Tuesday, October 2, 2018

Count Carl Von Bruno and the Black Castle from 'The Black Castle'

“Doctor, you're an expert on medical science. Isn't it true that the Ancient Romans were pain worshippers”







Carl Von Bruno 
 
F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Ex (20)
R: Gd (10)
I: Ex (20)
P: Gd (10)

Health: 50
Karma: 40
Resources: Rm (30)
Popularity: 15/-5 (Among the courts of Europe/Amid his own subjects and enemies)

Talents:
Count Von Bruno has displayed the following skills:
Swordsmanship
Marksman
Knowledge: Ancient History
Knowledge: Nobility and Society
Knowledge: Africa (1700s)
Knowledge: European Politics
Knowledge: Philosophy
Knowledge: Engineering
Knowledge: Torture
Firearms
Military

Powers:

None, Count Von Bruno is considered to be an above average man whose real abilities are his capabilities for cruelty. Von Bruno is capable of being extraordinarily cruel, his anger and cruelty being his most defining features. Von Bruno holds those who scarred him to be held accountable to him, and delights in his revenge and murderous plans. Von Bruno has several effects such as:
  • Henchmen: Von Bruno employs a variety of henchmen, criminals, thugs, torturers, and servants who carry out his plans and goals. At any one time, Von Bruno has 1-3 such individuals nearby, most which are unsavory sorts. Von Bruno will pay, hire, or extort assistance for carrying out his plans.
  • Devious Mind: Von Bruno can arrange situations in which his targets return to his castle or fall into his grasp, ranging from providing evidence of other wrong-doings or simply threatening to harm an innocent. Von Bruno is gifted, and may make an appropriate Reason FEAT when attempting to discover, coerce, or convince someone to play into his hands.
  • Maniacal Endurance: Von Bruno has the endurance of a madman, recovering from damage seemingly at a faster rate. Von Bruno can recover Endurance ranks as if he has the power Recovery when dealing with a hated opponent or target.
Contacts:
Von Bruno has contacts with other nobility in Europe, although few tend to deal with him due to his cruel nature.

Limitations:

  • Cruel Count Von Bruno is known for his cruelty, and it is an obvious if not openly commented trait. Von Bruno is at a -1cs to Psyche FEATs when presented with the opportunity to be merciless and cruel to avoid doing so.
  • Scarred Count Von Bruno is scarred and has lost the use of his eye due to the actions of the British during the war. Von Bruno is -1cs to social engagements when first encountered.
  • Reputation Von Bruno’s reputation precedes him, with many whispering about his activities and actions. Von Bruno cannot make a positive popularity check despite being well-known as his reputation has spread across Europe.
  • Vengeful Von Bruno is extraordinarily vengeful, willing to use anyone or anything to gain his vengeance, and turning against even his most loyal aides when it suits gaining revenge against an enemy. Von Bruno’s need for vengeance blinds him to everything, including danger, reducing his Intuition by -1cs when facing the object of his vengeance and -2cs when Von Bruno feels he’s about to have the moment of vengeance.  



The Black Castle is a fortress which has been further modified with secret passages leading to torture chambers, dropaway rooms into pits with either spikes or crocodiles, and narrow corridors which can disorient and misdirect individuals. Those trapped inside the Black Castle must make an Intuition FEAT -1cs while attempting to navigate its underground interiors. If the character fails, they encounter a deathtrap appropriate for the age. The castle’s mazes and dungeons are known to several servants and Count Bruno himself. 

The Gunslinger from 'Westworld' (1974)

“Draw”




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

Health: 80
Karma: 32
Resources: N/A
Popularity: N/A

Talents:
As a robot, the gunslinger has the talents appropriate to whatever role it is given. When all of the Delos Corporation theme parks went berserk, the Gunslinger was loaded with the following talents:

Firearms
Quick Draw (+1 to Initiative)
Horsemanship
Brawling
Knowledge: West World area.
Knowledge: Culture of the West
Intimidation


Powers:
Robotic Construct

The gunslinger is a robot, constructed by Delos Corporation and made to behave and act as human as possible in a specific role. The Gunslinger’s role is that of the ‘black hat’, or bad guy, a role that the Gunslinger has been locked in since the malfunction within the Delos Corporation’s theme parks. As a robot, the Gunslinger is immune to disease or toxins, but can be burned by acids and the like. The Robot’s construction allows it to take damage and remain operating. Normally, the Gunslinger’s stats are reduced when encountering guests, in order to allow them to be able to ‘best’ it. The Gunslinger’s stats under the reduction are as follows:

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

Health: 24
Karma: 26

While in safe mode, the Gunslinger will lose fights and apparently be killed, recycled for the next day to repeat its process all over again. Once the errors begin in the theme park, the Gunslinger is no longer considered in safe mode, and has its full range of abilities appropriate for both its role and its construction.

The Gunslinger is constructed of a Gd (10) material and is considered to have some resistance to true damage at around Typ (06). The Gunslinger usually uses traditional optics, but has a full range of infra-red sensors which provide it with thermal imaging at Gd (10).

The Gunslinger will follow its program and pursue its ‘target’ with unexpected zeal, selecting the ‘dude’ which last bested it. As part of the system-wide error within Delos Corporation, the Gunslinger will ignore Delos Corporation protocols and will continue its pursuit until either destroyed or successful in killing its prey.


The Gunslinger is equipped with standard .45 pistols, six shots which do normal shooting damage. In the hands of the Gunslinger, the pistols add an additional +1 to initiative when the Gunslinger is facing down other robots in West World or when the Delos protocols are removed.

Contacts:
The Gunslinger has no contacts.

Limitations:

  • Robotic Construct The Gunslinger is a robot and as such, is limited by its programmed role. The Gunslinger has no originality and will follow the role in which it has been given to the letter. In addition, the Gunslinger cannot be reasoned with, its purpose is to provide the bad guy to the park’s visitors.
  • Limited Power Source Like all Delos constructs, the Gunslinger has a limited immediate power source, but has a backup system which operates in critical conditions. There is no stated time how long one of the Delos robots can operate, but it is assumed at least a day before requiring recharging.
  • The Delos Protocols Each Delos robot is programmed to serve human hosts and cannot harm them, ranging from the actual human-like robots to the animal constructs. All constructs in the Delos parks must follow the protocols, normally.
  • Delos infection At some point, a series of errors begin to happen within Roman World, spreading across the grids until all of the constructs and systems are in chaos. When this occurs, the robots are freed from the initial constraints and react differently, as all Delos protocols are effectively rendered void. In some cases, like the Gunslinger, the robots are locked into their roles and will pursue any activity associated with their roles.
  • Technology Limitation The Gunslinger is limited in its thermal vision to heat sources. As such, a greater heat source will ‘blind’ the Gunslinger and prevent it from detecting human body heat. The Gunslinger is considered to be at -2cs when attempting to discern human heat signatures if in the same area as a larger heat source. It should be noted however that if the Gunslinger can see normally, it will not use its thermal vision as a primary detection ability.
  • Unusual Looks During the events of the Delos crisis the gunslinger has its face burned away by acid. As such, the robotic nature of the Gunslinger is much more evident and it suffers a -1cs for concealment. The Gunslinger will not react to its appearance, as it is limited by programming.

Sharknado Mechanics from 'Sharknado'

“Sharks in a tornado. Sharknado. Simply stunning.”






Sharknado Effect:

Essentially, there are two components for a Sharknado — An F-5 tornado and unusual currents which produce agitate sharks. The F-5 tornado is considered to have Am (50) strength and can maintain itself by drawing on heat-charged waters for anywhere from 1 — 50 turns. As a side-effect, the weather conditions and warmer waters produce an agitation amid most sharks in a 400 mile radius. The agitation enrages the sharks to the point of attacking indiscriminately, while at the same time drawing up the sharks into the central funnel of the tornado. Unlike most tornadoes (Technically at this point it’s a waterspout), the tornado does not cause a vacuum — instead creating a perfect environment in which the sharks are maintained for short periods of time, able to move with generated currents and function within the ‘sharknado’ without requiring Endurance FEATs. So long as the F-5 maintains itself with strength and speed (Capable of going to Mn (75) strength), the Sharknado can continue. Rapid changes in temperature and/or compression will end the effect within 1d10 rounds, displacing the captured sharks and sending them crashing to the ground. A typical sharknado will have upwards of 100 — 200 sharks of various sizes and attack abilities, but the basics are as follows:

F: Gd (10)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Fe (2)
I: Pr (4)
P: Fe (2)

Health: 60
Karma:8
Popularity: 0
Resources: N/A

Talents:
None

Powers:
Sharks have adapted to marine environments, can move 3 areas per round in water, and have Ex (20) bite which halves effective body armor. In addition, due to the environmental conditions regarding the sharknado effect, the sharks are agitated and considered to have +1CS to bite and attack.

Contacts:
None.

Limitations:
Marine Adapted Environment: Sharks require water to live and many species must maintain locomotion for circulation.

Sharknado LImitations
Easily Recognizable Weather Pattern: Sharknados are easy to spot, especially after the first movie.






Buttonhead from 'Night Breed'

Lie still... it's quicker this way 






 Dr. Philip H. Decker

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

Health: 46
Karma: 50
Popularity: 2 / - 5
Resources: Gd (10)

Talents:

Sharp Weapons
Resist: Domination*
Law Enforcement*
Psychology
Sociology
Medicine
Forensics
Detective
Stealth

Powers:

Prior to his 'death' at Midian, Buttonhead had no powers.

Contacts:

Doctor Decker was a well-respected psychologist, law enforcement asset, and community leader, with various contacts in those areas and fields. As Buttonhead, Doctor Decker had none of those, and was actually a wanted serial murderer.


Limitations:

  • Secret ID: The general public, law enforcement, or anyone dealing with Doctor Decker had no idea he was a prolific serial killer.
  • Dark Secret: Doctor Decker is far from the kind physician, and is a sociopath monster who is insane.

Shuna Sassi from 'Nightbreed'

Shuna Sassi


Everything has its purpose.




Shuna Sassi

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

Health: 110
Karma: 70
Popularity: 0/20 (General/Midian)
Resources: Pr (4)

Talents:
Thrown Weapons
Sharp Weapons
Dance
Seduction
Knowledge: Midian Lore
Crime*

Powers
Member of Midian: Shuna Sassi is a 'monster' and a member of Midian's society. Shuna's uniqueness is based around her feral characteristics, as well as her empathic powers. Shuna possesses the following abilities:

  • Natural Weaponry: Quills: Shuna is covered head to toe in barbed quills, which she can 'throw' up to 1 area away. By using her dancing ability and agility, Shuna can actually perform an area attack with her quills, which do ex (20) sharp damage, halving effective body armor.
  • Poison: Shuna's quills are coated in a natural poison, which does Rm (30) damage and forces those who Shuna makes a successful hit on to make an End FEAT or be poisoned. If Shuna makes a '00' roll, the individual must make an End FEAT or begin the dying process immediately.
  • Empathy: Shuna is a low-level empath, capable of reading humans as well as Midian citizens with Gd (10) ability
  • Pheromones: Shuna emits pheromones at Rm (30) level, and when used in combination with her empathy and talents makes her very desirable.
  • Regeneration*: Shuna possesses Ex (20) regeneration. As a side effect, Shuna's aging is severly slowed.
  • Recovery: Shuna possesses Ex (20) recovery
  • Tracking: Shuna, like her lover Peloquin, can track with Ex (20) ability

Contacts:
Shuna has contacts within the Midian culture, as well as a close contact with her love Peloquin. Shuna has alluded to various criminal contacts in human culture, as well as being well-connected to various figures through higher echelons of society (She was the lover and ultimately murderer of a US Senator).

Limitations:
  • Unusual Looks: Shuna is non-human in appearance, which adds to her strange appeal. Shuna does not usually wear clothing, and has no modesty about her appearance.
  • Casual Killer: While not psychotic, Shuna is none the less casual about taking a life, viewing it philosophically.
  • Devoted to Midian: Shuna is devoted to her home and her people, and will do whatever needs to be done to protect both.

Ginger Fitzgerald from 'Ginger Snaps'







Ginger Fitzgerald

F: Pr (4) / Typ (6) / Gd (10) / Ex (20)
A: Pr (4) / Typ (6) / Gd (10) / Ex (20)
S: Pr (4) / Typ (6) / Gd (10) / Ex (20)
E: Gd (10) / Ex (20) / Rm (30) / In (40)
R: Typ (6) / Typ (6) / Typ (6) / Pr (4)
I: Typ (6) / Gd (10) / Ex (20)/ In (40)
P: Typ (6) / Pr (4)

Health: 22 / 38 / 60 / 100
Karma: 18 / 20 / 48
Popularity: 0
Resources: Typ (6)

Talents:
Student*

Powers:

Werewolf: Ginger is infected with Lycanthropy, slowly transforming into a werewolf over the course of several days and stages. Ginger slowly will change fully into a large wolf, and along the way will inflict damage and violence in her wake. Ginger, much like the previous write-up of imhotep, gains powers during the slowly stages she transforms:

  • Stage One: Initial Stage, no change
  • Stage Two: (Reflected in the second set of FASERIP), Gains Heightened Senses Pr (4), Regeneration Pr (4), and slowly physically begins to transform. She also gains Natural Weaponry: Claws Gd (10), and infect individuals with lycanthropy.
  • Stage Three: (Reflected in the change in FASE) Gains Heightened Senses Gd (10), Regeneration Gd (10), Recovery Gd (10), Natural Weaponry Claws Ex (20),
  • Stage Four: (Reflected in the change in FASE), All powers go to Ex (20), gains Natural Weaponry: Bite RM (30).

Contacts:

Brigitte Fitzgerald

Limitations:

  • Monk's Hood: Ginger is capable of being cured by the herb Monk's Hood
  • Unusual Looks: As the changes progress, Ginger becomes less and less human. The changes are occasionally painful and are very noticeable.

Mordecai Chalk from 'Astro City'

"His cybernetics were made of iron and silver. His onboard computer referenced thousands of volumes of ancient lore….”








 Mordecai Chalk

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

Health: 120
Karma: 80
Resources: Rm (30)
Popularity: 20)

Talents:
Mordecai Chalk is considered one of the greatest monster and occult hunters in the world, and has amassed many talents (speculated). These talents probably include:

Hunting/Tracking
Occult Lore
Knowledge: Rare Occult Beastiary
Knowledge: Occult Figures
Knowledge: Cults and Cult Operations
First Aid
Forensics
Law-Enforcement*
Firearms
Marksman
Martial Arts A, C, E
Sharp Weapons
Blunt Weapons
Performer: Radio Host



Powers:

World’s Leading Monster Hunter
Prior to the events of the Shadow Hill Slasher, Mordecai Chalk was considered the best monster hunter in the world having a reputation that spanned over 25+ years. Chalk’s experience was not without sacrifice, as he was mauled on more than one occasion and had to have a majority of his limbs, internal organs, and sensory organs replaced by cutting-edged magi-tech.

Mordecai’s abilities would allow him the following powers:


  • Cybernetic Construction: Mordecai’s limbs, skeletal structure, and associated tissue were rebuilt to include subdermal armor and arms which were both constructed with cold iron and blessed silver. Chalk’s limbs and parts were constructed with In (40) re-enforced material, suffusing the normal materials with enhanced versions. Mordecai is considered to have Rm (30) protection vs. Physical, Energy, and magic due to the counter-magical alloys and runes which were used at the time. In addition, Mordecai is stronger than an exceptional normal human with greater reaction times (Hence the increased FASE).
  • Sensory upgrades: Mordecai’s sense of sight has been upgrade through magitech electronics, allowing him to scan an area, see in total darkness, perceive those things on the Astral Plane, see mystical lines of force, and perceive the undead who normally cannot be tracked by electronic means. Mordecai can do this with Rm (30) ability.
  • Onboard mystical library: Mordecai Chalk has a coded, protected cybernetic link which is connected to a vast occult library in which he can access ‘Rare Tomes of Arcane Knowledge’ and occult information in seconds. The link is assumed to be well-protected due to the nature of what Chalk deals with and such, providing a Rm (30) Resist: Cybernetic Override. The library is limited to books which are not mystical empowered (spellbooks), sentient (books like the Necronomicon or Darkhold), or one of a kind tomes which are considered ‘lost’. The reference library is quick and be referenced in a single round of action.
  • Specialized Weaponry: Chalk utilizes several specialized weaponry, depending on the nature of the creature he’s fighting. Most notable of the weapons is a specialized heavy bore shotgun/elephant gun which can fire multiple forms of ammunition and converted to fire wolfsbane, wooden stakes, silver shrapnel, holy water infused shells, or whatever Chalk may need. The gun has a range of two areas and does Rm (30) damage normally, with damage being increased depending on the type of ammunition and the type of monster he is fighting (IE Silver rounds will do an additional 10 points, halving damage and beginning the dying process for Werewolves if Chalk hits with a yellow, etc).

Contacts:
Mordecai Chalk had many contacts throughout the world, throughout media, and in the different levels of heroes in the Astro City universe. Chalk was well-regarded as an expert on the occult, having many contacts throughout the occult circles. In addition, Chalk maintained his contacts in the media as well.

Limitations:
  • Unlucky: While Chalk remained a successful monster hunter, the toll taken on his body, soul, and mind told a very different story. Chalk often finds his luck running out , which means a Judge will during the course of an adventure have Chalk make a Psyche FEAT. Should Chalk fail the FEAT, the very next FEAT will result in Chalk’s numbers being reversed, IE a result of 82 will now be a 28. In addition, should Chalk roll an ‘01’, he will find himself in a position where he will lose a limb or worse. From what was revealed about Chalk’s history, it was riddled with moments like that.
  • Public Identity:Chalk’s identity is well-known and is never concealed. Partially due to his reputation and partially due to his cybernetic rebuild, Chalk cannot or does not both to hide who he is.
  • Enemy: It is probably that Chalk had many enemies amid the supernatural community up until his defeat at the hands of the Shadow Hill Killer.