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Post by Morrigan on Feb 2, 2004 13:51:18 GMT -5
I write lots of stuff for my own enjoyment, but which also might be of use to RPG players, perhaps of marginal use, but hey, if I can provide some marginal inspiration, then that's very cool.
I've also had a hard drive crash recently, and been counseled to back up EVERYTHING I can. So, to populate this forum and back up some of my stupid sh*t, I've started posting it here. Feel free to ignore me or use what I've put up as you see fit, but I at least have the epace of mind that my stuff is in a safer place and that it might help folks out.
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Post by Morrigan on Feb 2, 2004 14:01:20 GMT -5
Frank Castle (born Francis Castiglione) Captain, United States Marine Corps (deserter) Place of Birth: Queens, New York Race: ethnic Italian Caucasian human male Code Name: the Punisher STR: 18 CON: 18 SIZ: 17 INT: 16 POW: 16 DEX: 18 APP: 12 EDU: 15 SAN: 0 [1] Hit Points: 18 Damage Bonus: + 1d6 Education: Advanced Individual Training ("A School"), Airborne Basic Course (Ft. Benning,Georgia), Military Freefall Course (Yuma Proving Grounds, Arizona), Defense Language Institute (Monterey, California), Jungle Warfare School (Ft. Sherman, Panama), Special Warfare Operations and Intelligence, Strategic Reconnaissance, and Target Interdiction courses (John F. Kennedy Special Warfare Center and School (JFKSWCS) Ft. Bragg,North Carolina), Special Warfare Underwater Operations Combat Divers Course (JFKSWCS Key West, Florida) Occupation: former United States Marine turned professional vigilante; the Punisher supports his murderous war on crime by confiscating the money he "makes available" at crime scenes, usually drug money in the hundreds of thousands, or even millions, of dollars range. Skills: Bargain 65% (drops to 12% if the Punisher has no gun, ‘coz he's a paranoid psychopath),Cartography (reading military and urban survey maps) 55%, Chemistry 56%, Climb 80%,Conceal 59%, Computer Use 60%, Credit Rating 11%/ 80%,Demolitions 81%,Disguise 45%, Dodge 60%, Drive Auto 60%, Electrical Repair 66%, Electronics 60%,Fast Talk 66% (drops to 12% if the Punisher has no gun, ‘coz he's a paranoid psychopath), First Aid 60%, Forensics 40%, Hide 70%, Intelligence 75%, Jump 81%,Law 30%, Library Use 45%, Listen 65%, Locksmith 30%, Martial Arts 80%, Mechanical Repair 50%, Military Science 60%, Navigation Land/ Sea/ Air 70%, Operate Heavy Machinery 63%, Parachuting 70%, Persuade 70% (drops to 12% if the Punisher has no gun, ‘coz he's a paranoid psychopath), Pilot 59%, Ride 66%, SCUBA 66%, Sneak 78%, Special Operations 75%, Spot Hidden 50%, Swim 70%, Tactics (Infantry) 45%, Throw 66%, Track 50%
To "normal" society, the Punisher is a wanted figitive, and, if he has a credit rating at all, its pretty bad. However, he has "appropriated" several million dollars worth of drug money to finance his war on crime, so, in terms of cold hard cash purchasing power, he has a substantial credit rating. Languages: native English speaker, New York Italian patois 34%, was taught French 67%,Burmese 23%, Lao 24%, Thai 34%, Cambodian (Khmer) 45%, and Vietnamese (Annamese) 60% at Defense Language Institute (Monterey, California).
Attacks: The Punisher is a thoroughly seasoned combat veteran of exceptional skill. Having served five years in Vietnam, he is a former USMC captain with a distinguished combat record, who has undergone SEAL, UDT, and LRPA training. He is well-versed in the arts of warfare and hand-to-hand combat. Armed with conventional weapons and motivated by a fanatical hatred of criminals - an insanity, truth be told - the Punisher has incapacitated dozens of well-armed and experienced opponents at a time, escaping uninjured himself. He has been taught, and continues to practice on his own, several martial arts. punch/ strike with hand 80% 1D3 + 1d6 kick/ strike with foot 70%, 2D6 head butt 20% 1D4 + 1d6 grapple 40% special
knife (Vietnam era Gerber Mk II combat knife or modern era Marine KaBar combat knife) 75% 1d4 + 2 + 1d6
rifle (Colt M16A2 assault rifle with built on Winchester M1897 slide-action 12 gauge shotgun) 75% 2d6 (shotgun does 4d6/ 2d6/ 1d6) handgun (Browning Llama in 9mm (the Llama is sometimes replaced with a Smith & Wesson Python revolver in .357 Magnum), at least 1 Colt Model 1911A1 in .45 ACP,4-shot Derringer hold-out pistol in .22 long rifle) 75% 9MM: 1d10 .357 Magnum: 1d8 + 1d4 .45 ACP: 1d10 + 2 .22 Long Rifle: 1d6 + 1 machine gun 75% by weapon type
submachine gun (Sterling L2A1 sub-machine gun in 9mm) 75% 1d10
Armor: the Punisher's costume is specifically intended to protect him from harm and terrorize criminals. Hence the prominent "death's head" on his chest. The outfit itself is made from Nomex, a fire-proof cloth, that the Punisher has sewn leather and Kevlar reinforcements into. It is not bullet proof, but it is protective. The Punisher takes 3 less points of damage than what is rolled from heat-based sources of damage, and he has one (1) armor point on all locations except his head against low-velocity projectiles (arrows, thrown knives, etc) and melee weapons. On his chest, beneath the huge white death's head, the Punisher wears a full, military-grade Kevlar bullet proof vest, complete with trauma plates. The Punisher scrupulously maintains this armor, and ALWAYS wears it. His torso and abdomen, both back and front, have 12 armor points.
Equipment: Note: Wherever possible, the Punisher's equipment will be military issue, and will be scrupulously well maintained. When equipping the Punisher, Keepers should feel free to give him whatever military hardware currently appeals to them, including reasonably exotic pieces of weaponry. The Punisher does prefer weapons which are either US military standard - because he is familiar with them - or chambered in .45 ACP - because of its proven effectiveness - but he is quite practical, and will use whatever 1) comes to hand, and/or 2) is best suited for the task at hand. Colt M16A2 assault rifle with built on Winchester M1897 slide-action 12 gauge shotgun, Sterling L2A1 sub-machine gun in 9mm, Browning Llama semi-automatic handgun in 9mm (the Llama is sometimes replaced with a Smith & Wesson Python revolver in .357 Magnum), at least 1 Colt Model 1911A1 semi-automatic handgun in .45 ACP, 4-shot Derringer hold-out pistol in .22 long rifle, and either a Vietnam era Gerber Mk II combat knife or a modern era Marine KaBar combat knife. The Punisher also usually carries several M26 fragmentation and tear gas grenades. (See also "Armor" above) By way of transportation, the Punisher makes use of a heavily armored "battle van", built on a modified Econoline chassis, disguised as a TV repair truck. Serving as a mobile arsenal and command post, it is protected by layers of compound armor. Sanity: see the Punisher's skull emblem: 0/ 1 you're a criminal and aware of the Punisher's reputation: 1/ 1d4
Physical Description: The Punisher is a physically impressive ethnic Italian man. He stands 6' 1" tall, and weighs an even 200 pounds. He has black hair and blue eyes that sparkle with the glint of fanaticism. Compelled by insanity, the Punisher is extremely fit, at least as fit as a serving special forces soldier, and possibly more so. The Punisher is a Vietnam veteran, and today would be in his late forties/ early fifties, although he is as physically capable as a man in his twenties. All the Punisher does is kill criminals and train to hunt criminals. If you worked out for several hours every day, your fitness would almost be supernatural as well.
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Post by Morrigan on Feb 2, 2004 14:10:36 GMT -5
Peter Parker the Wall-Crawler, Web-Head, Your Friendly Neighborhood Spider-Man Place of Birth: Unspecified location in New York City, most likely somewhere on Long Island (in the boroughs of either Brooklyn or Queens) Race: Caucasian human male with possible Irish heritage (mother's maiden name has variously been given as ‘Reilly' or ‘O'Reilly') Code Name: Spider-Man STR: 40 [1] CON: 19 [2] SIZ: 12 INT: 17 POW: 15 DEX: 25 APP: 12 EDU: 17 SAN: 50 Hit Points: 16 Damage Bonus: + 2d6 Education: undergraduate degree in unspecified field from Empire State University Occupation: freelance photographer and adventurer, on indefinite leave from the graduate program in biophysics at Empire State University. Skills: Acrobatics/ Gymnastics/ Tumbling 90%, Bargain 60%, Biology 45%, Chemistry 70%, Climb 70%, Computer Use 50%, Credit Rating 30%, Disguise (as pertains to having and maintaining a secret identity) 50%, Dodge 90%*, Drive Auto 30%, Electrical Repair 65%, Electronics 57%, Fast Talk 40% (make witty banter with opponents: 70%), Forensics 20%, Hide 60%, Intelligence 85%, Jump 80%, Library Use 60%, Listen 25%, Locksmith 25%, Martial Arts 65%, Mathematics 50%, Mechanical Repair 70%, Operate Heavy Machinery 45%, Parachuting 70%**, Persuade 40%, Photography (especially high-speed action photography) 80%, Physics 70%, Sneak 80%, Special Operations 85%, Spot Hidden 95%***, Swim 25%, Throw 70% * Spider-Man's reflexes are roughly 15 times faster than a normal human's. He is often able to dodge bullets if he is far enough away from their point of origin. ** In this instance, the Parachuting skill is used to represent the various stunts that Spider-Man attempts with his webbing beyond actually swinging around on it. *** This high Spot Hidden level takes into account Spider-Man's precognitive, psychic "spider sense" (see below). Languages: native English speaker
Attacks: Spider-Man is an experienced street fighter, having faced literally scores of experienced and motivated opponents, both singly and in numbers. He knows how to be economically devastating in close quarters fighting, although he is not predisposed to "fighting dirty". He has developed a unique, acrobatic fighting style that makes full use of his agility, strength, and equilibrium. punch/ strike with hand 65% 1D3 + 2d6 kick/ strike with foot 65% 3D6 head butt 20% 1D4 + 2d6 grapple 20% special
Armor: none. However, Spider-Man's physiology is extremely elastic, and he is very flexible. He takes one less point of damage than what is rolled from blunt objects and kinetic energy, and he cannot sustain a strain, pull, or sprain.
Witty Banter With Opponents: Perhaps Spider-Man's most noted trait is his penchant for wise-cracks and flippant comments in the heat of battle. These humorous rejoinders can be remarkably cutting, and often serve to remove an opponent's focus. Should he make such remarks to a foe, the foe must make a Luck roll or sustain a -5% chance towards success on to hit and skill rolls. If the foe subject to such derision rolls a natural 100 when making this roll, they also lose a Sanity point.
Adhesive Powers: Spider-Man can control the flux of inter-atomic attraction between molecular boundary layers mentally. The range of this ability is limited to things his body is in actual contact with, and can have an attractive force of several tons per square centimeter. This ability has so far only been used in two ways: 1) To keep his costume on - because you cannot fight crime effectively with your belly button showing. 2) To creep up inclined surfaces, or even upside down - to walk on walls and ceilings like a spider. Spider-Man can walk along inclined surfaces or upside down as fast as a man can run, and he can support up to 40 SIZ points of mass in addition to his own body.
Spider Sense: Spider-Man possesses a limited precognitive or proleptic ability. He is able to predict the future in a limited manner. He can only sense phenomena which might pose an actual physical danger to himself or those he has close ties to - close friends or relatives, or those he is in close physical contact with. He cannot predict the nature of the threat, only its severity, and he can only sense a short time span into the future, at best around five minutes. In part, his spider-sense is reflected in his very high Dodge, Spot Hidden, and Sneak skill scores: those scores as much reflect his ability to sense the future as they do his skills and personal abilities. Spider-Man is very difficult to surprise or to sneak up on. Keeping the above limits in mind, Spider-Man's spider-sense behaves essentially as the precognition psychic power described on page 223 of "Delta Green: Countdown" does, and serves as an excellent deus ex machina est for Keepers to hurry the adventure along, and introduce a sensation of desperation. Equipment: Parker is never without his web-shooters and belt of refill cartridges. He is rarely without his camera. Web-shooters: Spider-man's web-shooters are twin devices he wears on his wrists which can shoot thin strands of a special web-fluid at high pressure. Web-fluid is a shear thinning liquid - being essentially solid until a shear force is applied to it to render it liquid - whose precise chemical composition is unknown, but has much in common with nylon. On contact with the air, the long-chain polymer knits and forms an extremely tough [3], flexible fiber with extraordinary adhesive properties, properties which unfortunately diminish with prolonged exposure to the air. Web-fluid is attracted to itself electrostatically, and is therefore able to form complex shapes. The web-shooters can dispense this fluid in three types of stream: a thin line, a complex web-like pattern, and a thick stream. Spider-Man can rapidly change from one type of stream to another, for added detail to the shapes he spins. In the past, he has fashioned shields, parachutes, nets, barriers, bonds, and even snow shoes from web-fluid. Web-fluid has a STR of 40, and can support up to 30 SIZ points, including Spider-Man himself, without breaking. Web-fluid is extremely elastic, and it is more likely that it will simply stretch out of shape than it will break. Anyone trying to break through a barrier of webbing or to escape its adhesive properties has to overcome its STR of 40. Spider-Man will also usually have has wind-up, motor-drive, automated Leica camera on his person, in case any interesting pictures are there for the "taking".
Relationship to Delta Green: Spider-Man is the ultimate friendly.
Physical Description: Peter Parker stands 5' 10" tall and weighs 165 pounds. He has hazel eyes and brown hair, and is largely unremarkable looking. He does tend to move with a fluid grace and is very sure footed, but otherwise stands out from the crowd in few ways. Before acquiring his parabilities, he required glasses to see with, but the increase in his overall metabolic efficiency soon eliminated that requirement.
[1] Spider-Man has demonstrated "the proportional strength of a spider", which grants him sufficient lifting strength to lift approximately 10 tons with maximal effort. The score given for his strength above reflects a more practical, "every day" level of strength.
[2] Spider-Man's overall metabolic efficiency has been greatly increased such that he is healthier, on average, than normal people.
[3] Web-fluid has an estimated tensile strength of 120 lbs/ m².
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Post by Morrigan on Feb 2, 2004 14:22:21 GMT -5
Namor McKenzie Monarch of Atlantis and "the Avenging Son" Place of Birth: An unknown location off the northern coast of Antarctica Race: appears as a Caucasian human male, is, in fact, a hybrid of a normal human being and a member of the Atlantean race, a type of Homo sapiens biophysically adapted to live underwater Code Name: the Sub-Mariner
STR: 64/ 40 [1] CON: 30 SIZ: 20 INT: 15 POW: 11 DEX: 17 APP: 14 EDU: 11 SAN: 20 Hit Points: 25
Damage Bonus: + 4d6/ + 3d6
Move: 8 on land, 20 swimming [2], 17 in the air [3] Education: no formal education as a normal human would recognize it, although he is intuitive and does tend to "pick stuff up" Occupation: adventurer, sometime monarch of an undersea kingdom, and titular head of a multi-national corporation, Oracle Industries. Skills: Archaeology 40%, Bargain 40%, Cartography 40%, Credit Rating 70% [4], Cthulhu Mythos 20%, Dodge 34%, Fast Talk 20%, Hide 10%, Martial Arts 45%, Military Science 60%, Navigation (Sea) 80%, Persuade 60%, Sneak 50%, Spot Hidden 40%, Survival 40% Languages: native speaker of both English and the"Atlantean tongue"
Attacks: The Sub-Mariner is an impetuous and unskilled fighter more prone to bashing away with brute force than employing skill or tactics. He is undisciplined and passionate in all things, including combat. punch/ strike with hand 45% 1D3 + 4d6/ + 3d6 kick/ strike with foot 45% 5D6/ 4d6 head butt 10% 1D4 + 4d6/ + 3d6 grapple 30% special
Armor: The Sub-Mariner is biophysically adapted to withstand the tremendous pressures encountered beneath the sea. This resistance to pressure and his ability to draw oxygen from water allows him to actually walk on the sea-floor where the waters are the deepest. In game terms, the Sub-Mariner has 8 points of armor, and 16 against sources of harm which are cold based. At the Keeper's discretion, the Sub-Mariner's armor may not offer him any protection at all against sources of harm which are heat based, although this determination would conflict with published materials.
Water Breathing: The Sub-Mariner can spend an unlimited time underwater, extracting oxygen from water using the lamella tissues in his lungs. The Sub-Mariner actually takes water into his lungs, and then expels it from them, which in part explains the durability of his thorax. Lamella extract oxygen from water, and are not true gills, as fish and the underwater Homo sapiens he rules possess. The Power of Flight: The Sub-Mariner possesses the ability to fly by radiating psychokinetic force from the small wings on his ankles. They do not provide propulsive power themselves, but act as antennae or radiators of some form of energy which itself provides lift and thrust. Should anything happen to these wings, his ability to fly would be threatened. The Sub-Mariner can fly at a maximum speed of 40 miles per hour for about one hour before fatigue forces him to land. He can become airborne while carrying, and fly with, about two tons of weight.
Long Life: The average life span of a male member of the race of aquatic Homo sapiens that the Sub-Mariner rules is 122 years. The Sub-Mariner was born in 1920, making him currently 84 years old, in the prime of life for these aquatic humans. Needs Moisture: The Sub-Mariner's physical abilities rapidly diminish the longer he is out of water. Every minute since he was last fully immersed in water, reduce his STR, CON, and armor points by 1 point. If he is prevented from total immersion for prolonged periods of time (which is virtually impossible, given the ubiquity of things like showers), his physical abilities will dwindle to human levels.
Blood Imbalance: As a hybrid of the totally aquatic race of Homo sapiens which his mother was a member of and a normal, surface dwelling human, the Sub-Mariner cannot live completely in either world. He must spend time on dry land, lest he begin to slowly drown, and he must periodically completely immerse himself in sea water, to restore his biological functions to peak functioning. The Sub-Mariner currently makes use of a compact device like a kidney dialysis device to periodically balance his blood oxygen levels, allowing him to live for long periods on dry land or in the sea. Without this device to balance his blood oxygen levels, the Sub-Mariner will experience violent mood swings as his brain is either saturated in or starved of oxygen. He will exhibit hyperbolic aggression, manic-depressive bipolar behavior, clinical depression, and a host of other behavior more appropriate for a Greek tragedy than the behavior of an actual living being.
Equipment: In the past, the Sub-Mariner has employed a trident as a weapon, and worn a costume equipped with wings beneath the arms. He no longer uses such materials.
Relationship to Delta Green: Uncertain. The Sub-Mariner is essentially a noble being, committed to doing the right thing. The problem is that he is impetuous and hot tempered with poor impulse control and little patience. He has encountered strange stuff in his time, so he is mentally ready and able to confront the incarnate blasphemies inherent in campaign against the Mythos. Further, he has no problem with confronting cultists or more subtle adherents of forbidden faiths, but his lack of patience makes him prone to try to deal some sort of decisive blow, which is rarely, if ever, possible against the slow rot of the Mythos.
Physical Description: The Sub-Mariner is six feet two inches tall and weighs three hundred and ten pounds. He has blue-grey eyes and black hair. Unlike the other members of his race, the Sub-Mariner has the pink-hued skin of a surface-dwelling human being, but he does have their pointed, elfin ears. The Sub-Mariner also has a tiny pair of white feathered wings in each ankle, a mutant characteristic that somehow facilitates his ability to fly. The Sub-Mariner will wear ceremonial robes appropriate to a monarch, and, when he operates his multi-national corporation, Oracle Industries, he favors Armani business suits. When knocking about, he wears a simple pair of green, seemingly-scaled swimming trunks. His reduced sensitivity to cold obviates him of the need to wear more.
[1] The Sub-Mariner can lift, with maximal effort, roughly 85 tons. His superhuman strength rapidly diminishes his body dries out, such that, after being out of the water for about an hour, he can only lift about 40 tons.
[2] The Sub-Mariner's considerable strength allows him to swim at approximately 60 miles per hour for about three hours before he tires.
[3] The small wings on the Sub-Mariner's ankles act as radiators of psychokinetic force, allowing him to fly at speeds up to 40 miles per hour.
[4] The Sub-Mariner has considerable "buying things" resources, since he is the titular monarch of an undersea kingdom and the titular head of a multi-national corporation.
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Post by Morrigan on Feb 2, 2004 14:28:31 GMT -5
The Human Torch Jonathan "Johnny" Storm Delta Green Affiliation: friendly Race: Caucasian human male STR: 12 DEX: 14 CON: 12 APP: 16 SIZ: 12 EDU: 14 INT: 14 SAN: 50 POW: 17 Hit Points: 12 Damage Bonus: none Move: 8 on the ground/ 15 flying (the Human Torch can fly at speeds of around 140 miles per hour) Education: high school graduate, self-taught expert in automotive mechanics, race car driving,and car customizing.
Occupation: adventurer and automobile enthusiast, partner in Fantastic Four Inc.
Skills: Chemistry (as pertains to car maintenance) 50%, Climb 40%, Conceal 15%, Credit Rating 70%, Dodge 40%, Drive Auto 89%, Electrical Repair (as pertains to car maintenance) 60%, Electronics (as pertains to car maintenance) 45%, Jump 30%, Mechanical Repair (as pertains to car maintenance) 90%, Navigate Land/ Sea/ Air 60%, Operate Heavy Machinery (as pertains to cars) 70%, Pilot (as pertains to cars) 67%,Ride (as in ride motorcycle) 65%, Throw 25% Languages: Native English speaker
Attacks: Johnny Storm has received formal hand to hand fighting training from his close friend, Ben Grimm, who is a redoubtable street fighter and grappler. However, Storm's fighting ability is under developed due to his fiery abilities.
strike with hand/ punch 60% 1d3 strike with foot/ kick 45% 1d6 strike with head/ head butt 10% 1d4 grapple 30% special fire ball/ bolt 60% range: 200 yards/ meters,- successfully hit target pits CON against the Human Torch's POW on the resistance table; target fails and takes any amount of damage the Torch desires up to 46 points; target wins and takes any amount of damage that the Torch desires up to 23 points of damage; rarely will the Human Torch burn someone badly enough to kill them
"nova burst" (an omnidirectional burst for flames, heat, and light akin to the heat pulse from a nuclear weapon), everyone and everything within 900 feet of the Human Torch is automatically hit within 50 feet of the Torch: 117 HP between 50 and 150 feet: 104 HP between 150 and 250 feet: 91 HP between 250 and 350 feet: 78 HP 351 to 900 feet away: 65 HP
Armor: none, although when in his fiery form, Storm is composed of plasma and not of solid matter. Solid objects which do not melt due to the heat he puts out will pass harmlessly through him. Thus, in his fiery form, the Human Torch cannot be harmed by any object which causes damage due to kinetic energy. Further, under no circumstances can the Human Torch be harmed by heat and flames. He cannot be scalded or burned by any heat source - short of a nuclear blast - he is likely to encounter in a terrestrial environment. Special Effects: Fire sculpting: The Human Torch can generate shapes composed of fire from any point of his body (he usually employs his hands to "sculpt" the flames). He can form fire into long streams, spheres, or even more complex shapes like letters in skywriting. These flame objects will only retain their shapes as long as he concentrates on them. The objects will only burn for about three minutes before expiring unless the Torch continues to infuse them with energy. The temperature of these fiery projections is generally around 2800øF (near the melting point of iron). Such shapes require an Idea roll to "come up with" and cost 1 Magic Point per cubic meter of volume per turn.
Flight: The Human Torch's plasma form has a high hydrogen content, and is surrounded by an exuded cloud of mono-atomic hydrogen atoms. This hot cloud provides sufficient positive buoyancy for him to float in the air. With mental stimulation of his flame, he can provide enough lift to carry around 180 pounds. By forming a jet from his feet, directed behind him, he can achieve flight speeds of up to at least 140 miles per hour. Every 20 miles per hour over 140 miles per hour the Torch flies costs 1 Magic Point per turn. Every 40 pounds over 180 pounds which he carries in flight costs 1 Magic Point per turn.
Fire control: The Human Torch has the ability to mentally control the ambient heat energy within his immediate environment, even when he himself is not aflame or if he is not the source of that heat energy. He can reduce objects' temperatures (if they are in a normal range for existing on Earth's surface) to about 30øF, raise their temperature to several hundred degrees, or even extinguish open flames. This makes the Human Torch a very effective fire fighter. His radius of influence is about 80 feet. The Human Torch must roll less than a multiple of his POWer score (said multiple being decided by the Keeper) to preform this feat, based on the difficulty of the action. The heat energy he takes from the environment is absorbed into his own body. If he takes in a critical amount when he is not aflame, he will become aflame. There are undefined limits to the amount of flame he can absorb into his own body harmlessly when he himself is aflame. The Torch can endeavor to "take control of" fire, flames, or heat caused by the actions of another - a spell or the fiery powers of a Fire Vampire, or even Cthugha, by winning a POW vs. POW struggle against the spell caster or fire-starter. Since Cthugha's POW is 42, the Torch's chance of taking control of Cthugha's fire is pretty small.
Putting out the fires: The Human Torch's flame is supported by the presence of oxygen, and, thus, is extinguished in low air pressure or a vacuum. The Human Torch's fiery form can also be extinguished by smothering materials, such as water, sand, fire-fighting foam, and heat-resistant blankets, unless his flame is at such intensity that it immediately vaporizes such materials on contact. If he encounters small quantities of water, up to about five gallons, the Torch can turn it into steam with relatively little effort. More water than that would extinguish his flame at its normal level, and he would have to wait until he could evaporate the residual moisture before re-ignition. Up to 12 SIZ points of smothering materials will not affect the Torch. Any greater quantity will extinguish his fiery form for a number of turns equal to the number of SIZ points of smothering materials - 12.
Physical Description: Johnny Storm stands 5' 10" tall and weighs 170 pounds. He has blue eyes and blonde hair. Despite only engaging in moderate regular exercise, Storm is fit an attractive - something of a ladies man. His personal style of dress and presentation is that of a 1950s car enthusiast, or "greaser". When using his fiery powers, all or part of Storm's body appears to be a burning mass. When he has fully adopted his flaming form, Johnny Storm looks like a burning man or humanoid fire.
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