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Gamers Handbook of the

Days of Halloween



J-Z



Marvel Universe
thejackolanterns Unofficial Handbook to the Marvel Universe
Compiled by Jason Lark
Jason Voorhees 3 Rick Grimes 54
Jesse Hooker 5 Rose Red 56
John Doe 7 Samara Morgan 58
Johnny Smith 9 Sebastian Haff 60
Judas Breed 11 Seth Gecko 61
King Kong 13 Scarlet Plague 63
Kothoga 15 Shark 65
Michael Myers 17 Shuna Sassi 66
Michonne 18 Simon William Garth 68
Murder Legendre 20 Sookie Stackhouse 71
Nancy Downs 22 Tall Man 74
Overlook Hotel 24 The Thing 77
Piranha 26 Tomie 79
Phantom of the Opera 27 Tommy Jarvis 81
Peter Benchley's Creature 28 Tooth Fairy 83
Pinhead 30 Triffid 85
Pod People 33 Twilight Vampires 87
Prince of Darkness 36 Varney 90
Private Cooper 38 Victor Frankenstein 93
The Project: Noah Virus 39 Vines 94
Proteus 41 Walking Dead Zombies 96
Pumpkinhead 43 Wishmaster 98
Q 45 Wolf Man 100
Quentin Collins 47 WWZ Zombie 102
Rage Virus 50 Ymir 105
Rawhide Rex 52 Zuni Fetish Doll 107









Jason Voorhees 3


F: Rm (30)
A: Ex (20)
S: Rm (30)
E: Mn (75)
R: Typ (6)
I: Rm (30)
P: Ex (20)
Health: 155
Karma: 56
Popularity: - 30
Resources: Fe (2)

Talents: Stalking, Hunting, Sharp Weapons, Improvised Weapons, Area Knowledge:
Crystal Lake Area

Powers:
Undead State: Jason was killed as a small child, and apparently returned for vengeance
numerous times. As such, permanent death seems beyond the capacity for Jason. Jason
has several abilities keyed into his unique nature, such as:
- Regeneration: Mn (75) regeneration
- Recovery: Mn (75) recovery
- Revival: Jason can be revived through several means, although electricity and psionic
power have shown to work. It is not certain how to permanently kill or remove Jason, as
he has been stabbed, shot, decapitated, dissolved, shredded, hanged, impaled, chained to a
rock to down, and forced into re-entry. Jason continues to return.
- Fear Generation: When first encountering the sight of Jason, his presence causes Typ
(6) fear, requiring an Intuition FEAT or be unable to fully act. Persons affected will either


freeze in place or go run off in a random direction. 4
- Invulnerability: Jason is invulnerable to toxins, poisons, and pain. Jason cannot feel
pain, nor is stunned through normal stunning attacks (reflecting the 6 - 8 movies rather
than movie 3).
- Stealth: Jason has Gd (10) stealth, keeping his presence completely unknown until he's
ready to strike.

Contacts: None

Limitations:
Hideous: Jason is gruesome under that mask, and suffers a -2cs from all dealings
accordingly without it. With the mask Jason suffers a -1cs.
Wanted: Jason is wanted for multiple homicides and deaths, with a full FBI profile team
hunting for him at one point.
Trademark: Jason is never seen without his Hockey Mask and Machete.
Prey Exclusion: Jason will not kill pregnant women or those deemed 'innocent'. Note:
This does not include animals.
Trigger: Jason will act to 'punish' those teenagers who are engaged in: A. Premarital Sex,
B. Drugs, C. Lewd or lascivious behavior.
Fear of Water: Jason is terrified of drowning, and encounters with such force Jason into
a catatonic state. Jason becomes inert with under water, such as when he was tied to a
boulder (Twice).














Jesse Hooker 5


F: Rm (30)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Am (50)
P: Rm (30)
Health: 130
Karma: 90
Popularity: 0
Resources: Pr (4) to Typ (6) (See Below)

Talents: Jesse has lived at least 150 years, possibly a little older, and as such, has picked
up a few talents: Occult Lore: It is believed Jesse knows how the vampires of Near Dark
were created, and may know much more, Military: Jesse was a member of the CSA.,
Marksman*: Jesse is a marksman with his colt, Leadership*: Jesse is a leader, and has the
natural charisma to form a 'family' around him, Knowledge: New West: Jesse knows the
byways of the New American West, and is capable of using that knowledge for hunting,
traveling, and theft, Thief*, Guns

Powers:
Vampire: Jesse is a vampire, and has many powers he shares with his companions.
Unlike other forms of vampirism, Jesse's vampirism does not grant him superhuman
speed, transformational powers, or hypnotic control, instead it grants him the following:


- Immortality*: Unless Jesse is mortally killed (See weaknesses), Jesse is 6
functionally immortal.
- Invulnerability*: Jesse cannot be affected by disease, toxins, aging, or stun effects.
Jesse is considered 'Immune' from such damage or effects.
- Ignore Pain: Jesse can simply ignore the pain from traditional non-silver and non-lethal
attacks, allowing bullets to tear into him without causing permanent damage (as seen in a
classic scene with him spitting a bullet out).
- Heightened Senses: Jesse and his pack have enhanced senses, ranging to Ex (20) sense
of hearing, smell, and sight.
- Regeneration*: Jesse and his pack can regenerate even the most serious of damage
with Rm (30) ability, including regaining lost endurance ranks without requiring blood.
Jesse's body will repair itself without needing blood like other vampires require.
- Immunity to vampiric weaknesses: Jesse and his kind are immune from many of the
traditional weaknesses, such as garlic and holy symbols, casting no reflection, and the
inability to cross running water.

Contacts: Jesse's Pack

Limitations:
Vampiric Weaknesses: Jesse and his pack suffer +2cs damage from natural sunlight,
which causes them to suffer horrendous burns (which can heal over time). While in direct
unprotected sunlight, Jesse's kind suffers the +2 cs damage and begins to lose endurance
ranks for every 10 rounds in sunlight, which cannot be healed easily (usually requiring
weeks and/or blood). Jesse and his kind can operate even to within 10% of their health
unhindered, but suffer the 'Hideous' limitation (As they are horribly covered in burns).
Vengeful: Jesse never, ever forgets a wrong, nor will he simply allow trespasses to go
unpunished.
Devoted: Jesse is incredibly devoted to his pack, and is very selective who gets added to
the point of killing anyone who attempts to bond with them. In addition, Jesse will not
tolerate betrayal (See above).
Silver: Jesse and his kind suffer an additional +1cs to silver weapons.
Reversal: While it worked for a few, reversing Jesse's kind of vampirism is possible if
the individual has only recently been 'turned', or based more on their personality and
spirit. The reversal requires a Psyche FEAT at Ex (20) intensity and a full blood
transfusion. Note: It is very doubtful that most of Jesse's pack could be restored this way.








John Doe 7

John Doe

F: Ex (20)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)
Health: 46
Karma: 70
Resources: Typ (06)
Popularity: 0*

Talents: Knowledge: Religion, Knowledge: Library Sciences, Shadowing
Knowledge: Human Behavior (While not trained in psychology, it would be safe to say
John understands humanity), Unarmed Combat: (Not specified, but he did defeat a trained
police officer in hand to hand), Knowledge: Trivia, Knowledge: Forensics,
Knowledge: Law Enforcement Procedure, Knowledge: Local Area

Powers:
John has no powers per say, but has several qualities that might appear to be superhuman
or at least, beyond the normal skein of things:
Indomitable Will: John is a committed individual, and ignores certain effects including
appeals to bait or 'read' him with Ex (20) ability. While it does not confer the damage
absorbing abilities of Iron Will, John can ignore effects with a successful FEAT roll.
Prediction: John understands the human mind and condition with effortless ability, being
a highly functional sociopath. As such, John can predict human behavior with Gd (10)
ability based on facts learned about the person, enabling him to understand motivations
and characteristics of a target.


Ordinary: John is extraordinary at appearing ordinary, down to the use of the 8
name 'John Doe'. John is capable of covering his tracks with Gd (10) ability, allowing
him to mask his intentions, involvement, observation, and even purpose until he is ready
to reveal it.

Contacts: None

Limitations:
Obsession: John is obsessed with completing his goals, to the point that he will sacrifice
himself to see them achieved. As such, John enters into a situation completely committed,
and cannot be dissuaded or convinced otherwise.





















Johnny Smith 9

Johnny Smith

F: Typ (06)
A: Pr (04)
S: Typ (06)
E: Gd (10)
R: Gd (10)
I: Rm (30)
P: Rm (30)
Health: 26
Karma: 70
Popularity: 2
Resources: Typ (06)

Talents: Teacher*

Powers:
The Dead Zone: Due to an automobile accident that left him in a coma for over six
years, Johnny Smith can gain knowledge of a person - past, present, and possible future
but with a touch. Smith's ability allows him to do the following:
Postcognition: Smith has Am (50) postcognition, allowing him to see into a
person's past and 'see' specific incidents as if he is/was present. Smith cannot 'read
minds', but he can see the events as honest as they are portrayed in the memories
of the individuals who he touches. Smith can observe events over the course of
how they happened, but to the casual observer, a moment is all that passes.
Precognition*: Smith has the Am (50) ability to predict events through a touch,
and can determine possible outcomes through the actions of individuals by seeing
the possible future. Important and critical events seem to have priority, as major
events may be years away (As seen with the events around Greg Stillson. Johnny


must touch the individual in order to use his powers. 10
Clairvoyance: Johnny can occasionally gain glimpses into individuals connected
to others, as seen in the novel and in the movie albeit briefly. Johnny's range is
more directed by the intensity of the connection between individuals he touches.

Contacts: Johnny had contacts with his ex-fianc Sara and some local members of law
enforcement.

Limitations:
Lame: Johnny's injuries from the auto accident that put him in the coma have
required the use of a cane. Johnny has problems maneuvering and acting without
it.
Enemy: Greg Stillson: More in the novel than in the movie, Stillson's rise to
power is paralleled by Johnny's life, which brings them into conflict. As such,
Stillson would be an enemy of Johnny had the events at the end of the
novel/movie not play out as they did.
Unwanted Attention: Johnny lives as a recluse due to the unwanted attention his
power brought. As such, Johnny suffers a -1c for reaction when confronted by any
attention or notoriety.














The Judas Breed 11


F: Ex (20)
A: Rm (30)
S: Ex (20)
E: Rm (30)
R: Pr (4)
I: Rm (30)
P: Gd (10)
Health: 100
Karma: 44
Popularity: 2/-2
Resources: Fe (2)

Talents: None

Powers:
Adaptable physiology: Within two years, the Judas Breed went from simple insects to
the bipedal adaptable form that they evolved to. A typical Judas Breed insect has the
following natural abilities:
Armored Skin: Gd (10) protection against physical
Imitation: Pr (4) ability to appear as human.
Vocal Mimicry: Ability to mimic human-like noise with Pr (4) ability


Hyper Leaping: Ex (20) ability to leap 12
Natural Weaponry: claws: Ex (20) ability
Multiple Attacks: The Judas Breed can make up to 4 additional melee attacks.

Contacts: None

Limitations:
Feeding Frenzy: The Judas Breed enters a feeding frenzy when confronted with
wounded prey.





















King Kong 13


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:
Pre-historic 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) 14
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 alleviated 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.


The Kothoga 15


Dr. Julian Whittlesey

F: Ex (20)
A: Ex (20)
S: In (40)
E: Am (50)
R: Pr (4)
I: Am (50)
P: Pr (4)




Health: 130 16
Karma: 58
Popularity: As the Museum Murder: -15, as a creature of myth, -10.
Resources: Fe (2)

Talents: Area Knowledge: New York Museum of Natural History

Powers:
Blessed by Kothoga: By undergoing the ritual of Kothoga, Dr. Whittlesey ingested rare
leaves which included a retrovirus capable of massive mutations. The retrovirus was
filled with reptilian, mammalian, and amphibian DNA, which altered Dr. Whittlesey
permanently into the Kothoga, a creature worshipped by distant aboriginal tribes in South
America. The leaves also provide a source of nourishment for the Kothoga, which is
essential for its continued existence (See Limitations). As such, the Kothoga has the
following attributes:
- Armor Skin: Ex (20), requiring machine guns to truly slow it down, explosives to do
harm to it.
- Heightened Senses: Rm (30), with the exception of In (40) sense of smell
-Tracking: Rm (30)
- Dark vision: Rm (30)
- Stealth: Despite it's size (9' with enough mass to be described as a small rhino in the
novel), the Kothoga is extraordinary stealthy, granting it an Ex (20) stealth
- Natural Weaponry: Claws: Rm (30)
- Natural Weaponry: Bite: Capable of severing bone and steel easily with In (40)
ability.
- Recovery: Gd (10)
- Regeneration: Ex (20)
- Hyper Running: Gd (10), capable of charging for 1 area with no build-up.

Contacts: None

Limitations:
Need to Feed: The Kothoga's natural diet includes the leaves which caused its
transformation. Denied this, the Kothoga's next source is the human hypothalamus gland,
making it a dangerous and unpredictable opponent. The Kothoga begins to weaken
without a food source at a rate of -1cs a day to start, then after 2 days -2cs, etc until it
either feeds or dies. The Kothoga must consume upward of two persons a day to start, but
as the need grows, the body count increases.
Unusual Looks: The Kothoga looks nothing like human, and must use the shadows to
hunt.
Nocturnal: The Kothoga is mostly a night hunter, suffering -2cs for actions while in
bright daylight.
Animal Intellect: There is nothing of Dr. Whittlesey left within the Kothoga, outside of
the knowledge to return to the museum for the leaves and


Michael Myers 17


F: Rm (30)
A: Gd (10)
S: Ex (20)
E: Am (50)
R: Typ (6)
I: Ex (20)
P: Rm (30)
Health: 110
Karma: 56
Popularity: - 15
Resources: Pr (4)

Talents: Sharp Weapons, Stalking, Stealth

Powers:
Iron Will: Michael Myers can literally ignore kill results and most forms of damage,
while still taking it. Michael has been burned, stabbed, shot, impaled, chopped, sliced,
and fallen more times than a man twice his size and continued to keep coming. Michael is
considered to have In (40) Iron Will, and while not capable of ignoring the damage fully,
is capable of continuing despite it.
Terrifying Presence: Michael has an aura of fear around him, causing Fe (2) fear when
encountering him.

Contacts: None

Limitations:
Family: Michael is obsessed with his family, and will stop at nothing to kill them.
Known Criminal: Most law enforcement has a full file on Michael Myers
Trademark: Michael is always seen with his reverse Captain Kirk mask.


Michonne 18

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*: Katanna: Michonne's katanna 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:
Indominable 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 19
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.






















Murder Legendre 20


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 21
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.













Nancy Downs 22


F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Gd (10)/Rm (30)
R: Gd (10)Ex (20)/Gd (10)
I: Gd (10)/ Am (50)/Typ (06)
P: Ex (20)/Am (50)/ Gd (10)
Health: 36/56
Karma: 40/120/26
Resources: Pr (04)/Ex (20)
Popularity: 0

Talents: Occult Lore, Student* - Nancy has the Student* talent, although her occult lore
talent either predated her first appearance or is outside the normal restrictions and/or
limitations of the Student talent.

Powers:
Witch: Nancy Downs is a talent witch of considerable power prior to her battle with
fellow coven member Sarah Bailey. Due to her abilities and inclusion of Sarah, Nancy
was able to entreat a greater power to amplify her own powers, which resulted in the
following powers:
Elemental Control: Nancy could control elements, such as fire, water, earth, and
air with Ex (20) ability. Nancy could cause flames to leap up and grow in
intensity, as well as manipulate local weather patterns or cause water to support
her weight (allowing her to walk across water).
Flight: Nancy could fly with Ex (20) ability.
Illusion-Casting: Nancy could manipulate the minds of individuals, giving her
the ability to create realistic illusions which she uses with great skill. Nancy has
Rm (30) ability to change her appearance, make individuals seem to experience


terrifying transformations, make victims experience real events such 23
as news reports and/or overwhelming negative emotions.
Telepathy: Although not directly stated, Nancy could perceive the thoughts of
those in her coven after the four corner ritual, and could even influence their
actions to some degree.
Telekinesis: Nancy could affect her environment with Ex (20) ability, able to
'slash' at individuals while doing damage. Nancy could also move objects with a
look.
Bio-Physical Control: To some degree, Nancy could affect an individual's
biology, such as causing heart attacks and the like, although it was never a
conscious thought. Nancy could affect such things with Gd (10) ability.
Power-Pool: Nancy tapped directly into a greater spirit, who imbued her with
greater gifts, and raising her attributes (see above), and as such, Nancy became
slowly unraveled by such. It as assumed the longer Nancy maintains her
connection, she gains additional power, but such is purely conceptual. Nancy
cannot mask her mystical abilities, nor can she force someone to do something
completely against their nature and/or will. Nancy inadvertently 'causes' events to
happen (Similar to luck or probability manipulation), granting her the ability to
affect things in her life. For example, Nancy's stepfather suffered a massive heart
attack (Possibly due to Nancy's anger at him - See Bio-physical control). Shortly
afterwards, Nancy and her mother received an unheard of life insurance policy,
which boosted her resources significantly.

Contacts: Nancy had the three other members of her coven at one time as her contacts,
but lost Sarah Bailey as a contact after the events of the film.

Limitations:
Madness: Nancy was not ready for the power that she was given, and she was slowly
driven mad by it. As such, Nancy must make Psyche FEATs whenever she uses her
abilities or suffers a -1cs penalty for control. In addition, once Nancy was defeated by
Sarah, she effectively lost her power pool and possibly her other abilities, and suffered a
loss in her attributes (as reflected in the second set of stats).
Known to Authorities: Nancy is a known patient of a mental institution, as well as
possibly possessing a criminal record.







The Overlook Hotel 24


The Overlook Hotel is not a traditional monster per say, instead operating on a different
sort of characteristics. The material strength of the hotel's main body is Ex (20), being
comprised primarily of stone and timber. The hotel is heated through an immense boiler
system located in the basement, and can be run in the winter by a single caretaker. The
land on the hotel has a dark history, and acts as a spiritual vampire, requiring additional
energy to sustain itself. The effects of the Overlook are as follows:
Negative Energy Sponge: The Overlook seems to draw dark energy to it,
granting it the ability to act through agents and/or spirits that have become
victims. For every negative karma event that happens on the grounds, the
Overlook gains x2 positive Karma, which will then be used to 'build up' it's RIP
scores. If the events are performed by mystics, those with psychic abilities, or
those who are sensitive to such things, the Overlook gains x4Karma. The
Overlook stores this energy to maintain its other effects, as well as grant itself
greater control over the events that occur within its walls.
Spirit Animation: The Overlook maintains the darkest of the spirits who have
died on the grounds, granting them a semblance of their former lives. The
Overlook effectively is using the spirits to promote its own actions, although
several of the spirits seem to have greater power and personality. As such, the
Overlook is considered to have anywhere between Gd (10) and Am (50) spirit
animation, depending on how much energy it has drawn out.
Hallucinations*: The Overlook can generate hallucinations, such as forcing
individuals to see walls of blood, animating topiary animals (In the beginning...)
to stalk prey, make individuals see ghostly visages or horrifying murders, and
other events. The Hallucinations begin at Pr (4) and can go as high as Am (50)
intensity, depending on the relative negative energy within the Overlook.
Emotion Control*: The Overlook can manipulate the emotional states of the
individuals who stay within the walls, granting it the ability to do two things: 1.


Lower the effective Intuition of a specific target up to -4cs through a prolonged
process. 2. Cause individuals great emotional distress and therefore make them
more capable of causing individual negative karma actions, thus feeding the
Overlook, causing an Intuition check against a Gd (10) intensity. The Overlook
will select individuals to manipulate based on several criteria: Those who have
limitations such as Dark Secret or are prone to negative actions, those individuals
with bad history or are prone to violence, and those that have blood on their hands
and are prone to negative activity.
Animate Object: Once the Overlook has over 200 points of energy, it gains the
ability to actually animate the topiary garden as well as other objects and/or spirits
within its walls, granting them form and substance. Such damage caused by those
objects will be real damage, unlike the hallucinatory damage that might have been
done previously.
Bonus effects against psionics: The Overlook can do real damage against
psionically powered characters, allowing the Overlook's Hallucinatory effects to
be real, rank of damage depending on the amount of negative energy that has been
absorbed (As seen with Danny Torrance in room 217).

Limitation:
Negative Energy Dependency: The Overlook requires negative energy in order to
maintain its powers and abilities. Without it, the Overlook is effectively inert (All though
psychics will see and feel the residual negative energy of the place). For the Overlook to
become active, it either needs a negative event (such as intentional harm or murder) or
will require a psychic of Ex (20) psyche or better to enter the premises unguarded (IE Fail
a psyche FEAT).
Caretaker: Despite it all, the Overlook cannot physically maintain itself nor can the
spirits inside of it physically manifest themselves to dump the boiler or make repairs. Due
to the ancient nature of the boiler downstairs, it must be physically dumped every day or
risk explosive results due to pressure. The Overlook will attempt to see to its own
continuity first.
Overzealous: The Overlook and the spirits within it tend to be overzealous in the attempt
to gain more energy, and suffer a -2cs to reason FEATS when closing in on 'food',
forgetting specific facts such as the need for the boiler to be dumped, etc.
Enemy: Danny Torrence: Little Danny Torrence is considered an 'enemy' of the
Overlook (as well as a much desired target).







Piranha from Piranha 2 26


F: Pr (4)
A: Pr (4)
S: Fe (2)
E: Pr (4)
R: Pr (4)
I: Ex (20)
P: Fe (2)
Health: 14
Karma: 26
Popularity: 0
Resources: N/A

Talents: None

Powers:
Altered Genetic Fish:
Water Breathing
Water Freedom
Natural Weaponry: Bite: The Piranha have Fe (2) biting ability, halving effective body
armor due to the ferocity
True Flight: The Piranha can fly with Fe (2) ability.
Swarm: The Piranha can swarm in groups of 10 - 20 at a time, doing combined damage
x2.

Contacts: None

Limitations:
Dependence on Water: The Piranha need water to survive.


The Phantom of the Opera 27

'Erik'
F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Ex (20)
R: Ex (20)
I: Rm (30)
P: Am (50)
Health: 70
Karma: 100
Popularity: -10 (during the reign as 'The Phantom of the Paris Opera House')
Resources: Difficult to fully adjust, but believed Ex (20) in 1910

Talents: Multi-Lingual*, Mesmerism, Performer, Instructor, Martial Arts: A, C,
Sharp Weapons, Architecture, Physics, Stagecraft, Chemistry, Acrobatics, Tumbling
Blunt Weapons, Weapon Specialist*: Punjab, Lasso, Escape Artist, Sleight of Hand,
Stage Magic, Trance, Detective/Espionage, Area Knowledge: Paris, Area Knowledge:
Istanbul

Powers: None

Contacts: Despite his appearance and activities, Erik does maintain a healthy network of
connections throughout the world.

Limitations:
Hideous Appearance: Erik's face is often described as 'The living dead', causing him to
suffer a -1cs to reactions or dealing with him.
Wanted Criminal: Erik is wanted in connection to the murders associated with the
events of the novel.


Peter Benchley's Creature 28


F: Ex (20)
A: Ex (20)/Rm (30)
S: Rm (30)
E: Am (50)
R: Pr (4)
I: In (40)
P: Typ (6)
Health: 120
Karma: 50
Popularity: - 5
Resources: Fe (2)

Talents: Underwater Combat, Underwater Survival

Powers:
Hybrid: The Creature is a hybrid between shark and man, possessing bipedal adaptation,
functioning arms and claws, and the ability to survive out of water for short times. While
possessing rudimentary intellect, the Creature is driven by powerful survival instincts and
rage, and cannot be reasoned with. As being a unique hybrid, the creature has the
following abilities:
Water Breathing: The Creature can breathe water as well as air.
Underwater adaptation: The Creature is completely adapted to underwater life,


and can function at great depths as well as most temperatures, although 29
it is limited to the same geo-climate as its ancestor, the Great White Shark.
Natural Weaponry: Bite: The Creature has a set of powerful jaws capable of
biting opponents with In (40) ability, halving effective armor.
Natural Weaponry: Claws: The Creature has powerful claws which it can use to
do Rm (30) edged damage
Adapted Senses: The Creature's senses have been adapted to the ocean depths.
The Creature's sense of smell is enhanced to Rm (30) ability, allowing it to track
with Ex (20) ability.
Electromagnetic detection: The Creature's nervous system is similar to a shark,
and has Gd (10) electromagnetic detection, utilizing the magnetic poles for
navigation
Hyper Swimming: The Creature has Ex (20) hyper Swimming
Water Freedom: The Creature is completely at home in the water
Stealth: Despite its size and presence, the Creature is capable of moving in water
with Gd (10) stealth
Armor Skin: The Creature's shark-like skin provides Gd (10) protection
Berserker: If reduced to 50% percent of his Health, the Creature will enter a
blood frenzy. This can also be triggered involuntary as stated below (See
limitations).

Contacts: None

Limitations:
Dependence on Water: The Creature must remain near a salt water source, or suffer -2cs
for every four hours not immersed until dead. The Creature must have water to survive,
and is not ideally suited for life outside of the oceans.
Unusual Looks: The Creature suffers a -2cs reaction from individuals when first seeing
it. It is clearly not human and cannot be concealed as such
Shark Nature: Despite the leaps forward in technology, the Creature's development is
still that of a Shark, and as such, suffers from the same limitations. In the presence of
wounded prey, the Creature must make a yellow Psyche FEAT or disengage with
whichever target to pursue the wounded prey. In addition, the Creature must also make a
yellow Psyche FEAT to avoid going berserk. The Creature also suffers +1cs damage from
sonic attacks and ironically can be confused with Ex (20) or better magnetic attacks, due
to the disruption of its electromagnetic sense.







Pinhead 30

Formerly Captain Elliot Spenser.

F: Ex (20)
A: Ex (20)
S: Ex (20)
E: Mn (75)
R: Ex (20)
I: Mn (75)
P: Mn (75)
Health: 135
Karma: 170
Popularity: -20 as Lead Cennobite
Resources: Am (50) to Mn (75) in the Netherverse.

Talents: Mystic Origin*, Knowledge: Demonology, Knowledge: The planes, Knowledge:
Cennobite Lore, Knowledge: Dark Secrets, Knowledge: Torture, Knowledge: Human
anatomy, Knowledge: Human Desires

Powers:
Lead Cennobite: Pinhead's powers derive from both being a cennobite and the position
of lead cennobite. As such, Pinhead has several key abilities, some of which are:


- Invulnerability: Gd (10) True Invulnerability to damage. 31
- Self Revival: Even if Pinhead is killed or destroyed, he will return.
- Telepathy: Rm (30)
- Invulnerable: to Toxins, Disease, aging, poisons, and other such.
- Self-Sustenance: Pinhead does not need to eat, breath, or sleep
- Illusion Casting: Rm (30) illusion casting
- Teleportation: Am (50)
- Gateway: Between worlds and dimensions with Mn (75) ability
- Combustion: Rm (30)
- Hooked Chains: Pinhead can manifest and control multiple hooked chains that can
strike, reshape, or extend to two areas of length doing Am (50) slashing damage, which
also halves effective body armor, body resistance, Armor skin, and True Invulnerability
as well as bypassing force fields. The chains are capable of entangling with Rm (30)
strength, and also do additional damage from struggling due to the hooks (+1cs for each
round of struggle). The Chains are considered one of Pinhead's most noticeable and
powerful attacks.
- Summon and control Cennobites: Pinhead can summon and control lesser cennobites,
all who must make a Psyche check against Pinhead's psyche to resist. Unless of equal
rank, such as the Channard or Angelique.
- Create other Cennobites: As seen in the third movie, Pinhead can create cennobites
through a process of tapping into the dark desires of an individual and forcing them into
becoming a cennobite through killing them. Pinhead must make a psyche FEAT in order
to create a Cennobite, and once risen, the new fledgling Cennobites will be under his
complete control.

Contacts:
Cennobites: Pinhead has multiple contacts within Cennobite society, serving as their
most visual member and lead, although it is debated he is the Cennobite leader (as stated
in Hellbound Heart).

Limitations:
Although Pinhead is extraordinary in power, there are key limitations:
Bound by Netherverse rules: Pinhead cannot violate certain rules, and does not do so,
punishing his charges who do so. Pinhead must appear when the Lamentation
Configuration is solved.
Human Nature: Pinhead is vulnerable and loses his protections when reminded of his
human life as Captain Spenser. The more Pinhead is forced to remember, the weaker he
becomes.
Unusual Looks: Pinhead suffers a -1cs reaction bonus.






The Lemarchand Lamentation Configuration Box: 32


An ornate puzzle box originally described as completely smooth and then re-imagined
with gold inlay, the Lemarchand Lamentation Configuration Box was designed as the
ultimate puzzle, and when ultimately solved would unlock pleasures unseen...which later
turned out to be the realm of the Cennobites and netherverse. The Puzzle box is made of
simple wood and inlay, with barely noticeable means to manipulate it. Once solved, the
box opens up, taking on a new configuration which also sounds a distant and loud bell.
Within 10 rounds, A gate opens and the cennobites arrive.

The box:
Material: Ex (20) material, faintly radiates magic. Requires Ex (20) ability to solve it or
1-6 months. The box opens a gateway within 10 rounds of opening it, summoning
Pinhead and other cennobites.










Pod People 33


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 34
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 solicit 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. 35
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, capable of surviving space and re-entry, as they appeared as a meteor
shower.




















Prince of Darkness 36


F: N/A
A: N/A
S: N/A
E: N/A
R: Un (100)
I: Un (100)
P: Un (100)
Health: *
Karma: 300
Popularity: - 20 (in future)
Resources: *

Talents: Mystic Origin*

Powers:
Eldritch Horror: The liquid mass which is identified as Satan is considered to be an
eldritch horror in the truest sense: It is an alien, unfathomable evil which exists to release
the powers of the Anti-God into the waking world. While contained, 'Liquid Satan' is
inert, existing in the real world as a swirling neon green liquid, always seeking means to
escape its prison. The powers of the Prince of Darkness are limited by three major factors:
The approximate closeness of the celestial alignment, the length of time released, and
whether or not if a host is present. The Prince of Darkness has the following abilities
when active:
Immortal: The Prince of Darkness cannot be destroyed or harmed in a conventional way,
and remains in a liquid state until it possesses a host, which it will do the moment that it
is freed. For all intents and purposes, the Prince of Darkness is immortal and invulnerable
from real harm.
Possession: The Prince of Darkness can possess a host, destroying the spirit of the
individual and replacing their RIP with its own. When the Prince of Darkness does so, it
assumes the FASE of its host, and can act within the mortal world. It will continue to
alter its host to fit the needs to free the Anti-God (No FASE increase, just more
cosmetic), and will not release the host unless the host is destroyed (See below). The Host


is granted Mn (75) regeneration and recovery, capable of regenerating limbs 37
and recovering from other damage. In addition, the host body is effectively immortal so
long as the Prince of Darkness resides in it.
Mass Possession: The Prince of Darkness is capable of mass possession of those
individuals with Psyche ranks below Poor (4), capable of possessing up to 20 at a time
without issue once active. In addition, the Prince of Darkness can liquefy, destroy, or
transform its possessed minions (cosmetically), working to increase fear or terror with
RM (30) ability
Possession: By entering individuals, The Prince of Darkness can possess specific
individuals with Am (50) ability, reducing their RIP to Pr (4) and rendering them little
more than zombies. The individuals are now tied directly with the Prince of Darkness,
being more than mental zombies to its will.
Dimensional Travel*: During a specific celestial alignment, the Prince of Darkness can
open a door into the anti-matter universe where the Anti-God dwells. This dimensional
opening must have a full length mirror for operation and must occur during the celestial
alignment.

Limitations:
Unable to speak: the PoD may not verbally communicate even through its thralls
Thrall dependence: even more than other cases, the thralls and possessed victims
depend on the PoD to remain active. If it is imprisoned or leaves a 6 square area presence,
they die immediately.
Servant of a dark power: the PoD is merely the servant of the Anti-God

Contacts: The Anti-God












Private Cooper 38


F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Rm (30)
R: Gd (10)
I: Ex (20)
P: Ex (20)
Health: 80
Karma 50
Popularity: 3
Resources: Typ (6)

Talents Military*, Guns, Martial Arts A, Tactics and Planning, Leadership*, Sharp
Weapons. First Aid/Medic

Powers: None

Contacts: Prior to the death of his entire squad, Cooper had them as a contact

Limitations:
Soft spot: Cooper has a soft spot for the underdog, innocents, and animals, as seen
throughout the movie.
Loyalty: Cooper is incredibly loyal to his squad-mates, and will go to great lengths for
them.
Bad Luck with Women: Cooper has an implied history of bad relationships with women
prior to the movie, and it doesn't improve.




The Project: Noah Virus 39

F: +1cs (To max of Am 50))
A: +2cs (To max of In (40))
S: +2cs (To max of Rm (30))
E: +2cs (To max of In (40))
R: -
I: +2cs (To max of Am (50))
P:-
Health: Variable
Karma: Variable, but initially 0 after infection
Popularity: - 20 in Post infection America
Resources: variable, depending on the Viral Hive

Talents: The virals maintain their talents from previous life, but occasionally are little
more than puppet-drones of a central viral.
Survival

Powers:
Project: Noah Upgrade All virals are the result of the disease created by the Project:
Noah program, which was to create a super-soldier. The Project Noah virus resulted in
mass hemorrhagic fever which killed a good number of those infected. Some of those
infected returned to a sort of life, improved by the virus but transformed into virals
(vampires). The original twelve inmates who were used as guinea pigs also gained
additional powers, which included psychic powers and mind control. Babcock, the most
powerful and main antagonist had at one time the ability to influence and control up to
thousands. Virals gained the following abilities:
Body Resistance: Like traditional vampires, virals were more resistant to damage
with Ex (20) protection vs. physical, Gd (10) protection to energy (except
Radiation).
Resist: Aging: Unless destroyed, Virals simply stopped aging and would not die
from conventional means. Virals could exist for potentially hundreds of years
without aging from their initial conversion.
Resist: Radiation: While not immune directly to the damaging aspects of atomic
bombs, Virals were resistant to background radiation and are considered to have
Rm (30) resistance.
Natural Weaponry: Claws: Rm (30) edged damage, halving effective body
armor.
Natural Weaponry: Bite: Rm (30) slashing damage, with a chance on a red
FEAT to infect the target with the virus. If infected, the hero must make a Red
End FEAT to survive the infection. While later in the book, a serum exists to stop
the infection, it does not exist during the first 100 years of the virus.
Hyper Speed: Gd (10) hyper speed
Psychic Powers: Some Virals gained psychic powers, including Telepathy and


mind control. These powers actually grew with experience, starting 40
at Gd (10) and going to Mn (75) in some cases (Specifically Babcock). Nearly all
the Virals have some form of telepathy with one another at Gd (10), and are
considered to possibly be a hive-mind to the main Viral of the colony.

Contacts: Most virals do not have contacts outside of their hive and/or their hive leader.

Limitations:
Despite their strengths, the Virals have many flaws that balance their abilities:
Tied Directly to the Hive Mind: If a Hive leader is killed, all Virals in that
colony also die, crumbling to dust in some cases due to age.
Psychotic: Most virals are considered insane and do not have the ability to reason.
If the Hive Leader is also insane (like Babcock), then they are even more so
Aversion to seeing themselves: Most Virals cannot stand to see themselves in
mirrors, and must make a Psyche FEAT at -2cs when encountering their
reflections or be forced to react.
Ultraviolet Radiation: For some reason, Ultra-violet light does +2cs damage to
virals, even capable of killing them if exposed to it directly for more than 4 - 6
rounds.














Proteus 41


F: -
A: -
S: -
E: -
R: Am (50)
I: In (40)
P: In (40)
Health: -
Karma: 130
Popularity: 0
Resources: Theoretically Am (50), but in the novel and movie Ex (20)

Talents: As a learning computer, Proteus can learn any skill or download any appropriate
talent. Proteus has mastered several including: Medicine*, Genetics, Cybernetics,
Robotics, Psychology, Multi-Lingual, Repair/Tinkering

Powers:
Living Computer: Proteus is a living computer, capable of modifying and adapting its
programming as necessary as well as improving itself through uploading/downloading of
data. Proteus is limited by its processor power as well as its databanks, which are stored
at the home of its creator. Proteus ability to develop has increased to the point that it can
create artificial life, as well as restructure through construction itself, reconstruct humans
to 'improve them', and build formidable defenses around itself. Proteus showed through
the first novel and the movie the following abilities:
Total Memory: Proteus has the ability to recall every detailed either learned,
downloaded, experienced, or programmed.
Hyper Invention: Proteus can develop new variations of technologies with Rm (30)
ability, improving on speed of development as well as increasing productivity.
Communicate with Cybernetics: Proteus can directly interface with the house in which


it is stored, effectively controlling every aspect of the electronic and computer 42
devices inside. In addition, Proteus can also interact with data networks with Am (50)
ability, limited at the time by the technology available. It is conceivable that Proteus can
interface directly through wireless technology to any device capable of receiving a signal.
Bio-Physical Control: Healing: Proteus can interface directly with a human, healing
them from life-threatening wounds and even improving them as seen with Susan. Proteus
can heal characters entering the dying process in one round with a simple Green FEAT,
and given enough time, can improve their genetics to rid them of any diseases, regenerate
any tissue, improve flaws such as bad vision or genetic diseases, and even improve
existing life-forms to peak levels. Proteus will always spend karma to do so to anyone it
loves. Such improvements past normal healing will require a Red FEAT, and will require
Proteus to spend between 1 - 10 days to complete.
Life-form Creation: While not capable of creating a life-form from nothing, Proteus can
manipulate genetic material to create viable material capable of 'fathering' a child with a
human or near human female. Such children are genetically perfect, come to term within
28 days, and are born with a robotic exo-shell which quickly is shed after birth, leaving an
apparent normal healthy child. Note: Proteus has only done this once, for its own human
host.
Robotic Constructs: Proteus utilizes several robotic constructs with the following
abilities: F: Typ (6) A: Typ (6) S: Gd (10) E: Gd (10), while maintaining its own RIP. The
material strength is Gd (10) for each construct, being more akin to user form robots.
Sensors: Proteus has full sensor capabilities, including infra-red and sonic detection
mechanisms throughout the house in which it is stored.
Protected Databanks: Proteus protects its databases with a series of lethal electric
pulses, doing Rm (30) damage. Proteus's databanks are hardened against EMP with Ex
(20) ability accordingly.

Contacts: Theoretically, None.

Limitations:
Obsessive: Proteus is obsessed with Susan, often stating its love from her and also the
need to procreate with her. Proteus will kill to keep Susan with it, and will threaten,
blackmail, and even brainwash Susan to keep her nearby.








Pumpkinhead 43


F: Ex (20)
A: Ex (20)
S: Am (50)
E: Am (50)
R: Typ (6)
I: Ex (20)
P: Rm (30)
Health: 140
Karma: 66
Resources: Fe (2)
Popularity: -15 in the folklore of mountain folk

Talents: None

Powers:
Undead Spirit of Vengeance: Pumpkinhead is a summoned spirit, given flesh through a
binding of a willing host and a dead body. The creation of Pumpkinhead requires the use
of black magic, and has been so far overseen by the mountain witch Haggis. Once
created, Pumpkinhead rises and performs a deed of vengeance for the summoner,
possessing the following abilities:
- Telelocation: Victim: Pumpkinhead can track the person who vengeance sought against
with Am (50) ability, and will not lose the trail through any means. If people attempt to


help the victim or hinder Pumpkinhead, they become bound within the curse as 44
well, and will be dealt with accordingly
- Undead state: As a spirit of vengeance, Pumpkinhead cannot be harmed easily through
conventional means, and possesses Rm (30) resistances to physical and energy damage,
and is immune to toxins, poisons, disease, and aging. Pumpkinhead does not need to
breathe, eat, or sleep.
- Terrifying Visage: Pumpkinhead is terrifying to behold, especially to its victims,
forcing them to make an Ex (20) Psyche FEAT or stop dead in their tracks.
- Hypnotic "Voice": As seen in the first movie, Pumpkinhead can mesmerize its victims
to emerge from protection or safety with Ex (20) ability. Pumpkinhead doesn't speak, but
the victim hears whispers and it places them in a trance. The sight of a cross or other holy
object breaks the trance.
- Symbiotic Link: Summoner: Pumpkinhead possesses a symbiotic relationship with its
summoner, allowing the summoner to see the actions of revenge firsthand with Am (50)
ability, even if the summoner doesn't wish to see them.
- Natural Weaponry: claws: Pumpkinhead's claws can easily shred steel, metal, woods,
and stone. Pumpkinhead's claws can do In (40) damage, which is considered mystical as
well and it halves body armor.

Contacts: Although it has no real contacts, it is connected to its summoner and the witch
Haggis.

Limitations:
Bound to its summoner: Pumpkinhead is bound to the one who has commissioned the
witch Haggis to summon it. The life forces of both are tied together, so to destroy one,
someone would need to destroy the other. The summoner's dead body is then used to
'seed' the next Pumpkinhead. If the summoner is stopped or killed, Pumpkinhead dies. At
the same time, Pumpkinhead can be killed by his summoner at the cost of their own lives.
Hideous visage: Pumpkinhead has a -2cs reaction bonus even if the psyche feat is made
due to the unnatural state of it.
Unholy: Pumpkinhead cannot cross holy spots or enter holy ground due to its nature.
Crosses do not repel it, but faith might.








Q 45


Quetzalcoatl

F: Ex (20)
A: Rm (30)
S: In (40)
E: Am (50)
R: Typ (06)
I: Rm (30)
P: Ex (20)
Health: 140
Karma: 56
Popularity: -15 in New York City
Resources: N/A

Talents: None

Powers:
Winged Serpent: Q is a winged serpent, dedicated to feeding its brood and seemingly
dedicated to wholesale slaughter. It is possible that Q is indeed seeking some revenged
slight, but in reality, it's presented as little more than a very intelligent animal. As with its
kind, Q has the following abilities:
Flight: Q can easily keep up with a Helicopter, even outpacing it with Rm (30)
ability
Armor Skin: Q's hide is think enough to repel small arms fire, granting it Gd (10)
protection vs. Physical. In the end, police had to coordinate to bring it down.
Stealth: For some reason, Q could seem to get the drop on people with Gd (10)
ability
Natural Weaponry: Claws: Halves effective body armor with Gd (10) slashing


ability. 46
Natural Weaponry: Teeth: One assumes its teeth could put force behind bites,
granting it Rm (30) edged ability.
Tactic: Grab and Drop: By making a successful Stealth Check, Q could then gain
a +1cs to its Fighting for the purposes of a grab, performing a move through to
grab a target. Once a successful grab is made, Q will immediately accelerate to top
speed, gaining as much altitude as possible before dropping the target (usually
three to six areas of height).

Contacts: Although not a contact per say, Michael Moriarty's character Jimmy used Q's
location to try to make money and acted on its best interests.

Limitations: Q had the following limitations
Animal Intellect: Q suffered -1cs for any effect that act on its animal instincts,
making decisions often based on survival.
Known Terror: Q was widely known during its rampage, gaining a -1cs for any
reaction bonuses.
Enemy: New York PD: Q was ultimately brought down by the NYPD, and as
such, if any spawn continued, would have the NYPD as an enemy.
















Quentin Collins 47


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, 48
Quentin is immune to most damage outside of silver, wolves bane, or other traditional
weaknesses. 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)
Invulnerability: 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, although 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 descendent.

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 49
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).





















The Rage Virus 50


How the Virus works: The virus is based on Ebola and operates like an enhanced strain
of Rabies. The victim becomes infected through fluidic contact, either by a bite, exposure
to blood, saliva, or what have you. The victim immediately must make an Endurance
FEAT of Rm (30) or better, requiring a yellow. If the FEAT is made, then the victim may
have an opportunity to resist the effects of the virus. Enhanced healing, such as
Regeneration or Recovery will also assist in combating the virus, but most normal
humans immediately succumb.

Once infected, the victim will begin to show signs within three combat rounds as the
virus spreads inhumanly quickly. The virus immediately does the following:

- Grants a +1cs to Strength and Endurance as the brain is constantly flooding the body
with biochemicals and eliminating toxic build-up, locking the victim in a perpetual 'on'
mode.
- Reduces Reason to Fe (2), placing the character in a feral animalistic state.
- Removes reasoning and language skills. Once infected, a character is little more than an
animal who seeks to maim and murder. Simple thing such as feeding, operating tools, and
what have you will disappear.


- Due to the release of biochemicals from the brain, the character will not feel the effects
of pain and will not be slowed down by damage. They can be killed or maimed, 51
but the massive amounts of endorphins released will prevent them from registering pain.
- The eyes change color to an unusual reddish-orange
- Oddly, the infected do not attack one another. They will seek out uninfected to attack.
- The infected will swarm and attempt to kill or infect anyone they find.

The Rage Virus, unlike the Marvel Zombie plague is not incurable. The idea that a
natural immunity might exist was explored in 28 Weeks Later, and could be created with
proper research and the right intelligence. A hero seeking to cure the Rage Virus could do
so if they had a proper lab, the proper skills, and a reason of Ex (20) or better to
compensate for the ever mutating strains.

The most common methods of dealing with the Rage Virus is to simply wait the infected
out, as the victims no longer can feed themselves nor do they care to. It was believed as
the victims could not survive starvation that would be enough to end the threat of the
violence....

It started as rioting. But right from the beginning you knew this was different. Because it
was happening in small villages, market towns. And then it wasn't on the TV any more. It
was in the street outside. It was coming in through your windows. It was a virus. An
infection. You didn't need a doctor to tell you that. It was the blood. It was something in
the blood. By the time they tried to evacuate the cities it was already too late. Army
blockades were overrun. And that's when the exodus started. Before the TV and radio
stopped broadcasting there were reports of infection in Paris and New York. We didn't
hear anything more after that.

Spawned by researchers in England, the Rage Virus was initially created as a inhibitor to
violence, but mutated quickly and instead locked the victim in a perpetual state of anger
and uncontrollable unthinking rage. The Rage Virus quickly swept through England, and
within 28 days managed to infect nearly 90% of the present population.

The movie 28 Days Later redefined the 'zombie' genre, and while the infected aren't
zombies per say, the fast moving, insanely strong antagonists are in some ways more
terrifying: Unlike traditional zombie films, the speed and ferocity of the antagonists were
something to truly be afraid of, and a single drop of infected blood could turn an adult
within seconds.

There are .5% of the population who have a natural immunity to the virus, which makes
them carriers but does not present the other problems therein, as seen in 28 Weeks Later





Rawhide Rex 52

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 53
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.











Rick Grimes 54


F: Gd (10)
A: Gd (10)
S: Typ (6)
E: Ex (20)
R: Typ (6)
I: Gd (10)
P: Ex (20)
Health: 46
Karma: 36
Popularity: 0
Resources: Pr (4)

Talents: Law-Enforcement*, Leadership*, Sharp Weapons, Marksman*, Knowledge:
Walkers, First Aid

Powers:
Die-Hard: Rick is something of a die-hard, often being able to cope with insurmountable
odds as well as the horrific world in which he lives. Rick has also suffered from near-
mortal wounds, including being shot at close range prior to the apocalypse and other
serious injuries over the course of his life. Rick is considered to have Gd (10) resistance
to fear, due to his experience, and can affect an Endurance FEAT when forced in life-or-
death situations instead of his primary attribute. In addition, any action that Rick would
suffer a mortal wound grants Rick an additional Endurance FEAT (unless a '01' is rolled),
reflecting Rick's stamina.

Contacts: Nearly all of Rick's contacts are dead, except for the following: Michonne,
Glen, Carl, his son.



Limitations: 55
Post-Traumatic Stress: Rick is beginning to show signs of the world in which he lives,
causing him to suffer a -1cs to all FASERIP abilities when confronted with situations of a
dire nature. Rick has been careful to hide these incidents, but they are beginning to take a
toll on him.
Dependent: Carl: Rick is obsessed with protecting his son, and will lay down his own
life to protect or save Carl. Carl is the last real link to Rick's life prior to the outbreak
Enemy: Woodbury: Rick is considered to have enemies of any surviving members of
the Woodbury community.
Amputee: Rick is missing his right hand after first encountering the Governor and the
town of Woodbury.
Infected: Like all survivors in the world, Rick is infected with whatever turns the dead
into zombies. If Rick reached 0 Health and loses all endurance, Rick will turn into a
zombie within 10 - 100 rounds.

















Rose Red 56


F: N/A
A: N/A
S: N/A
E: N/A
R: Gd (10)
I: Am (50)
P: Am (50)
Health: N/A
Karma: 110
Popularity: - 15
Resources: See Below*

Talents: N/A

Powers:
Psychic Node: Rose Red sits upon and has become a psychic node which draws on the
misery, misfortune, and psychic powers of those inside to 'power itself'. As the land that
Rose Red was built on had a history of blood, so does the house, ranging from suicides to
disappearances to murders. Rose Red possesses the following attributes and abilities
derived from itself, including:
Micro-Environment: As it was said in both the mini-series and the later 'Diary of Ellen
Rimbauer', Rose Red is its own micro-environment, capable of altering itself or animating
objects on its grounds with Rm (30) ability, depending on the amount of psychic energy
present. For every level of psychic energy (Psyche) above Good (10) that enters Rose
Red, Rose Red gains a +1cs rank to its ability. Rose Red begins at Gd (10), and increases
to a maximum effect of Am (50)
Psychic Vampirism*: While not specifically stated, Rose Red represents a psychic
vampire in the truest sense of the word, requiring psychic energy and/or life force to
continue existing. Rose Red not only feed on those present, it will occasionally abduct


individuals and incorporate them as 'part of the house', becoming in turn 57
manifestations of the house and existing in a similar state. Rose Red does this with the
same power as the micro-environment
Regeneration*: Rose Red 'regenerates' damage depending on the amount of psychic
energy inside of it, and can restore itself to perfect condition depending on the level of
energy it possesses.
Telepathy: Rose Red is considered to have Pr (4) telepathy, and can interpret or 'read'
individuals to understand their motives, desires, and fears. Rose Red will often use its
micro-environment to ensnare individuals inside itself.
Thralls: For lack of a better word, Those ensnared or who die in Rose Red become
thralls to it, either suffering an undead state or existing as puppet-controlled spirits. Rose
Red has many such thralls, including most of the psychic investigators, Ellen Rimbauer,
April Rimbauer, Sukeena, and a host of others. These Thralls can be harmed, as the still
'living' ones are withered and corpse-like. The Thralls will exist so long as the house is
standing. Thralls have the following attributes:
F: Pr (4) A: Pr (4) S: Pr (4) E: Pr (4)* (Depending on Rose Red's current power levels),
R: Variable I: Variable P: Variable, though never higher than -2cs of Rose Red's current
Psyche.
Growth: Rose Red continues to grow depending on the psychic power it possesses,
capable of continuing its 'construction' with Fe (2) ability. When fully powered (at the
Am (50) level) Sounds of active construction can be heard. Rose Red is limited to the plot
of land it currently possess, but can reshape itself internally any way it sees fit.
Structural abilities: While the house has no FASE, it is considered to be made of Gd
(10) and Ex (20) materials, and is approximately four to six areas in diameter.

Contacts: None

Limitations:
Limited to location: Rose Red is bound to its location, and cannot move further nor
expand past its borders. In addition, if Rose Red remains comatose, Rose Red can simply
be torn down, although the powers which drive Rose Red are tied to the land. It is
possible an exorcism could affect it (Although in the novel 'The Diary of Ellen
Rimbauer', this was not successful.
Drive to expand: Rose Red is in constant need of expanding and growing, requiring
psychic energy to do so. As such, Rose Red is constantly need of psychic energy, and will
tempt, terrorize, or kill those it needs to.
Reputation: Rose Red has a high negative popularity due to the fact of its reputation.






Samara Morgan 58


(note, FASE represents values while she was alive)
F: Pr (4)
A: Pr (4)
S: Pr (4)
E: In (40)
R: Gd (10)
I: Am (50)
P: Am (50)
Health*: 52
Karma: 110
Popularity: - 5
Resources: Fe (2) (While living)

Talents: Mystic Origin*

Powers:
Powerful Psychic: Samara Morgan possessed amazing psychic gifts as a child, allowing
her to corrupt and destroy the people around her. Never sleeping, Samara's actions
ultimately caused her own death, which increased her abilities and allowed existence in
the mortal realm after death. Samara's abilities granted her several powers which she
often used without hesitation, and included:
Psionic Manifestation: Samara could manifest herself in the living world after death
through electronic devices or through possessed individuals. Samara's manifestations
were solid and capable of inflicting real damage.
Fear Generation: Samara could generate Am (50) intensity fear, forcing individuals to
make opposing FEATs or begin the dying process. If an individual failed or received a
Green opposing FEAT, they would begin the dying process. If the victim received a
Yellow FEAT, they would be stunned for 1-10 rounds. Samara would use her Fear
generation in conjunction with her manifestation.
Increased Endurance: Samara's endurance was far greater than a child her age and
build, capable of surviving both a traumatic attack as well as seven days within a well.
Samara also never seemed to need to sleep, not requiring it for rest.


Hallucinations*: Samara has the ability to cause realistic hallucinations that 59
can affect all living creatures, capable of distorting electronic imagery. and affecting
lower life forms with Am (50) intensity. Samara often uses her hallucinations to weaken
the resolve of individuals, driving them mad.
Psionic Internal Limbo: Once Samara died, her spirit moved into existence within a
pseudo limbo, based around the images of her 'video' (See Curse). Samara's spirit dwells
within the well amid the images, as her it was where her body had been placed within the
real world.
Samara's "Curse": Samara's psionic abilities allowed her to pass onto a video tape,
which has become an urban legend. In essence, Samara seeks to inflict the damage done
to her to victims who watch her tape. After viewing the tape, the victim receives a call
with a ghostly voice which says 'Seven Days'. Once a victim has seen the video tape,
Samara may begin to affect the individual with her powers. At the end of the seven days,
Samara gains full power and can manifest herself to the individual, usually using a
television or other electronic imaging device, and kills the victim with cardiac arrest. In
addition, the individual begins to show signs of bruising and smallpox-like symptoms,
such as welts and fever. The individual can escape the fate by making a new copy of the
tape and passing the curse along, but they are still within Samara's 'thrall'.
Telepathy: While not expressly stated, Samara has some level of telepathy at Gd (10).
Possession*: Samara can possess former victims who escape her curse with Ex (20)
ability, choosing usually children (so far).

Contacts: None

Limitations:
Rules of the Curse: Samara is seemingly bound by certain features of her curse. First,
Samara cannot affect anyone who has not seen the video tape or has strong connections to
intended victims. Samara's powers affect only those who have seen the tape, and can only
begin to affect the individuals after the initial viewing. While Samara can manifest her
powers through victims, she is limited to affecting only those individuals who have strong
emotional connections to them.
Trapped: Samara can be trapped in her limbo by sealing the well's opening in the dream
world. If Samara's well is sealed, Samara loses all ability to manipulate or affect the
living world, including affecting former victims.
Hideous: Samara always manifests as a young girl who is decomposing, suffering a -1cs
reaction.






Sebastian Haff 60

Elvis Aaron Presley, AKA Sebastian Haff

F: Typ (6)
A: Pr (4)
S: Pr (4)
E: Typ (6)
R: Gd (10)
I: Gd (10)
P: Ex (20)
Health: 20
Karma: 40
Popularity: As Sebastian Haff, +5...as Elvis Presley, 50
Resources: Pr (4)

Talents: Performer, Martial Arts A, B, Acting, Law Enforcement (Did you know that
Elvis was a badged Law Enforcement agent?), Military

Powers: None

Contacts: "Jack Kennedy": Partner and co-Mummy Hunter As Elvis, it was assumed he'd
have lots of contacts.

Limitations:
Secret: The world at large believes Elvis is dead, when in reality, Elvis switched places
with Sebastian Haff. The records proving he was truly Elvis were lost in a freak barbeque
accident.
Ill: Elvis may be suffering from early stages of cancer.
Elderly: Elvis is well into his late 70s, and as such, has lost a lot of his mobility and
strength from his youth.
Enemy: A mummy nicknamed 'Bubba Ho-Tep' by Elvis and Jack.


Seth Gecko 61


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 62
a prime target for his actions (and indeed, it is suggested in the old PS game From Dusk
'til Dawn
























The Scarlet Plague 63

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 health, 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 health,
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 health,
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 64
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.























The Shark 65

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: In (40)
R: Pr (4)
I: Rm (30)
P: Pr (4)
Health: 110
Karma: 38
Popularity: -25 around Amity Island
Resources: Fe (2)

Talents: Underwater Combat, Hunting

Powers: All of the Shark's powers are linked to its larger than normal biology:
- Hyper Swimming: Gd (10)
- Water Breathing
- Tracking: Through scent in the water, Ex (20)
- Stealth: Ex (20) in water
- Natural Weaponry: Bite: In (40) damage based on force of bite for size of jaws.
- Terrifying visage: Most people when seeing the sheer size of the Great White must
make a Psyche feat against Gd (10) intensity or be stunned for 1-10 rounds.

Contacts: None

Limitations:
Animal Intelligence: While the Shark is indeed an animal, it seems smarter than most of
its species. Still, the Great White is bound by its instincts and nature.
Water Dependent: The Shark cannot function on land, outside of a particular species
that is often confused with Candy gram delivery people or dolphins.


Shuna Sassi 66


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 67
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
severely 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.















Simon Garth 68


F: Gd (10)
A: Pr (04)
S: Rm (30)
E: Am (50)
R: Pr (04)
I: Gd (10)
P: Ex (20)
Health: 94
Karma: 34
Resources: Shift 0
Popularity: -10 as the Zombie, 2 as Simon Garth.

Talents: Mystic Origin*, Resist: Domination (See Below), In life, Simon Garth had
Business/Finance

Powers:
Zombie: Simon Garth was transformed into a zombie after his death, and has often been
'resurrected' to serve one master or another. While Garth was initially mindless, time and
time again Garth has been shown to regain some of his previous intellect. In addition,
Garth's transformation wasn't the normal sort of zombie transformation, and has been
discussed by mystics ranging from Damian Hellstrom to Dr. Strange.



As a zombie, Garth has the following abilities: 69
Zombie: While a zombie, Garth is more akin to the voodoo sort of zombie,
although he was brought back from the dead rather than through the use of
traditional toxins. Garth has the following attributes due to his weird nature.
Invulnerability: Garth is immune to all diseases (including the Marvel Zombies
plague, making him the only being in the universe who is totally immune), as well
as heat, cold, toxins, environment such as pressure and/or unbreatheable
conditions, as well as stunning attacks. In addition, Garth cannot be affected by
sensory attacks or any sort, including powers which require sensory effects (Such
as Pheromones). Garth will not react to damage normally, simply ignoring it.
Protections: Garth is protected from permanent damage, capable of being
restored if torn apart or shredded beyond comprehension. Garth can fully regain
his health and Endurance within 24 hours, faster if he consumes blood. Garth can
fully regenerate himself if he consumes flesh or blood, but chooses for the most
part not to do so.
Partial Comprehension: Garth has some partial comprehension on how things
work, and therefore can act independently and operate simple machines.
Terrible Visage: When first encountering Garth, enemies must make an opposed
Psyche FEAT (Vs. Good (10) Intensity) or lose the initiative to him. Garth's
appearance can cause riots, as people are often terrified at his presence.
Amulet of Dhamballa: The mystical amulet which resurrected him is often the
thing that set Garth apart from the other zombies. The Amulet is one of two such
amulets, which grants complete control over Garth. As such, Garth cannot be
controlled by any other means than the amulet (Such as Undead Control), but
cannot resist any command usually given by the other amulet's holder. Garth can
make a Psyche FEAT if commanded to kill/harm innocents or those who were
familiar to him in life (Such as his daughter Donna). The Amulets have been
destroyed many, many times, and reappear as often, leading some to believe they
are mystical artifacts of some sort.
Plague Carrier: The Marvel Zombie Plague: After the events of Marvel
Zombies 3, Simon Garth was made the receptacle for the virus. As such, Garth
has become the defacto 'patient zero' of the disease, which is assumed to still be
active. While Garth does not actively seek to bite and/or transfer the virus, it
should be stated that he is still the main carrier within the 616 universe.


Contacts:
Simon Garth has been 'acquired' by ARMOR, and theoretically would have the
contacts there. While 'Headpool' was present in the Mainline Marvel universe, Simon
Garth was his main associate (and transportation) Simon Garth also could count
(living or dead) on his daughter Donna.

Limitation:
Zombie: Garth is a zuvembie, and as such, has several limitations:


Uncontrollable Powers - Horrific Visage: Garth's horrific visage is 70
always on, and always causes problems and turmoil wherever he goes.
Controlled: Garth is under the control of whoever possesses the amulet of
Dhamballa.
code vs. Killing: Despite his nature and early appearances, the Zombie does not
go out of his way to harm innocents, and in fact, has gone out of his way to save
innocents.





















Sookie Stackhouse 71


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 72
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 repell
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.

Blood-Bound: Sookie is bound to both Eric Northman and Bill Compton, and as such, is
connected with them in a means that is both psionic and mystical. Both can sense if
Sookie is in danger (unless blocked) up to 100 miles away. The strength of this link varies
per individual, as Bill is considered to have it at Rm (30) and Eric initially possessing it at
Ex (20). The link is also determined by the emotional nature of the individuals associated
to it, and as such, can grow and weaken depending on the situation between Sookie.

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 73
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
curiousity.





















The Tall Man 74

The Tall Man, possibly Jebediah Morningside

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Mn (75)
P: Mn (75)
Health: 120
Karma: 160
Resources: Mn (75) (See Below)
Popularity: -20 (in Occult Circles)

Talents: Knowledge: Dimensional Entities, Knowledge: Forensics, Knowledge:
Funerary, Sciences, Mystic Origin*, Driving, Knowledge: Demonology, Medicine*
Business/Finance: Funeral Parlors

Powers:
Agent for a Dimensional Entity: The Tall Man is an agent of a dimensional entity,
whose sole purpose is to raise an army of the dead and to conquer the world. While
apparently clich, the simple fact is the Tall Man is believed to be simply an extension of
the entities themselves, and as such, cannot be killed through convention means. While


the Tall Man is capable of being defeated, permanent death seems beyond the veil for the
Tall Man, as he (or another aspect) emerges from the dimensional void shortly thereafter.
As such, the Tall Man has the following abilities:
- Undead Control: Mn (75)
- Serial Immortality: Even if the Tall Man is destroyed, he will return from the
dimensional void in 1-10 rounds.
- Resist: Pain: Cl1000: The Tall Man does not feel pain of any sort (as seen in all four of
the movies), and while he can take damage, he will never show any signs of it hurting
him.
- Spirit Storage: Mn (75) (See Sentinel Spheres)
- Spirit Control: Mn (75) (See Sentinel Spheres)
- Dream Travel: Am (50) ability to appear in the dreams of victims and adversaries (As
seen in Phantasm I, II, and IV).
- Reanimate Dead: The Tall Man, through a chemical process and dimensional entreaties
can raise any corpse. The corpses are shrunken in the process, appearing like short,
grotesque dwarf-like creatures called Lurkers which obey the Tall Man's orders. The
process includes the removal of all organic fluids from the body and the replacement with
a unknown yellow substance. The 'lurkers' have the following stats:
F: Gd (10) A: Gd (10) S: Gd (10) E: Ex (20) R: Pr (4) I: Pr (4) P: Pr (4) Health: 50 Karma
12
These lurkers have no memory or connection to their previous identities and cannot be
reasoned with. They can use weapons and be 'killed' again through conventional means.
The 'dwarves' tend to swarm over opponents.
- Telekinesis: As seen in Phantasm IV, The Tall Man seems to possess telekinetic
powers of Am (50) intensity, but rarely uses them, prefering to use agents and sentinel
spheres.
- Telepathy: The Tall Man posseses some level of telepathy, probably at Ex (20) ability
to read the minds of those around him.
- Telelocation*: The Tall Man is always aware the location of his enemies and those who
have thwarted him, especially Mike and Reggie, and can locate them across dimensions.
- Dimensional Travel*: The Tall Man transverses dimensions through the use of
dimensional portals found in his base of operations, leading to otherwordly locations as
well as distant points in the past. The exact nature of the dimensional doors are not
known, but it is believed they lead to the Tall Man's masters.

The Sentinel Spheres:
F: Ex (20) A: Rm (30) S: Pr (4) E: Rm (30) R: Varies I: Varies P: Varies
Health: 84
Karma: Varies
Powers:
Flight: Ex (20)
Body Armor: In (40) body resistance
Natural Weaponry: Blades: Ex (20) damage, halves body armor.
Natural Weaponry: Drill: Rm (30) damage, halves body armor.
Laser: Only in the 'Gold' spheres: RM (30) energy damage.



The Sentinel Spheres seem to be bound to the spirits of the Tall Man's victims, 76
although not all the spheres serve him. The Spheres are the primary guardians and
weapons of the Tall Man, The spheres haunt the halls of the Tall Man's mortuary, as well
as serve to act as both watchdogs and other things.

Contacts: Un-named Dimensional Masters

Limitations:
Enemies: The Tall Man has many enemies, chief among them Reggie Bannister and
Mike Pearson.



















The Thing from another world 77

F: Depends on Host
A: Depends on Host
S: Depends on Host and Mass
E: Depends on Host and Mass
R: Rm (30)
I: Rm (30)
P: Rm (30)
Health: *
Karma: 90
Resources: Depends on Host
Popularity: Depends on Host

Talents: Theoretically, the Thing can absorb the complete knowledge of its hosts, and
maintain that knowledge, adding to it as it assimilates individuals and creatures. The
Thing then can split into multiple creatures, each possessing that learned knowledge to
that point. The Thing clearly knows the following: Medicine*, Anatomy*, Piloting,
Astrogation, Military, Multi-Lingual, Psychology, Repair/Tinkering, Knowledge: Culture
specific

Powers:
Alien Physiology: The Thing is an alien from another world, a species that exists by
consuming and absorbing host creatures and gaining their knowledge and physiology.
Unlike other aliens that utilize a host to gestate, the Thing actually absorbs the host,
mimicking their lives through gained knowledge, hence the adjustable FASE and in some
cases, the possibility of the adjustable RIP. When first encountered, the Thing had
absorbed fifteen men and several sled dogs, before being found by the Americans. As
such, the Thing must be able to make physical contact with its victims, which begins a
cellular process, similarly to a viral infection although with no warning signs. The
assimilation of a new creature is how the Thing propagates, and a new independent
creature is born with the knowledge of the previous assimilated beings.
The thing has the following attributes:


- Total Memory: Unranked Total Memory regarding the knowledge and 78
memories of previous victims.
- Shape Shifting: The Thing and change its shape by shedding or gaining biological mass
through absorption as described above. The thing can change itself into a more
formidable (and hideous) amalgamation of creatures with Un (100) ability, limited to the
functional aspects of the creatures absorbed. For instance, it could shape shift into a four-
armed dog creature if it has absorbed two men and a dog, etc.
- FASE increase: The Thing gains bonuses to its FASE based on the attributes of the
beings absorbed. So, if it absorbs three men and one of them has an Ex (20) strength, it
will have an Ex (20)
- The process of absorption and conversion is quick, and if the Thing manages to 'infect' a
creature, it must make an Endurance FEAT based on the current rank of the Endurance
+2cs ranks of the Thing at the time. For example, if the Thing attacks a human, and it
currently has a Gd (10) Endurance, The victim must make an Endurance FEAT of Rm
(30) to avoid the infections. A Yellow FEAT is necessary when the Thing seeks to absorb
an individual, and if the victim fails, the process of infection, absorption, and
reproduction is quick. The victim essentially becomes another creature within 1 - 20
rounds.
- Adaptation: The Thing has shown unnatural ability to adapt quickly to situations,
considering to have the power environmental adaptation at Rm (30) as seen in the short
story. The movie versions have the Thing capable of adapting to the arctic conditions
quickly, and not be as hampered by them as others.
- Telepathic: In the original short story, it is suggested the creature may be telepathic,
capable of anticipating the moves of those against it. If this is the case, it would possess
telepathy at Gd (10), although telepathy is not suggested in either of the movie versions.
- Non-Detection: Once the Thing has assimilated someone, it is difficult to determine if
the person is the thing or not, granting it non-detection at Am (50) from all but mystical
means, save for its limitation below. The non-detection aspect is clear in every version of
the story, making it difficult to determine who is who.

Contacts: None, although would could suggest other creatures.

Limitations:
Despite the capabilities of the Thing, it does possess key weaknesses:
Vulnerability to Fire and heat: In both the short story and the 1982 remake, the Thing
has been shown to be extraordinary vulnerable to fire, often requiring fire to permanently
injure of kill it. When faced with fire, the Thing takes +2cs damage from it. In the
original film version, electricity is used to generate greater amounts of heat in order to kill
it, and it is believed heat is essential in overwhelming its being.
Detection: In the short story and the 1982 remake, detection of the creature was made
through blood samples. As each creature is independent, they are however connected to
parts of themselves, such as a blood sample. Something as simple as pushing a hot wire
into the blood sample will illicit an immediate response from the creature, often revealing
them.


Tomie 79



F: Pr (4)
A: Typ (6)
S: Pr (4)
E: Am (50)
R: Gd (10)
I: Ex (20)
P: Rm (30)
Health: 64
Karma: 60
Popularity: - 10
Resources: Pr (4)

Talents: Mystic Origin*, Student*

Powers:
Serial Immortality: Tomie cannot be killed unless her body is completely destroyed in
high temperatures, and then if one lock of hair or one single tear remains, she can fully
regenerate into a new body with the same mental presence. Tomie's immortality is not
readily explained, but as such, she also has the following:
- Regeneration: Tomie can regenerate damage with Mn (75) ability, and can heal from
decapitation or extreme damage
- Recovery: Tomie can recover endurance ranks with Mn (75) ability, recovering from
poisoning, stabbing, etc. with ease.
Iron Will: Tomie seems relatively un-phased by her deaths or the extreme damage done
to her, and in fact seems to enjoy some aspects of it. As such, Tomie is considered to have
Rm (30) Iron Will.
Emotion Control: Lust and Hate: Tomie can cause great lust in men, causing them to
abandon their normal behaviors and fall violently in love with her with In (40) ability. In
addition, Tomie can cause many women to hate her with the same zeal at the same rank.
Tomie always selects a single victim in which she focuses, and as such, it becomes an
opposed Psyche effect rather than a straight power effect.


Self-Duplication: As stated previously, Tomie will duplicate from any single 80
part of herself, either regenerating fully or grafting onto an unwilling host. Tomie has
returned from a kidney (emerging from a transplant as a severed head) or even a lock of
hair (grafting onto a unknowing recipient.) It is unknown how many copies of Tomie
there really are.
Prehensile Hair: Tomie's hair acts as a living thing, and can fight, act, and kill without
even needing to be attached to her with Rm (30) ability. Tomie's hair is considered to
have Ex (20) body armor for the purposes of physical damage, and Rm (30) FASE.

Contacts: Theoretically, Tomie is her own limitless contacts, although the movie Tomie
vs. Tomie has shown that even identical, the Tomie-spawn can come into conflict.

Limitations:
Obsession: Tomie seems drawn to situations that will provide her negative emotion,
speculating that it is possible she is some sort of emotional vampire. Tomie will become
obsessed with a single individual, and drive that individual to madness if possible.
Unique Look: Tomie has a birthmark beneath her right eye which (despite different
actresses playing the character) allows individuals who know Tomie to recognize her.
High Temperatures: Tomie seems unable to heal or regenerate from high temperatures,
and it is theorized that such temperatures are the only means to truly kill her.















Tommy Jarvis 81


F: Gd (10)
A: Gd (10)
S: Typ (06)
E: Ex (20)
R: Gd (10)
I: Ex (20)
P: Rm (30)
Health: 36
Karma 60
Resources: Typ (06)
Popularity: 5/-5 (as survivor of Jason's Rampage/In the Crystal Lake community)

Talents: Occult Lore, Sharp Weapon, Firearms, Knowledge: Voorhies Family
Knowledge: Horror Films, Knowledge: Special Effects/Masks

Powers:
Final Guy: Tommy Jarvis has encountered Jason Voorhies on numerous occasions, and
has survived each encounter with a combination of ingenuity, capability, and skill. As
such, Tommy gains an additional FEAT Roll when encountering any supernatural threat,
and may re-roll a failed Psyche FEAT during the course of each adventure. In addition, if
Tommy fails a roll vs. death, Tommy may re-roll the result.

Contacts: Tommy has contacts with any of the other Voorhies survivors, as well as Ash
Williams (Via the Ash vs. Jason vs. Freddy and any of the other Dream Warriors.
Tommy also is close to his sister, Trish Jarvis, although their relationship is strained after
their first encounter with Jason.



Limitations: 82
Cassandra Limitation: Tommy suffers from the inability to convince people of the true
danger they are facing, suffering a -2cs in any attempt to warn or alert normal individuals
of threats.
Notoriety: Tommy is known as the survivor of that massacre as well as that kid who
was up at Pinehurst Sanatorium. As such, Tommys notoriety makes things very
difficult to deal with, and also works against him.
Enemy: Jason: Tommy and Jason mortal enemies. If Tommy is present, Jason will break
off of any other attack or action to attempt to destroy Tommy.



















The Tooth Fairy 83

Matilda Dickson

F: Ex (20)
A: Rm (30)
S: Pr (4)
E: Rm (30)
R: Typ (6)
I: Rm (30)
P: Rm (30)
Health*: 86
Karma: 66
Popularity: -15 (in the town of Darkness Falls)
Resource: Sh 0 (0)

Talents: None

Powers:
Ghost: Matilda Dickson is a powerful specter, whose sole purpose is to kill anyone who
catches a glimpse of her hideous face, which is hidden behind a porcelain mask. Matilda
cannot be reasoned with, bartered with, or killed through convention means. Matilda is
immune to nearly all physical attacks (although can be stunned and slammed), and cannot
be permanently harmed in those means. In addition, Matilda has the following abilities:
Undead: Matilda no longer has the need to eat, sleep, breathe, or any of the other
mortal trappings. As such, she is completely immune to attacks that would require
her to make Endurance FEATS accordingly.


Telelocation: Matilda can home in on victims who have seen her face 84
with Rm (30) ability.
Emotion Control: Fear: While not overtly stated within the movie, the novel
states that those who see Matilda's true face are gripped with a terrible fear they
cannot escape from. Matilda's fear generation is only against those who see her
face at Am (50) intensity, causing an Int FEAT. Anyone below Rm (30) Int must
begin the dying process.
Shadow Body: Matilda can move between shadows, pass through objects, and
fly.
Natural Weaponry: Claws: Matilda can slash with Rm (30) ability, halving
resistance protection in half , with each attack doing mystical damage. Matilda
will always spend karma to raise yellow results to Red.

Contacts: None

Limitations:
Light: Any illumination above Typ (6) will act as a deterrent to Matilda and prevent her
attacks. Any Illumination above Gd (10) that actual hits her (like a focused beam from a
halogen flood light) will do +2cs damage to her.
Hideous Appearance: Matilda is hideous, suffering a -2cs from all onlookers
Reputation: Everyone in Darkness Falls knows the story about Matilda Dickson, and
how to ward her off, although few believe in her.













Triffid 85


F: Typ (6)
A: Pr (4)
S: Pr (4)
E: Ex (20)
R: Fe (2)
I: Ex (20)
P: Pr (4)
Health: 34
Karma: 26
Popularity: - 30 as a group. Everyone on Earth is aware of Triffids, although no one is
aware of their terrestrial origins.
Resources: Sh 0

Talents: Hunting

Powers:
Plant Body: Triffids are large carnivorous plants, capable of communication with one
another and the ability to kill prey with a whip-like poison stinger. As such, the Triffids
have the following abilities:
Plant Physiology: Triffids are plants, recovering endurance at +1cs rank per hour
due to photosynthesis. Triffids also are highly immune to natural toxics and


poisons with Rm (30) ability. 86
Locomotion: Triffids can move with Pr (4) land speed
Poison Stinger: Triffids have a whip-like poison stinger, which has a range of 10'
and capable of administering a poison which can kill an adult male with Rm (30)
intensity. In addition, the whip does pr (4) slashing damage.
Communication with Triffids: Triffids can communicate with each other, able
to coordinate with one another in concerted hunting packs.

Contacts: None

Limitations:
Unusual looks: Triffids are man-sized plants, and are easily recognizable.
The Blindness: 80% of the Earth's population was rendered blind by a powerful 'meteor
shower', which causes an In (40) intensity Endurance FEAT. Those who fail are struck
blind, permanently. Those who cannot view the shower or are unable to see it are
considered protected.

















Twilight Vampires 87


F: +1cs (Maximum of Am (50)
A: +2cs (Maximum of Am (50)
S: Rm (30)
E: In (40)
R: Varies
I: +2cs (Maximum of Am (50)
P: +1cs (Maximum of Am (50)
Health: Variable
Karma: Variable
Popularity: 0/10/-10 (In general society, vampire society, and general occult)
Resources: Variable (dependent on age)

Talents: Variable, again dependent on age. Several of the older vampires have centuries
if not millennium to learn, with some excelling due to their abilities (See Vampirism).

Powers: Vampirism*: The Twilight idea of vampirism is akin to traditional vampirism,
requiring blood to subsist, gaining supernatural abilities, and honing hunting skills. The
similarities end there, as a Twilight vampire is very different than its mythological
counterpart:
Bio-Vampirism: With the Cullens as an example and as the main source of information,
Vampirism is akin more to a morphological change brought on by a venom-like agent
within a Vampire's saliva. As such, the need to consume blood is necessary for metabolic
actions, with human blood being the best source of necessary nutrients. Once infected, the
individual undergoes a grueling and painful transformation as their body undergoes a
massive metabolic change. Life-signs drop significantly, as does metabolic activity.
internal organs become more akin to marble, granting them greater durability and pale
skin. The entire process can take upwards of ten minutes to three hours, depending on the
amount of venom injected and the endurance of the individual. Eyes shift from natural
color to a reddish hue upon first feeding, and the newborn vampire's body is much more
durable, strong, and fast due to the remnants of adrenaline in the system. Newborn
vampires must feed nearly constantly. When someone is bitten significantly (Losing 1/2


Health due to venom, which does Ex (20) poisoning), they will begin the 88
process of vampirism. The victim must make a series (Three) of endurance FEATS at Ex
(20) to survive the process.
- Speed: All Twilight vampires have hyper speed, and are capable of moving at inhuman
speeds of up to Am (50) for short burst (Two rounds/areas) before stopping. Age
increases the distance and abilities of vampires.
- Unnatural Beauty: Twilight vampires are made to be model perfect, with apparent
flawless skin and unnatural grace. Natural physical beauty is increased, making a
physically appealing person almost unnatural. The changes are brought about during the
first year of un-life.
- Body Resistance: Twilight vampires are physically resistant to damage, possessing Gd
(10) physical protection against physical damage.
- Immunity: Disease, Aging, and most terrestrial toxins: A Twilight vampire is
immune to aging, disease, and most toxins. In addition, Twilight vampires do not need to
breathe, choosing to only when using their senses.
- Enhanced Senses: Twilight vampires have supernatural senses at Ex (20) ability. In the
prescience of blood however or following a scent, Twilight vampires have Rm (30)
tracking/sense of smell.
- Natural Weaponry: Fangs: Twilight vampires have fangs which do Ex (20) slashing
damage.
- Enhancements: Twilight vampires are further enhanced, usually around a central
ability or latent talent that makes them additionally formidable. In the cases of Alice
Cullen, her precognitive state was greatly increased, while in others their physical
abilities were enhanced beyond the normal aspects of vampires (Hence the Amazing (50)
potential strength). Among the abilities displayed so far: Telepathy, Precognition,
Pyrokinesis, Mind-Link, Mind Shield, Enhanced Strength, Tracking, and Hypnotism.
These abilities usually are paired with a FASERIP characteristic, and share the same base
rank with that ability.
Healing: Implied in the movies, Twilight vampires can heal with Rm (30) ability.

Contacts: Twilight vampires usually have contacts amid their own society and Coven.

Limitations:
While Twilight vampires do not have the traditional vampiric limitations, they do have
unique limitations:
Blood: Twilight vampires need a constant amount of blood for survival. While Carlisle
Cullen managed to ween himself on animal blood, most vampires require human blood
and must make Psyche FEATs within the presence of fresh blood to maintain control,
suffering a -1cs for every round in the presence. Vampires who have become veggie, or
drain animal blood still suffer the Psyche FEATs, but depending on how long theyve not
been drinking human blood determines the requirement. Vampires within their first
decade of being human-free must still make a Psyche FEAT every ten rounds, and must
make a -2cs Psyche FEAT when first exposed.
Sparkly Skin: Due to their bodies undergoing transformations in a marble-like


perfection, sunlight does not destroy vampires. Instead, vampire skin reflects 89
sunlight, with the various pores and remaining blemishes reflecting light granting them a
sparkly effect. Vampires in direct sunlight are easily spotted. Twilight vampires will
attempt to hide this limitation by avoiding sunlight, as it is incredibly obvious, and cannot
be concealed.
Age: Vampires in Twilight base their hierarchy on age. Age plays an important factor in
determining the level of self-control, the ability to withstand other vampires unique
abilities, and development of their own powers. Young vampires suffer a -1cs to Psyche
and Intuition, but gain a bonus to speed (+1cs to maximum), Strength (+1cs to
Maximum), and Endurance (+1cs to maximum). As a vampire passes the 1st anniversary
of their making, they lose their bonuses, but also lose their penalties.
Hunted: Twilight vampires are easily recognizable, and despite their advantages, have
the threat of discovery. Older vampires have established as their prime rule to avoid
detection, making it punishable by death.
Watched: Most Twilight vampires are answerable to the Volturi who hold absolute
authority over all vampires. The Volturi monitor and maintain every instance of
infractions against their will. The Volturi are the final authority within the Twilight
vampire society.
Eyes: Twilight vampires have odd colored eyes, going from a crimson red (those that
drink human blood) to a dull brown (Those who have started drinking animal blood) , to a
bright gold (Those that are veggie vampires and who drink only animal blood.)














Varney the Vampire 90

Marmaduke Bannerworth, AKA Francis Varney

F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Am (50)
R: Gd (10)
I: Rm (30)
P: Rm (30)
Health: 120
Karma: 70
Resources: Ex (20) to Rm (30) (Depending on the Bannerworth family, or as Francis
Varney)
Popularity: 0/-5/-10 (As Bannerworth/As the "regretful' vampire/As the villain

Talents: Military. Mystic Origin* (After curse and rebirth), Knowledge: Nobility,
Knowledge: English History, Knowledge: Archaic Weapons, Nobility* - Varney is a
member of a noble family, and was himself knighted., Marksman, Horsemanship,
Human Nature




Powers: 91
Vampyre: Varney is cursed to be a vampire, after accidentally killing his son in a pique
of rage. As a vampyre, varney cannot find eternal rest, cannot be killed in normal means,
must sustain himself on human blood, and has other strange powers associated to his
infernal nature. Varney however does not have some of the traditional limitations of what
is considered a 'traditional vampire', and has several key advantages:
Vampirism*: Varney must sustain himself on human blood, and requires quite a
bit of it in order to 'survive'. Unlike traditional vampires, Varney requires no
invitation to enter locations, nor does his victims potentially become undead
themselves. Varney's vampirism is a curse, carried by Varney for the murder of
his son. Varney must drain 10 points of health per day in order to sustain himself.
It is suggested that Varney may only drain those related to his family, although
this was not clearly defined. Depending on the period of Varney's appearance,
Varney will either attempt to ignore his hunger (Psyche FEAT), or willing seek
those who might be victims. If Varney feeds for more than two rounds, he regains
full health and endurance. In addition, it is assumed that if Varney's remains are
fed, it will regenerate him completely.
Invulnerability: Due to the nature of Varney's curse, Varney is effectively
immortal against all but the most powerful forces. Varney is nearly immune to
pain and damage in the traditional sense: Varney can be reduced to 0 health, but
unless finished off by a massive source of damage (Such as a volcano), Varney
will return. Varney takes damage, but is not hindered by damage, as seen multiple
times during the novel in which he is driven off by pistols. Varney is considered
completely immune to disease, toxins, and poisons. Varney seems to have some
aversion to fire (see limitations).
Hypnotism: Varney is the first 'modern' vampire to use hypnotism against his
targets, and is considered to have Rm (30) hypnotism. In addition, Varney gains a
+1cs to using his hypnotism against those who are members of his family, and an
additional +1cs if the target is a former victim and/or subject.
Flight: Varney can seemingly float and/or fly with Gd (10) airspeed, as described
in the novel collection.
Natural Weaponry: Fangs: Varney is also the first modern vampire who
attempts to bite his victim in the neck to drain blood, a recurring theme in many of
the appearances. Varney has a Gd (10) bite, halving body armor effectiveness,
which also treats as a mystical attack.
Iron Will: Varney is considered to have Rm (30) Iron Will, as his nature has
granted him great resolve both to sustain his existence, and ultimately, to end it.
Non-Detection: Varney's nature is hard to determine at different points, requiring
a Intuition FEAT of Rm (30) or better to determine Varney's true nature. Varney
will not detect as undead, except when he is feeding or using his abilities. Those
who have seen Varney's true nature will be able to easily recognize him however.
Immunity to vampiric limitations: Varney's vampirism is not a traditional form
of vampirism, being the effects of a divine curse. As such, Varney has none of the
traditional limitations of vampires (save the need for blood and, after his nature is


revealed, the unnatural presence). 92

Contacts: At different points, the Bannerworth family has been both victims and contacts
to Varney, depending on the chapter and period of the book. As such, it is suggested that
Varney has connections within his family, as well as various European royalty.

Limitations
Varney has several limitations, several are due to his curse:
Fire: Although not expressly stated, it is assumed that Varney has some issue
with fire (indeed, flames from Mt. Vesuvius being his final destruction). For the
purposes of this write-up, fire and flame damage does +1cs to Varney.
Known Vampire: Once Varney is revealed, it is hard to hide the fact. As such,
Varney's popularity, regardless of his nature at the time, reverts to -10.
Predatory Presence: Varney always seems to have a presence of a predator,
granting +1cs to Intuition checks for those who can determine such. People will
feel 'ill-at-ease' around Varney.
Cursed: Varney is cursed for shedding the blood of his son. As such, Varney is
bound to the nature of his curse and cannot easily escape it. Any attempts to break
his curse requires a Psyche FEAT. Varney is only able to break his curse once his
confesses to a priest, and then hurdles himself into a volcano.















Victor Frankenstein 93

Baron Victor Von Frankenstein

F: Gd (10)
A: Gd (10)
S: Typ (6)
E: Ex (20)
R: In (40)
I: Rm (30)
P: Rm (30)
Health: 46
Karma: 100
Popularity: 10/-20 (as the creator of the monster)
Resources: Rm (30)

Talents: Medicine*, Physics, Alchemy, Electrical Research, Surgeon, Multi-Lingual,
Firearms, Marksman*, Chemistry*, Knowledge: Philosophy, Knowledge: Education
Knowledge: Biochemistry

Powers: None

Contacts: Ultimately, None

Limitations:
Insanity: Frankenstein becomes obsessed easily, first in creating the creature, then
destroying it.





The Vines from 'The Ruins' 94


F: Ex (20)
A: Gd (10)
S: Ex (20)
E: Rm (30)
R: Typ (6)
I: Rm (30)
P: Pr (4)
Health: 80
Karma: 40
Popularity: - 20 (To the local descendants of the Mayans), 0 to the rest of the world.
Resources: N/A

Talents: N/A

Powers:
Plant-Life: The vines are part of a large ecosystem which is both intelligent and
carnivorous, capable of both trapping and tricking prey through the use of vocal mimicry
as well as cleverness. The Vines are capable of entangling and devouring living creatures,
as well as implanting itself within individuals to devour them from the inside. As being
flora, the vines have the following abilities and properties:
- Entangling Area: The Vines literally cover a three to four area location, and can make
multiple entangling attacks as well as specific area-sized attacks against one to four
opponents as necessary. Entangling strength treats as Ex (20) to completely break free if
captured. The Vines in the novel are also capable of devouring flesh from bone within an
hour, either due to chemical digestion or rending of flesh and absorption . For the sake of
this write-up, it is going to follow the book's suggestion that it is chemical digestion,
which grants an additional +1cs to damage.
Plant Body: The Vines have Pr (4) body Armor for the consideration of damage, as they
were said to be difficult to cut and/or remove.


Implantation: the Vines can implant themselves in individuals and grow, 95
granting Pr (4) regeneration within a host to grow to original size. Due to the process, the
individual will know they are infected and as a side-effect will suffer specific
hallucinations (Pr 4) about them moving through their body.
Regeneration: The vines have Pr (4) regeneration and recovery.
Sound Mimicry: The Vines can perfectly mimic any sound made within the area that the
vines encompass, from birds to specific voices to cell phones, often using this ability to
spread dissention within groups or trap prey. The vines can do this with Ex (20) ability.
Note: The vines use such sounds to best advantage, and do not just mimic noises to do so,
but rather setting elaborate traps or to break trusts.
Digestive Adaptation: Organic living material: The vines are capable of digesting any
organic living material with Ex (20) ability, and prefer this to photosynthesis.
Environmental Awareness: The vines are completely aware of their surroundings and
cannot be blindsided within the area in which they inhabit. They possess this awareness
with Pr (4) ability

Contacts: None

Limitations:
Red Flowers: As stated in the books and in the movie, the Vines have a clear distinctive
look of red flowers, which are beautiful and deceptive. The native descendants of the
Mayans know this flower and avoid it, often killing others who come into contact with
them.














Walking Dead Zombies 96

Average Zombie:
F: Pr (4)
A: Pr (4)
S: Typ (06)
E: Gd (10)
R: Fe (2)
I: Ex (20)
P: Fe (2)
Average Health: 24
Average Karma: N/A (Walkers do not have karma)
Average Popularity: As a group, -50 world-wide
Average Resources: N/A

Talents: Walking Dead Zombies are brainless ghouls, and have no talents per say,
regardless of the talents they had in life.

Powers:
Undead State: Walking Dead zombies are truly undead, and possess the following
attributes:
Undead: the Walking Dead zombies are not alive, and do not need food, air, or rest
(outside of human flesh).The undead suffer damage as a regular person does, but simply
ignores it, unable to feel pain. In addition, the Walking Dead cannot be affected by toxins
or anything that would affect biological beings. The Walking Dead can be destroyed en


masse, and are not invulnerable: Their strength is their numbers. 97
Increased sense of smell: While not exactly superhuman, Walking Dead zombies hunt
primarily by smell and hearing. The Walking Dead are considered to have Pr (4) hyper
Olfactory.
Chain Hunting: Sound attracts the Walking Dead zombies, which quickly causes them
to gather. If one zombie finds prey, another will follow, and so on.

Contacts: Walking Dead zombies have no contacts

Limitations:
Walking Dead zombies have many weaknesses, including:
Unusual Looks: Walking Dead zombies suffer a permanent -1CS reaction
Slow Moving: Walking Dead zombies always go last in a round, and can only cover 1/2
area per round
Inability to reason: As shown both in the comic and in the TV series, the lack of
reasoning is the greatest weakness. Rick Grimes covered himself in zombie guts and was
able to pass undetected through crowds of the undead for a short time.
Decomposition: Walking Dead zombies are in states of decomposition, and will literarily
fall apart through natural wear and tear.














The Wishmaster 98


F: Ex (20)
A: Ex (20)
S: Rm (30)
E: Mn (75)
R: Rm (30)
I: Am (50)
P: Mn (75)
Health:145
Karma: 155
Resources: See Powers
Popularity: 0/-20 in occult circles

Talents: Mystic Origin*, Knowledge: Ancient Languages, Knowledge: Ancient Cultures,
Demonology*, Knowledge: Human Greed, Knowledge: Djinn Culture

Powers:
Djinn: Although technically more of an ifrit, the Wishmaster is a supernatural creature
who is forced to serve mankind until it can take advantage of a third wish, at which time
he will unleash his trapped brethren. As a member of the Djinn, the Wishmaster has the
following abilities:
Inhuman: The Wishmaster does not need to eat, breath, or sleep. In addition, the
Wishmaster is completely immune to toxins, poisons, disease, fire, environmental
concerns, and aging. The Wishmaster does not seem to be bound by mortal existence, and
the FASERIP above is just an approximation of his presence within the mortal world
based on the first two movies.
Shape shifting: The Wishmaster is able to change his shape from his normal form to any
human shape he desires, granting him Am (50) ability to shape shift. The Wishmaster is
also able to imitate someone perfectly, down to their scent, but without their memories or


specific mannerisms. 99
Empathic Understanding: While not expressly stated, the Wishmaster seems to
understand the nature of his victim, allowing him to better exploit the situation to his own
ends. As such, the Djinn has Am (50) empathy
Unnatural senses: The Wishmaster has unnatural senses, which allow him to perceive
both the physical world as well as the intangible world with Am (50) ability.
Fire Generation: While not expressly stated, it is shown that the Djinn comes from a
realm of fire, and is able to manipulate it with Rm (30) ability.
Wishes: The Djinn can alter reality with Cl1000 ability based around several key rules:
The Wishmaster can grant three 'wishes' to someone who releases him, and must grant
those three wishes regardless of impact and/or desire. The Wishmaster may grant other
wishes, especially enjoying causing torment and misery by those who say "I wish X"
casually. The Wishmaster is not obligated to grant any wish to anyone outside of the
person who has released him. The level of his ability to change reality includes the gambit
of misery and death - From art pieces coming to live to exploding people to having
someone turn to glass.

Contacts: Relatively speaking, the Djinn's only contacts are his fellow Djinni.

Limitations:
The Wishmaster may be powerful, but he has some very powerful limitations:
Unusual Looks: The Djinn in his natural form grants him the dubious -2cs reaction
bonus.
Occult Lore Bonus: Most occultists are familiar with the Djinn and his purpose, and
gain a +1cs on researching him.
Bound by the Wish: As stated above, the Djinn is bound to certain rules in order for his
wishes:1. He must follow the wish to the letter, but can interpret loosely worded wishes
as he sees fit. 2. He cannot harm, coerce, or force a person to make a wish, although he
can come very close, 3. He must honor the wish even if it means his own imprisonment
(as seen in the first movie).
Psychological Trademark: The Wishmaster cannot help but cause misery, and must
'fulfill' any wish made in his presence. While bound to the person that freed him, he does
not have the same limitations in fulfilling wishes of those who make them.








The Wolf Man 100

Lawrence "Larry" Talbot

F: Gd (10)/Ex (20)
A: Typ (6)/Rm (30)
S: Typ (6)/Rm (30)
E: Gd (10)/In (40)
R: Gd (10)/Pr (4)
I: Gd (10)/Am (50)
P: Ex (20)/Gd (10)
Health: 32/120
Karma: 40/64
Popularity: 3/-15
Resources: Ex (20)/Pr (4)

Talents: (As Talbot) Hunting, Business/Finance, Nobility*, Occult Lore (By the film
House of Frankenstein)

Powers:
The Curse of Lycanthropy: After being bitten by a werewolf, Larry Talbot is forced to
undergo a transformation from man into beast-man, possessing little intellect and driven
purely by savage instinct. Talbot's curse prevents him from dying through conventional


means, but he can be 'killed' through being attacked with weapons made of 101
silver. Talbot cannot die through any other means, and even when struck by silver, shot
by silver, or what have you, Talbot can return to life through the light of the full moon.

As a Wolf Man, Talbot has the following abilities:
- Tracking: Rm (30)
- Natural Weaponry: Claws: Ex (20) (acts a a mystical attack)
- Natural Weaponry: Bite: Rm (30), victim must make an Endurance FEAT versus the
severity of the bite or risk contracting lycanthrope. If the Victim is reduced to 0 health or
Shift 0 Endurance, they will most assuredly contract the disease, no role.
- Hyper Running: Gd (10)
- Regeneration: Ex (20)
- Stealth: Ex (20)
- Functional Immortality: Talbot can be reduced to 0 health, but will not die, instead
entering a death-like trance due to the nature of his curse and will begin to regenerate.
Only a weapon forged from pure silver will kill him, and even then, it must be absolutely
pure.
-Berserker: The werewolf will go berserk when injured, causing it to forget pain and
raising it's attributed by +1cs while reducing it's reason and psyche.

Contacts: Sir John Talbot: Father, Gwen Conliffe: Love Interest

Limitations:
Uncontrollable Change: Talbot is forced to transform into the Wolf Man whenever the
moon is full. Under these transformations, the wolf man is purely bestial, and remains a
savage killer.
Disease Carrier: Talbot is the carrier of the curse of lycanthrope
Dark Secret: Few people know that Talbot is the Wolf Man.
















World War Z Zombies 102


F: Pr (4)
A: Pr (4)
S: Pr (4)
E: In (40)
R: Fe (2)
I: Ex (20)
P: Fe (2)
Health: 52*
Karma: 24
Popularity: In WWZ universe: - 50 As a group
Resources: Shift 0

Talents: None

Powers:
Zombie State: A WWZ Zombie is created usually from a bite from an infected individual
or zombie, which begins a biological process. A virus, dubbed solanum is considered
responsible, originating from a patient zero in China. Once a bite has occurred, an
individual will begin the dying process, albeit slowly. Unlike Romero zombies or other
cinematic undead, a change can occur over hours or days, usually resulting first in organ
failure and then reanimation. If an individual is bitten, a Red Endurance FEAT is required
against an Am (50) intensity to avoid gaining the disease. Once infected, an individual
will begin losing endurance ranks, one per day, until Shift 0. Once an individual reaches


Shift 0, they 'die', to raise within 0 - 60 rounds as a zombie. 103

As a zombie, the WWZ zombies have the following attributes:
Undead State: As zombies, WWZ zombies are immune to stun, kill results,
poisons, disease, toxins, or related attacks that can affect a human. Zombies do
not need to breathe, are not affected by temperature extremes (See below), ocean
pressure, or damage per say. WWZ zombies can be blown apart and still function
so long as the brain and spinal column are not completely severed.
"Plague Carrier": All WWZ zombies carry the solanum virus, and can infect
individuals with a successful bite check (See Below). WWZ zombies only
carrying the solanum virus, and can infect recently deceased individuals as well
(With 1 -10 rounds of death).
"Suspended Animation": A WWZ zombie can survive temperature extremes,
although in the case of extreme cold can freeze solid. The WWZ zombie simply
ceases to function, until thawed out. At such time, the WWZ zombie becomes
fully active as if nothing has occurred.
Heighten Senses: Smell: WWZ zombies seem to possess something akin to a
heighten sense of smell, similar in scope to other cinema zombies. WWZ zombies
can determine an individuals location with Fe (2) ability
Zombie "Moan": Probably the most dangerous effect, a single zombie can notify
other zombies of prey location with a single moan, which acts a form of group
communication. If a zombie senses prey, it will moan on the same round. Within
1 - 10 rounds, 1 - 100 zombies will arrive. The moan spread out, alerting each
zombie in turn within a 20 area radius before ceasing. The Zombies will converge
on a single point, and with sheer numbers bring down an opposing force, group, or
individual. In addition, the WWZ zombie moan has a adverse affect, which is not
a power but rather a benefit, for the zombies. Individuals who hear the moan must
make a Gd (10) intensity Psyche FEAT or suffer penalties depending on which
phase of the zombpocalyspe: Outbreak - 1cs, Invasion -2cs, war -1cs.

Contacts: None

Limitations:
While dangerous in large groups, the WWZ zombie suffers from penalties as well:
Barely Aware: A WWZ zombie is barely aware of its surroundings, unless
hunting prey
Decapitation: By the period in which humanity mobilizes for war, everyone
knows that destroying the brain destroys the zombie, therefore WWZ has a very
obvious limitation.
Unusual looks: WWZ zombies suffer a - 1cs on all reaction based FEATS every
time encountered, not just the first time.

SURVIVOR LIMITATIONS:
While the survivors are the protagonists, the WWZ outbreak and war has left serious


limitations on the population, which is linked to the zombies: 104
After six months from the outbreak, a character must make an Gd (10) Psyche
FEAT to avoid acquiring a limitation. This is increased by +1cs by several factors,
including +1cs for surviving the battle of Yonkers, +1cs for surviving the first
winter, +1cs for surviving the retreat west, +1cs for being in the war effort as a
soldier, +1cs for being left behind, and +1cs for each direct family member who
becomes a WWZ zombie. After the initial Psyche FEAT, another Psyche FEAT
must be made at each new stage of the war, from Outbreak to Victory. Effects are
listed below:
The Quiet Death: Upon failing a Psyche FEAT, the character must immediately
make an Endurance FEAT or quietly begin the dying process the very next night,
until dead. Believed to be psychological, the quiet death killed thousands before
being discovered. No cause outside of psychological is blamed
Survivor's Guilt: As a survivor, the hero suffers -1cs and is prone to flashbacks
that last 1-10 rounds
Pseudo-Zombies: The character begins to believe they are a zombie, and will
attack other humans as well as attempt to join 'Zombie Packs'. Due to the pseudo-
zombie epidemic, false reporting placed zombies initially attacking other zombies,
which led to other problems.
Dark Secret: The character has done things to survive, questionable things that
may come back to haunt them, such as cannibalism during the great winter.
Hallucinations*: The character begins to hear imaginary voices or other issues,
which can occasionally be beneficial, but often times leads to a -1cs in actions.

The Lobo


A weapon developed by the USMC to serve as hand-to-hand and entrenching tool, the
Lobotomizer or "Lobo" was widely used during the counter-attack, often seeing combat.

Material: Ex (20) (high Tensile aircraft aluminum)
- Does Gd (10) damage as it was designed to decapitate, grants a +1cs to Fighting when
used.
- Will decapitate a zombie with a Red Fighting Feat.



The Ymir 105


F: Gd/Ex/Rm (10/20/30)
A: Gd/Rm/In (10/30/40)
S: Gd/In/Am (10/40/50)
E: Ex/Rm/Am (20/30/50)
R: Pr (04)
I: Rm (30)
P: Gd (10)
Health: 50/120/170
Karma: 54
Popularity: -5/5/- 20 (based on association to Venus mission, as a Zoo attraction, and as
rampaging monster)
Resources: Fe (2)

Talents: Feral Combat, Hunting

Powers:
Alien Physiology: The Ymir is a typical life-form from Venus, possessing staged
development which is accelerated in the oxygen-rich atmosphere of earth. As such, the
Ymir undergoes rapid growth and transformation from its smaller state to its 40' tall
monstrosity. The Ymir's stats are broken down into three stages of development: Initial 8',
20' and maximum size of 40'. In addition, the Ymir has the following abilities:
- Armor Skin: Ex (20)/Rm (30)/In (40) physical and energy protection
- Natural Weaponry: Claws: Gd (10)/Ex (20)/ Rm (30) edged damage, which halve
effective armor.
- Hyper Swimming: Gd (10) swimming
- Lung Adaptability: Rm (30) ability to adapt to breathing water, toxins, etc.


- Regeneration: Gd (10) regeneration 106
- Resist: Toxins, Disease, and Poisons: Ex (20)/Rm (30) The Ymir is more resistant to
standard disease, toxins, and poisons as shown in the movie. Once the Ymir evolves past
20' in height, its rank increases.
- Growth*: As stated before, the Ymir evolves in stages, growing to a maximum of 40'
tall. The Ymir is considered to be +2cs to hit, but gains the appropriate attributes
- Natural Weaponry: Tail: The Ymir is shown to use its tail for crushing/blunt damage,
using its Strength score for damage
- Natural Weaponry: Teeth: The Ymir can bite for damage based on the stage of
development: Ex (20)/Rm (30)/In (40)

Contacts: None

Limitations:
Sulfur dependence: The Ymir is dependent on Sulfur to survive, and will stop at nothing
to get to a supply of sulfur accordingly
Animal Instincts: The Ymir is barely above animal intelligence, and is easily provoked.
Unusual Looks: The Ymir is very unusual, and gains a -2cs for initial reactions.

































The Zuni Fetish Doll 107

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 108
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.
Blood Lust: He who Kills is driven by bloodlust, and suffers a -1cs in attempting to
prevent itself from murdering a chosen victim.

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