Wednesday, November 7, 2012

Eli from 'The Book of Eli' (2010)

'Cursed be the ground for our sake. Both thorns and thistles it shall bring forth for us. For out of the ground we were taken, for the dust we are... and to the dust we shall return'







 

 

 

 

 

 

 

 

 

 

F: In (40)
A: Ex (20)
S: Typ (6)
E: Rm (30)
R: Gd (10)
I: Am (50)
P: Rm (30)

Health: 96
Karma: 90
Popularity: 0
Resources: Fe (2)

Powers:
Heightened Senses: Eli has heightened Senses, granting him Typ (6) heightened senses of smell, taste, and hearing. Eli is able to discern the differences in people's scents, good and bad water sources, hidden opponents, and even the movement of things one area away.

Iron Will: Eli possesses Rm (30) Iron Will, and is capable of ignoring wounds that would be otherwise fatal for some time (Such as being shot).

ESP: Eli has some form of extraordinary senses that are akin to Radar sense, although this is more believed to be faith derived. Eli's blindness is completely compensated for when he is on the path, and he only loses it when he gives up the book. It is considered to be Ex (20)

Talents:
Bows
Sharp Weapons
Dual Weapon Fighting
Guns
Marksman
Survival*
Religion


Contacts:
Solarra: Eli's later companion and friend who helps him achieve his goals.

Limitations:
 

Devotion to the Book: Eli is devoted to protecting the book  The King James Bible with his life. Eli will sacrifice a great deal to protect the book. 

Blindness: Eli is completely blind.

April 1st: Ambush Bug!







Irwin Schwab

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

Health: 52 (hey! It's DC's magic number!)
Karma: 70
Popularity: well, it depends. Most of the time 10
Resources: Pr (4)

Talents
Detective/Esiponage (Theoretically)
Comic Continuum Ethics and Physics (Well, he's a little low on the ethics part)
Crossover Physics: (He understands that Superman in his book sells, but Batman makes it golden)
Knowledge: Hero/Villain lore
Knowledge: DC Universe (all of it)
Knowledge: Superman (He practically stalks him)

Powers:
  • Teleportation: Ambush Bug used to use little flying bugs that would grant him Un (100) teleportation, but since that was sort of stupid, he ditched them.
  • Body Armor: Ambush Bug's costume provides Ex (20) protection from Physical, Energy, Acid, Disease, Radiation, Continuity, Scarlet Witch Reality Alteration, Skrull Replacement, Final Crisis exposition, and Wolverine Crossovers.
  • Comic Awareness*: This power is awesome to behold, and so far, only Ambush Bug and maybe Keith Giffen understand it. Basically, Ambush Bug is fully aware he is a comic book character. This makes him impervious to some degree from permanent character death (although, many many many people have tried. As Ambush Bug is aware he is in a comic, he's not bound by certain rules, such as having to die, mandatory crossovers, and permanent injury. Ambush Bug also knows he's a possible character in a game, so plan accoringly.
  • Weirdness Magnet: Like the power Troubleshooter, Ambush Bug is automatically drawn to the paranormal, the weird, the...stupid. From talking Socks with Dr. Doom fixations to toy sidekicks, Ambush Bug is drawn to these things.
  • Apathy Will: Like Iron Will, except not exactly, Ambush bug has 'Apathy Will' at Un (100). Basically, Ambush Bug's apathy is so great that he ignores things, such as 100' tall were-koalas (Issue #2) or Darkseid (Original Miniseries). Ambush Bug's Apathy Will works against Ambush Bug as well, except in the immediate presence of Cheex the Toy Wonder, Superman, "Hot Super Chicks" or continuity that is so confusing that it baffles him.

Contacts:

The Dumb Bunny from the Inferior Five, or as Ambush Bug says, Mrs. Schwab (It was a quicky in Vegas)
Jonni DC, the former Continuity Cop for the DC Universe
Cheex The Toy Wonder: A toy that Ambush Bug made his side-kick (Stats below)
Superman: Although Superman is rather reluctant to admit that he knows Ambush Bug, Ambush Bug is Superman's *GREATEST* fan.

Limitations:
  • Immortal: Ambush Bug is not on Death's list (Death of the Endless actually looked, he's not there)
  • Banned: Ambush Bug is banned from many comics on principal.
  • Insane and Absurd: The Joker thought the Ambush Bug was seriously F'd up. Seriously.
  • Unusual Looks; Come on, he's in a bright green costume with antenna.
  • Enemies: From Scabbard to Darkseid, Ambush Bug's made a few.

Cheeks the Toy Wonder:

F: Sh/0 A: Sh/0 S: Sh/0 E: Sh/0 R: SH/0 I: Sh/0 P: Sh/0
Health: 0
Karma: 0
Popularity: Surprisingly 20
Resources: Sh/0

Powers: Doll Body: Pr (4) protection from damage
Talents: None
Contacts: None

IT'S A DOLL!!!!!!!!

Count Orlok from 'Nosferatu' (1922)

imply put, I think without Nosferatu, modern horror movies would have been far different. While F.W. Murnau sought to create his own version of Dracula after being refused the rights to the novel, it was clear that he had something unique...something that hit a cord within both the movie audiences of the period or any period for that matter.

While Dracula was cultured, Orlok was diseased. While Dracula was handsome, Orlok was hideous. While the novel Dracula was as much a part of the invasion genre of British Literature, Nosferatu was part of the post World War expressionist movement, representing a type of horror associated with the survivors of the great war.

I have always been fascinated with Count Orlok, not just for his distinctive style but also the absolute way that Murnau sought to frame the character. I always felt that while Orlok and Dracula have similar plans, similarities end with the story points: While both are monsters, Orlok is more overt about it, and in many ways, is more terrifying.


So, for the final write-up of this year's Halloween, Count Orlok

Count Orlok



 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Count Orlok

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

Health: 130
Karma: 90
Popularity: - 10 (As the spreader of the plague)
Resources: Rm (30)


Talents:

Business/Finance
Mystic Origin*
Multi-Lingual
Acting
Disguise

Powers:

Nosferatu: Orlok is a Nosferatu (Bird of Death), but is only vaguely similar to the types of vampires that are reflected by Dracula. Orlok's limitations are more severe, and cannot easily make others of his kind. Those who die by Orlok's hands do not rise as vampires, nor is Orlok able to remain active during the hours of daylight. Orlok however does not have the traditional limitations of vampires at the same time. Orlok's abilities and limitations include:

  • Increased FASERIP: Orlok's physical presence is greatly increased, and is capable of superhuman acts as shown in the Book of the Vampyre read by Hutter and his fiance.
  • Shadow-casting: It is suggested that Orlok can shadow-cast with Ex (20) ability, as shown in different scenes within the original silent movie and the remake in the 1970s.
  • Terrifying presence: When Orlok is not disguised, he generated Pr (4) fear generation as seen to cause me to freeze with fright
  • Vampyre: Similar to Bio-vampirism, Orlok is not specifically stated to require lifeblood to live, but does kill a number of people for it. Unlike the traditional vampire, Orlok does not suffer from not feeding, as his life-force is tied more to his native soil than blood. In addition, Orlok cannot create others of his kind as a vampire does. The exact means that Orlok would create other vampyres is unknown. As a vampyre, Orlok is virtually immune to damage, and can only be killed either by sunlight or through decapitation. The advised means to kill Orlok is to stall him with the blood of a pure girl as the sun rises.
  • Natural Weaponry Claws: Orlok has wickedly sharp claws capable of doing Ex (20) damage, halving effective body armor. If a yellow or red result is achieved, the victim must also make an Endurance FEAT versus disease.
  • Plague Carrier: Orlok carries a variation of the Black Plague, and spreads it through bites. Orlok is often suggested to be the origin of outbreaks of the plague across Germany. Orlok does this with Rm (30) ability.
  • Rat/Insect Control: Orlok controls rats and insects with Rm (30) ability
  • Heightened Senses: Orlok possesses heightened senses with Ex (20) ability.

Contacts:

None

Limitations:

  • Bloodlust: Orlok is bloodthirsty, and while not necessarily needing it for survival, will go out of his way to feed. Orlok suffers -2cs to actions to prevent him from feeding.
  • Vampyre: While not a traditional vampire, Orlok is a Vampyre (There is a marked difference). Orlok is completely vulnerable to sunlight, which will kill him within seconds. Secondly, Orlok must have soil of his home to rest and regenerate his powers. Without such, Orlok dies.
  • Repugnant: Orlok is hideous, suffering a -1cs reaction bonus




Colonel Ives from 'Ravenous'

Breakfast. Lunch. And Reinforcements.

Colonel Ives


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Colonel Ives/F.W. Colqhuan

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

Health: 120
Karma: 70
Popularity: - 2
Resources: Pr (4)

Talents:
Military
Survival
Marksman*
Unarmed Combat
Sharp Weapons
Cooking

Powers:
Windigo: In many ways, Ives is the truest interpretation of the Native American legend of the Windigo, granted superhuman powers from feasting on human flesh. Prior to his initial feast, Ives was dying of Tuberculosis, and found himself not only empowered but fully healed. Trapping victims and seeking to convert others, Ives gained the following abilities:

  • Altered FASERIP: Ives's stats are a result of his ingestion of human flesh. These attributes are permanently increased, and as such, he is far stronger and capable of greater feats of Endurance than his wiry frame suggests. In addition, Colonel Ives's perception and senses are increased, granting him the increased intuition
  • Regeneration: Ives can recover from near fatal wounds with Rm (30) ability, which can be accelerated with ingestion of human flesh (See Recovery).
  • Recovery: Rm (30) ability to recover endurance ranks and/or health at an alarming rate. Ives can gain a +2cs increase to his Recovery when eating people, as seen in the movie, recovering from near fatal wounds nearly instantly.
  • Hyper Speed: Pr (4): Ives has increased physical speed as a result of his transformation, and can move far faster than a trained military officer.
  • Increased Senses: Smell: Ives has gained an increased sense of smell at Gd (10)
  • Iron Will: Ives has Ex (20) Iron will, capable of ignoring gunshots and other forms of damage to a point. While the damage is still done, Ives ignores it.
  • Longevity*: While not expressly stated, it is clear that the feast of flesh rejuvenated Ives, and possibly extended his lifespan.

Contacts:
None, although he converts Colonel Hart to his dietary plan, Hart would not be considered a contact.

Limitations:

Dark Secret: Ives is a cannibal
Addiction: Ives must feed on human flesh. Every day without a serving causes him to become neurotic, reducing his regeneration and recovery attributes (but strangely leaving his adjusted FASE). Ives needs a Psyche FEAT to maintain control of himself, and especially during moments of 'The kill'

The Green Lama from 'Project: Superpowers'

The Green Lama
 

 

 

   

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Jethro 'Jet' Dumont

F: Ex (20)
A: Ex (20)
S: Gd (10)/Rm (30)
E: Gd (10)/Am (50)
R: Gd (10)
I: Mn (75)
P: Am (50)

Health: 60/120
Karma: 135
Resources: Am (50)
Popularity: 20/-20

Talents:
Chemistry
Botany
Martial Arts A, E
Multi-Lingual
Knowledge: Buddhism
Faith*
Philosophy
Trance
Business/Finance

Powers:
High Lama: The Green Lama has achieved an unparalleled level of mastery through decades of study and meditation. As such, the Green Lama has developed many abilities and an increase to the abilities he already possessed. As the high lama, the Green Lama has the following abilities:

  • Plant Control: The Green Lama has Mn (75) control over plants, performing such FEATs as growing a city-sized tree in downtown New York City.
  • Telelocation: The Green Lama can locate any living individual on the planet with Mn (75) powers.
  • Damage Transferal: The Green Lama can transfer damage between living beings with Mn (75) ability.
  • Resistances: The Green Lama is resistant to diseases, toxins, and radiation with In (40) ability.
  • Longevity: While well over a century old, the Green Lama appears to be a man in his 30s. The Green Lama's lifeforce is tied directly to the living creatures around him.
  • Levitation: the Green Lama can levitate himself and objects with Rm (30) ability
  • Total Memory: The Green Lama can recall details of even the smallest aspect.

Body Mastery: As years of training, the Green Lama has full mastery of his body, allowing him the following abilities:
  • Iron Will: The Green Lama can manipulate his body to ignore damage and effects with Rm (30) ability.
  • Recovery: Rm (30) ability to recover endurance ranks
  • Body Resistance: Rm (30)
  • Hyper Speed: Rm (30) ability to increase his reactions and speed.
  • Energy manipulation: Through the manipulation of radioactive salts in his body, the Green Lama can fire blasts of concentrated energy with Rm (30).

Contacts:
The SuperPowers
The Fighting Yank


Limitations:
Tied to the environment: The Green Lama is tied to his immediate environment. Damage to the environment can also affect the Lama
Aging: When the Green Lama exerts himself (A Red FEAT), the Green Lama begins to age to his true age. The Green Lama suffers a - 3cs to his stats when such occurs, and lasts 1 - 10 rounds depending on the level of damage.
Pacifism: The Green Lama is an avowed pacifist, and will never initiate combat or seek violence.
Code Vs. Killing: The Green Lama will never seek to kill an opponent and does not believe in such.
Enemy: Bloodlust: The Green Lama is being stalked by the descendant of his former associate and aide, who will stop at nothing to kill him.

Rom the Space Knight

Originally a simple comic series created to promote a toy, Rom the Space Knight became an integral part of the Marvel Universe, introducing among other things the Dire Wraiths, the basis for the power nullifier, and redefining Marvel space opera. Written by the outstanding Bill Mantlo, Rom presented both a combination of knightly virtues and space-age technology, and worked to stop threats spawned from the Dire Wraiths as well as other sources. Rom continues to be one of the 'missing' characters in the MU, mainly due to a loss of license, and many people hope that Rom will someday return to the MU.

Why Rom?
Rom continues to be one of my favorite titles from back in the day. From the actual design of the space knights to the dire wraiths, Rom introduced a good number of background ideas into the Marvel Universe during the 1980s, and had a sizable indirect impact on the X-Men for some time (the nullifier which robbed Storm of her powers was based on Rom's own weapon).

Rom himself was a big reason: Despite it all, Rom was a noble figure who in many ways paralleled the Silver Surfer: Both gave up their humanity to stop the destruction of their home world. Whereas Norrin Radd gave his humanity up to Galactus, Rom sacrificed his own to ensure that the dire wraiths were destroyed. I always liked that about Rom, and I liked the idea that there was a lot of King Arthur elements tied to him.

Rom was covered in the Marvel Universe Guide, but I felt I needed to update it and define Rom more to the comics, especially towards the end.

So...Rom






F: Rm (30)
A: Rm (30)
S: Am (50)
E: Mn (75)
R: Ex (20)
I: Ex (20)
P: Rm (30)

Health: 185
Karma: 70
Resources: Am (50) (Backed by the Galadoran government as well as the US Government while on Earth).
Popularity: 20 on Earth, 50 on Galador.

Talents:
Rom has the following talents based on his time as a Space Knight and as his time on Earth:
- Astrogation
- Aerial Combat
- Resist: Domination
- Martial Arts C
- Repair/Tinkering
- Leadership*
- Knowledge: Stellar Empires
- Knowledge: Dire Wraiths
- Knowledge: Galador
- Pilot
- Weapon Specialist: Neutralizer: While often a weapons Specialist is dedicated to a melee weapon, Rom is extensively trained in the Neutralizer and applies his +2cs to attacking with it.

Powers:
Cybernetic Body: Rom is a sophisticated cyborg whose construction is dedicated to waging war with the dire wraiths over a long period of time. Constructed of an unusual metal called 'Plandanium', which is found only on Galador and is capable of resisting slashing from even the strongest material (such as adamantium). Rom's cybernetic body grants him the following abilities:
  • Body Armor: Rom's body armor provides Amazing (50) protection against physical and energy attacks, as well as protecting against the rigors of space, high-end radiation, disease, toxins, and other similar effects. Rom's body is also considered non-ferros. In addition, attacks which would normally halve effective body armor do not have the same effect against Rom's body.
  • Life Support: Rom's biological parts are kept in a state of complete suspended animation, and are protected up to cl1000 effects (such as the corona of a sun or similar).
  • Sealed Systems: Rom's systems are considered 'Sealed' and cannot be easily breached, treating with Mn (75) intensity to do so. Rom could survive space travel indefinately, as well as considered to have protected senses at Am (50).
  • Regeneration*: Due to the unique properties of Plandanium, Rom's body regenerates from damage, allowing him self-repair functions at Gd (10).
  • Sensory package: Rom's cybernetic senses allow him to see infra-red, tie directly into the Analyzer, gain radar fixes on targets, and also to navigate wormholes and spatial warps.
  • Sub-space Access: Rom could store his Analyzer, Neutralizer, and Translator in a sub-space pocket, and access them within a single action.
  • Self-Sustenance: Rom did not need to eat, sleep, or breathe in a conventional method as his cybernetic body compensated.
  • Flight: Rom utilizes a built-in rocket pack consisting of twin rocket pods, providing him with Un (100) flight. Rom can accelerate to Mn (75) in a single round.

Rom's Equipment:
Rom utilizes three unique pieces of equipment which were given to him upon his conversion into a Space Knight. In the case of the Neutralizer and Analyzer, Dire Wraith suffer a -4cs to effects:
Rom’s Neutralizer: Considered to be the ‘greatest weapon on Galador’, the Neutralizer has many settings and is designed to be Rom’s primary offensive weapon. The neutralizer has several settings, from a basic setting that stuns opponents to a more comprehensive setting that banishes Dire Wraiths into limbo. Rom’s Neutralizer can do between Gd (10) and Mn(75) energy damage depending on the setting, and is capable of purging toxins and radiation from individuals with Am (50) intensity. Rom’s Neutralizer is also unique: It is a one-of-a-kind weapon which is attuned to Rom. Any individual who attempts to use the Neutralizer (but not hold it) suffers Mn (75) energy and psychic damage. Individuals can be shielded from the psychic damage, as seen with Brandy Clark when she used the Neutralizer to destroy the monstrous Hybrid.
Rom’s Analyzer: The Analyzer is capable of detecting Dire Wraiths as well as other concealed individuals with Am (50) ability. In addition, the Analyzer can detect and track energy signatures, from background electrical impulses to any energy along the full energy spectrum with Ex (20) ability.
Rom’s Translator: Rom utilizes a universal translator, capable of understanding and communicating in any known language. It is considered to have Mn (75) linguistics, and is capable of communication with cybernetics at Ex (20). The Translator maintains every language and is accessible directly to Rom’s neural net.

Limitations:
Heroic: Rom will always act in the most heroic means possible, possessing a nobility and sense of right and wrong that he will not compromise on, despite the cost to himself. The Dire Wraiths have often used this against Rom, especially after the arrival of the second Dire Wraith invasion.
Unusual Looks: Rom is nearly 7’ feet tall and is obviously a cyborg.
Sworn Enemy: Dire Wraiths: Rom is the sworn enemy of Dire Wraiths, and as such, makes their defeat his primary goal.

Rose Tattoo from 'Stormwatch'





Rose Tattoo, the Spirit of Murder 'Shawna', Countless other names

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

Health: 150
Karma: 90
Resources: Typical (6)/Am (50) accessible while part of StormWatch/The Authority
Popularity: -20 (in mystical circles)/0/15 as a member of the Changers/StormWatch/Authority

Talents:
It is uncertain how many talents Rose truly has as being a spirit of murder, but she has displayed combat and military talents such as:
Mystic Origin*
Knowledge: Changers Protocols
Knowledge: StormWatch Protocols
Knowledge: Authority Protocols
Military
Martial Arts A, B, C, D, E
Acrobatics
Tumbling
Firearms
Weapons Master*
Bows
Repair/Tinker: Weapons
Weapon Design
Detective/Espionage
Crime*
Knowledge: Geography

Powers:
The Spirit of Murder:

As the Spirit of Murder, Rose is one of the greatest combatants that has ever existed, capable of taking on whole groups of opponents and killing every one of them. Rose represents violence and murder incarnate, and as such, she possesses great powers and abilities based around her ability to kill. These abilities include:
  • Spirit Possession: Rose is a spirit, and if killed will move on to another host, usually a woman about to commit or in the process of committing murder. Once Rose has taken possession, the possession is complete, and effectively that person becomes Rose Tattoo. Rose cannot be exorcised from her new host, and slowly changes her host to take on her usual look.
  • Ultimate Skill: Fighting: Rose knows every fighting form ever developed, and as such, gains all appropriate bonuses in combat.
  • Ultimate Skill: Weapons: Rose has knowledge of every kind of weapon used in conflict or to murder, and gains all bonuses accordingly.
  • Immunity: Stun: Rose cannot be stunned in traditional means through any attack that does not do at least 3/4s of her health in damage.
  • Danger Sense: Am (50)
  • Combat Sense: Rose has a unique combat sense which allows her to spend her actions to evade ranged attacks as well as melee attacks.
  • Iron Will: Am (50) ability to ignore effects, damage, and other effects.
  • Resistances: Disease, Toxins, aging, and poisons: Am (50) ability
  • Weakness Detection: Rose can determine the means to kill anyone with Mn (75) ability. As the Spirit of Murder, Rose cannot summon these means, but she can use whatever means necessary to achieve them. As a good example, Rose killed the first Doctor in StormWatch through a combination of sex and overdosing him with Heroin.
  • Spirit of Murder: Rose exists so long as murder exists. As such, if Roses's physical form is killed or destroyed, Rose will simply assume a new one in 1-100 rounds depending on two things: The severity of the damage and more important, who inflicted it.

Contacts:
Henry Bendix (Weatherman one)
StormWatch
The Changers
The Authority

Limitations:
  • Unusual Looks: Rose has a pure white eye which she hides with her bangs, and an intricate series of rose colored tattoos on her body, which she doesn't hide (and goes out of her way to show).
  • Casual Killer: Rose is a casual killer, valuing very little for life and often taking pleasure in murder and carnage. Rose gains karma for killing large groups.
  • What she really is: Rose hides what she really is, but occasionally, her true visage is seen. She has driven men mad in the heights of pleasure when they get a glimpse of her, and causes those with True Sight to recoil at her appearance.
  • Murderous Reputation: Rose's reputation is one of a psychotic killer, and she does little to change that.