one mind, so it is probably that any mental skill possessed is shared, and that any physical skill is also shared. For the purposes of the write-up, specific mystical and mental skills are not shared.

Powers:
Group Collective: Pod People are a collective alien intelligence, which travels from planet to planet quietly subverting and replacing the dominant lifeform before moving on. As they are a collective intelligence, the pod people are actually part of a larger consciousness, thus they are all part of the same unit. This does not make the consciousness a hive mind: Pod People can share knowledge to a limited degree, but are not instantly aware of actions taken by the other members of the consciousness. As such, the aliens have the following abilities:
  • Duplication: The aliens exist by taking over the dominant race, which is done through the creation of near identical doubles. These doubles are perfect in every way to the original being, down to the skills, memories, and abilities of the individual. The process begins with exposure to the aliens, either through direct contact or being in proximity (within an area) of a 'pod'. The pods quickly mature, growing from their initial pod form to a complete copy within 24 hours. During this time, the individual in question must make a Psyche FEAT vs. Am (50) intensity, requiring a Red result. If the individual does not succeed, the process continues. Once the process has been completed, the individual must make another FEAT, and failing that, is destroyed and replaced. The process can be interrupted in the 24 period if the pod which is replacing the individual is found and destroyed. The replacement has all of the abilities of the host, with the knowledge the host has of using those abilities.
  • Telepathy: The Pod People communicate through near telepathic means when in the same area, granting them gd (10) telepathy.
  • Environmental Awareness*: A pod person is aware of their environment, and can determine if something is amiss or if there is a non-pod person present. The environmental awareness connects all of the pod people together, and they can determine if there are humans (or whatever else is dominant) in their sphere of influence. The awareness seems based on the visual acuity of the host: They must see their targets to determine if they are not part of the great alien consciousness.
  • Alert: As seen in the 1978 movie, pod people alert others to their presence with a high pitched scream, which can be heard up to several blocks away. The pod persons in the area will point and all scream, thus leading many others to their location.
  • Resources: The invasion builds resources as it replaces individuals, thus the high resource rank representing the level at the highest point of the invasion. The pod people will devote all of their personal resources to spreading the invasion, and will pool resources to that end.

Contacts:
None, as they are numerous.

Limitations
Despite the abilities, the invasion has several key limitations:
  • Replacement Limitations: Pod people cannot replace waking individuals, thus can only complete the transition and replacement of individuals while asleep or unconscious. If a person can remain conscious, they can prevent the final stage of replacement.
  • Detection: There are three major limitations that pod people have: Complete lack of emotion, lack of individual presence, and the overwhelming desire to spread the invasion. As such, a telepath or empath simply needs to make a power FEAT to determine if the individual is replaced or not. Anyone with enhanced senses (Specifically tracking or smell) has a chance to determine if the individual has been replaced. Finally, any attempt to solicite an emotional or unique response will reveal the individual's intent. Pod people also cannot replace robots or artificial beings, and may have greater issue with mystical or non-organic life.
  • Invasion: One would assume that the invasion has a reputation throughout the stars and amid alien races.
  • Limitations of the Host: Pod people have the same limitations the original version have, therefore, a limitation to a color would still be in effect.
  • Limited lifespan: Discussed more in the novel, the pod people have a lifespan of about five years, and must then look for a new dominant species on a different world.
  • Host Reliant: The Pods require the hosts/replaced individuals to spread the invasion, and cannot travel or act as their original form. The original pods are, however, capble of surviving space and re-entry, as they appeared as a meteor shower.

One final note:

The Zuni Fetish Doll from 'Triology of Terror'




He who Kills

F: Ex (20)
A: Gd (10)
S: Pr (4)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 54
Karma: 70
Popularity: - 5
Resources: Fe (2)

Talents:

Sharp Weapons
Hunting
Mystic Origin*
Thrown Weapons


Powers:

He who Kills: The Zuni Fetish Doll is simply the latest incarnation of the powerful spirit He who Kills. As such, the Doll is merely the vessel, having being bound into the doll is necessary.
  • Body Armor: Fe (2) protection. As a spirit possessed doll, the Zuni Fetish Doll does not need to eat, breath, or sleep.
  • Possession: He who Kills is capable of possessing hosts when its current body is destroyed or reduced to 0 Health. When someone is possessed by He who Kills, they gain the same razor sharp teeth and bloodlust, and are completely under the full possession of He who Kills. While in doll form, He who Kills apparently has a lesser psyche, its true power as a spirit is Mn (75), which is the intensity one must make to avoid being possessed. He who Kills will seek to possess the nearest host, preferably the one who delivered the killing blow to its new host. He who Kills can voluntarily leave a host.


Contacts:
None


Limitations:

  • Binding: He who Kills can be bound into its current form with a prepared chain, which keeps the spirit in a form until the chain is removed, as it was in the movie.
  • Unusual Looks: He who Kills can always be identified by its teeth.
  • BloodLust: He who Kills is driven by bloodlust, and suffers a -1cs in attempting to prevent itself from murdering a chosen victim.

Rawhead Rex from 'Rawhead Rex'











Rawhead and Bloody Bones, Tommy Rawhead, Rawhead Rex

F: Am (50)
A: Ex (20)
S: In (40)
E: Am (50)
R: Gd (10)
I: In (40)
P: Rm (30)

Health: 160
Karma: 80
Resources: Pr (4)
Popularity: - 10


Talents:

Hunting
Mystic Origin*


Powers:

Demon: Rawhead Rex is a pagan demon, capable of extraordinary acts of bloodlust, gore, and perverse violence. As a demon, Rex has many attributes which make him nearly unstoppable from conventional means. Rex has displayed the following abilities (at least in the movie and short story):
  • True Invulnerability*: Rex has shown Ex (20) resistance to most conventional means of damage, and cannot be killed under normal circumstances due to his nature. Rex is completely immune to standard damage types, and can only be hurt through bypassing his natural invulnerability or other means. As Rex is a figure in Irish/Celtic mythology and legend, Rex is not hampered by traditional religious icons, such as wardings and such from the church. Please see Rex's limitations for more information.
  • Natural Weaponry: Claws: Rex possesses claws that can rend through natural material with ease (tearing through high tensile aluminum in seconds), as well as carving through human flesh with Rm (30) ability. Rex's claws are considered a mystical attack, and halve the effectiveness body armor, resistance, and other forms of protection.
  • Natural Weaponry: Fangs: Rex's mouth is a row of powerful sharp teeth that allow him to bite for In (40) damage. The bite is similar to his claws in that it is considered a mystical attack, halving effective protections.
  • Supernatural Senses: Rex possesses keen senses at Rm (30), which ironically also treat as protected senses at the same rank.
  • Tracking: Rex is capable of tracking individuals with Rm (30) ability, as shown in th film where he follows the primary protagonist on foot and waits for opportunity to kill his son.
  • Regeneration*: Rex can regenerate damage quick enough, with Am (50) ability
  • Recovery: Rex recovers Endurance ranks at a heightened level, providing him with Rm (30) recovery.
  • Hyper Running: While not overtly stated, Rex is was capable of maintain pursuit with a vehicle in the film and picking the appropriate time to strike. It would be safe assume Rex can move faster than normal with Gd (10) hyper running.

Contacts:

None


Limitations:

  • Pregnant Women: While it seems rather odd, in the short story, Rex's downfall came from a fertility Idol wielded by a pregnant woman, drawing the parallels between male and female sexuality in pagan religion. Rex can only be 'killed' by the use of the idol in the hands of a pregnant woman. Rex is immediately banished accordingly, and in the movie, it simply has to be a woman.
  • Unusual Looks: Rex suffers an extreme -2cs reaction upon first encountering him.
  • Bloodlust: Rex suffers from bloodlust, seeking to cause as much mayhem and violence as possible.
  • Imprisonment: It is possible that Rex could be re-imprisoned under the earth if the conditions were met, but this is pure speculation and up to the judge to interpret.

King Kong, 8th Wonder of the World





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

Health: 240
Karma: 70
Popularity: (on Skull Island) 100, (in New York/ World At Large) 30/ - 30
Resources: Fe (2)

Talents:
Wrestling
Survival

Powers:
Prehistoric Ape: Kong is the last member of his species, a gigantic ape that has survived for at least 100+ years on the remote Skull Island. As such, Kong's size, stamina, strength, and natural abilities have made him the apex predator amid a world populated by dinosaurs and other strange creatures. Kong's species grants him the following abilities:
  • Growth: While many speculate as to the height of Kong (There were multiple scaled models, ranging from 20 - 70 ft). Kong is approximately 30 Ft. Tall, granting him his bonuses to his FASE as well as a +4cs to hit him.
  • Body Armor: Kong's flesh is dense, granting him Ex (20) body armor and requiring great force to slash and/or slashing to pierce (Machine Guns were needed to really do damage, a T-Rex's bite didn't sever his arm).
  • Hyper Climbing: Kong can scale objects and buildings with Ex (20) speed.
  • Hyper Leaping: Kong can leap with Rm (30) ability, able to leap great distances or 'bound' with great prowess.
  • Enraged: Kong can become enraged, which can increase his strength by +1cs when harmed, in combat, or if his favorite (Ann Darrow) is in danger.
  • Multiple Attacks: Kong can use his feet like hand, granting him additional attacks. Kong can grasp objects and targets with his feet easily, passing people and objects between his hands (As seen with the T-Rex attack).

Kong's Fighting Style
Kong's intelligence and strength make him a formidable opponent, allowing Kong to develop additional 'skills' in combat:
  • One Area Charge: Kong has learned to perform a one area charge, granting him a +1cs to his Endurance for the purposes of damage. Kong needs to be at least above 50% health in order to perform the charge, and the must make an immediate Endurance FEAT at -2cs of standard or stun himself (As seen often in both versions of the film).
  • Leap and rebound: Kong can perform a leap and rebound sort of attack, which is a straight Fighting FEAT. Kong can attempt to 'pounce' on a target, doing Strength Damage. If Kong misses and the environment has multiple objects (such as buildings or trees), Kong may attempt an Agility FEAT to try to strike again in the same around (Again, seen in the 2005 film).
  • Leap and Strike: Kong can gain an additional +1 area to his striking an object by making an Agility FEAT to Leaping at an object to strike.

Contacts
Kong had no real contacts, except Actress Ann Darrow (see Below).

Limitations
Kong's limitations were often related to his animal nature, but several key limitations stood out:
  • Protection of Ann Darrow: Kong loved Ann Darrow, as she had alievated his boredom and loneliness through kindness and tricks. Kong ultimately would give his life for her, and would immediately come to her defense.
  • Easily Enraged: Kong suffered a -2cs Intuition check to easily become enraged. Kong could be provoked by noise, light, danger, violence, and fire.
  • Last of his kind: As strange as it sounds, Kong suffers great morose moods due to his awareness that he is the last of his kind, and suffers -1cs to Psyche when such moods overtake him.
  • Well-Known: Kong is believed to be a god on Skull Island, and is incredibly well known leading to his death at the Empire State Building. In addition, It's hard to ignore the fact he's a 40' prehistoric gorilla.
  • Tranquilizer vulnerability: Kong is extremely vulnerable to certain tranquilizers, giving him a -4cs to his Endurance during their use.


Freddy Krueger from the original 'Nightmare on Elm Street' (1984)







Freddy Krueger

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

Health: 130
Karma: 90
Popularity: - 2 / - 10 (As a child killer, and to the parents and children of Elm Street)
Resources: N/A (See Below)


Talents:
Crime
Weapons Specialist: Glove
Knowledge: Human Nature


Powers:
Dream Spirit: Unlike other free spirits, Krueger has become free spirit limited to dreams. Within dreams, Krueger has nearly absolute mastery, which grants him additional abilities to affect the living and/or targets within dreams. Due to the nature of dreams, Krueger's appearance and/or FASERIP is based around the idealized conception of the 'boogeyman', and specifically, of his charred appearance. Krueger's unique state of existence grants him several abilities, which include:
  • Dream Travel: As Freddy exists in dreams, he can travel between targets with Rm (30 ) ability, interacting with his victims within their dreams and affecting their physical beings. Freddy is limited to the children and grandchildren of his original murderers, and cannot affect his murderers directly in the dreaming, at least initially. A victim simply needs to go unconscious and remain unconscious for 10 rounds in order for Freddy to enter their mind, at which point the victim remains unconscious unless awoken by someone or significant external stimulus. While dreaming, a victim is at -1cs for all FEATs, and suffers all related damage as real. In addition, even if a victim realizes they are dreaming, they cannot awaken on their own. Attempts to do so require an opposed Psyche FEAT. Any damage done in the dream will also show up, although if the victim is killed, their death will seem to be something natural, such as heart attack or the like. Only a Yellow Intuition FEAT of Rm (30) or better, supernatural methods, psionic, or heightened senses will determine that something is 'odd'.
  • Dream Manipulation: Although seen more predominantly in later movies, initially Freddy could manipulate the dreams of his victims to achieve greater results. Freddy could increase his FASE by +1cs through manipulating the dreams of his victims, and his adjusted FASE is a result of his victim's impression of him.
  • Invulnerability: Freddy seems invulernable to damage, but in reality, is only as invulnerable as his victims allow him to be. In the case of Nancy, Freddy could be stunned and even slammed slightly. A victim must make an opposed Psyche FEAT at the beginning of any assault. As such, depending on the color depends on the amount of invulnerability Freddy possesses. As example, if Freddy attacks a victim and the victim rolls a white FEAT, Freddy is near indestructible, but should a victim achieve a red result, Freddy has few protections.
  • Free Spirit: Freddy is a free spirit, and can make Psyche FEATS to survive destruction. As a Free spirit, Freddy does not need his body to act, although, he cannot interact with the waking world without a proxy, at least initially. Due to his existence. Freddy does not require anything to sustain him, nor can he easily be destroyed (See below).
  • Glove: Made by Freddy prior to his death, the glove features five long razor blades across each finger, and his honed to a sharpness capable of rending flesh. While in the dream world, Freddy often uses the glove for coup-De-grace. The glove does Ex (20) edged damage, halving body armor and considered to reduce artificial armor by -2cs. In addition, Freddy always spends karma for kills results with the glove, which require an opposed Psyche FEAT from the target. If the target fails, they begin the dying process regardless of amount of health and as if their endurance was Typical (06).
  • Victim 'Sense': A form of telelocation, Freddy is able to track his intended victims even during the waking world, and is capable of sensing when they are asleep or about to go to sleep.

Contacts: None

Limitations:
Freddy has a number of limitations, tied into his unique nature as an undead dream spirit:
  • Prey Exclusivity: Freddy hunts specifically the children of his murderers, and as such, ignores other targets initially. Freddy cannot seem to affect others.
  • Hideous: Freddy suffers -2cs reactions due to his hideously burned features
  • Horrific nature: Freddy's nature and past is made up of horrific instances, and as such, is well known to the authorities and the parents of Elm Street. The children of Elm Street are for the most part unaware of Freddy's history.
  • Vulnerable to the waking world: As seen with Nancy's last action, Freddy can be pulled out of the dream world, which requires an opposed Psyche FEAT. If brought out of the dream world, Freddy will apparently dissipate within 1 - 10 Rounds, especially in sunlight. Freddy's FASE immediately drop to Pr (04), and each round he is in the waking world he must make a Psyche FEAT vs. Death, not endurance.
  • vengeful: Freddy is very vengeful, and seeks targets based on those who murdered him or thwarted his revenge.