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        <description>A World Without Heroes, Is A World Without Hope! © 2001, 2026</description>
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            <title>15 Days of Halloween Redeux: The Dark from Light&#039;s Out &#039;The Dark&#039; Radio Show(1937) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86965,86965#msg-86965</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
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<span style="font-size:medium"><b><i>How can shadows be slimy? </i></b></span><br />
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<span style="font-size:x-large"><b>The Dark</b></span><br />
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The Dark manifests as a mass of black, smoke-like shadow. It spills from a hole in the floor, crawls across surrounding surfaces, and rises to envelop its victims. Its advancing tendrils resemble long black fingers. Its touch is cold and slimy. While not specifically outlined as having intelligent or intent, there are moments where an almost sinister chuckling is heard. <br />
<br />
<b><i>Powers</i></b><br />
<br />
The Dark has several power-like effects:<br />
<ul><li><b>Crawling Darkness:</b> The Dark can cover a two area space, and moves with a shadowy almost repulsive speed of a maximum of Fe (2) land speed. </li><li><b>Engulfment:</b> Remarkable (30). The Dark seeks to engulf nearby individuals and does so surprisingly quickly. Once the Darkness has ahold of a victim, it engulfs them in two rounds, holding them firm with opposed Strength FEAT against the Dark at Gd (10) intensity. Once a victim is engulfed, it uses its Bodily Inversion.</li><li><b>Bodily Inversion:</b> Amazing (50). The Dark turns an enveloped victim inside out, exposing the flesh while leaving the skin within the body. The transformation occurs almost instantly. Victims can remain alive, conscious, and capable of movement in this condition. An affected victim must make an Endurance FEAT against Amazing (50) intensity; failure inflicts 50 damage and incapacitates an ordinary human through catastrophic injury. Surviving the attack leaves the victim physically inverted.</li></ul>
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<b><i>Limitations</i></b><br />
<ul><li><b>Engulfment:</b> The Dark must reach and envelop a victim to perform Bodily Inversion. Escaping its grasp before it covers the body prevents completion of the attack. </li><li><b>Location Specification:</b> Originally encountered in a house, it's not certain the Dark is limited to a specific area or it is mobile. </li></ul>
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<br />
<b>Notes and Fun Facts</b><br />
I said this year I would be writing up several horrors from Radio....and this is one of the all-time most horrific episodes ever produced in my opinion. Originally broadcast in Late 1937/Early 1938 during the Arch Obler era of Light's Out, it is an episode that is absolutely terrifying, disgusting, and nearly 88 years ago. <br />
<br />
This is my shortest write-up this year...mainly because I re-wrote it multiple times and different ways...this was the closest in my opinion. <br />
<br />
<b><i>The Simpsons </i></b> paid homage to this episode at the end of <b><i>Treehouse of Horror V</i></b> (There it was a green fog). There is no way I captured this as accurately or as terrifyingly as the episode did...but I felt I had to include it. <br />
<br />
I did not include a link, but if you get a chance, listen to it...]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Fri, 16 Oct 2026 17:16:39 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86964,86964#msg-86964</guid>
            <title>16 Days of Halloween Redeux: Vampirella Redeux from the Warren Era (1969) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86964,86964#msg-86964</link>
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<span style="font-size:x-large"><b>Vampirella, the Daughter of Drakulon</b></span><br />
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<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/fz2HJnB6/Vampirella-2.jpg" class="bbcode" border="0" /></a><br />
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<b>F:</b> Rm (30)<br />
<b>A:</b> Rm (30)<br />
<b>S:</b> In (40)<br />
<b>E:</b> In (40)<br />
<b>R:</b> Gd (10)<br />
<b>I:</b> In (40)<br />
<b>P:</b> In (40)<br />
<br />
<b>Health:</b> 140<br />
<b>Karma:</b> 90<br />
<b>Resources:</b> Ex (20)<br />
<b>Popularity:</b> 15<br />
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<b>Talents:</b><br />
<ul><li><b><i>Martial Arts A, C:</i></b> Skilled in close combat, grappling, and fighting supernatural adversaries; the martial arts categories are game interpretations of demonstrated combat ability.</li><li><b><i>Acrobatics:</i></b> Exceptional balance, leaping, and agile movement.</li><li><b><i>Performance — Modeling:</i></b> Experience with modeling and public presentation.</li><li><b><i>Occult Lore:</i></b> Practical knowledge gained through repeated encounters with vampires, demons, and occult threats.</li></ul>
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<b>Powers:</b><br />
<b><i>Pseudo-Vampire (Drakulonian Physiology):</i></b> Vampirella is originally presented as a living alien from Drakulon, a planet whose inhabitants depend upon blood as a natural resource. Her resemblance to Earth's vampires does not make her an undead human vampire. Vampirella’s powers include:<br />
<ul><li><b><i>Enhanced Physical Abilities:</i></b> Her FASERIP ranks represent the superhuman strength, agility, stamina, and fighting ability displayed in her Warren adventures. A separate Hyper-Speed power is not assigned.</li><li><b><i>Fangs:</i></b> Natural weapons capable of piercing flesh and drawing blood; Gd (10) Edged damage.</li><li><b><i>Heightened Senses:</i></b> Rm (30) enhanced awareness, especially under poor lighting conditions.</li><li><b><i>Regeneration:</i></b> Rm (30) accelerated healing, particularly when adequately nourished with blood.</li><li><b><i>Recovery:</i></b> Rm (30) ability to recuperate from injury and exhaustion.</li><li><b><i>Bat Transformation:</i></b> Ex (20) ability to assume bat form; flight is available in that form. </li><li><b><i>Hypnotic Gaze:</i></b> Rm (30) ability to mesmerize a subject through eye contact. Victims can resist with an appropriate Psyche FEAT.</li><li><b><i>Blood Sustenance:</i></b> Vampirella requires blood for nourishment. Feeding helps restore her strength and recover from injuries; it need not involve killing a victim.</li></ul>
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<b>Contacts:</b><br />
<ul><li>Adam Van Helsing</li><li>Conrad Van Helsing</li><li>Pendragon</li><li>Pantha </li></ul>
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<b>Limitations:</b><br />
<ul><li><b><i>Blood Dependency:</i></b> Prolonged lack of blood weakens Vampirella and interferes with her recovery. </li><li><b><i>Bloodlust:</i></b> Severe deprivation can produce overwhelming hunger and compromise her restraint.</li><li><b><i>Not an Undead Earth Vampire:</i></b> Her original extraterrestrial origin makes ordinary vampire folklore an unreliable guide to her vulnerabilities.</li><li><b><i>Enemies:</i></b> Vampirella faces recurring occult and vampiric adversaries, including Dracula and the Queen of Hearts.</li></ul>
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<b><i><span style="font-size:medium">Notes and Fun Facts</span></i></b><br />
<br />
I had said initially this year I was going to re-visit a couple of my write-ups from Halloweens past....and I had wanted to capture a more detailed look at Vampirella, especially the Warren era. This write-up is that attempt. I went back over a number of old Warren Magazines and the collected trades, and I'm including a link below to my original Halloween/Femme Fatales Write-up of Vampirella. I think that when I debated doing write-ups again for Halloween, there were three characters that were 'must dos', and Vampirella is one of those three.<br />
<br />
<a href="https://www.classicmarvelforever.com/phorum/read.php?4,15880,15880#msg-15880" target="_blank"  rel="nofollow">Jack's Original Vampirella Write-Up</a>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Thu, 15 Oct 2026 19:18:53 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86962,86962#msg-86962</guid>
            <title>17 Days of Halloween Redeux: Matchemondedo - The Energy Eater from &#039;Kolchak: The Night Stalker&#039; (1974) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86962,86962#msg-86962</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
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<span style="font-size:medium"><b><i>“It feeds on energy. Electricity, heat, life itself. And the more it feeds, the stronger it gets.”</i></b></span><br />
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<b><span style="font-size:x-large">Matchemonedo (The Energy Eater)</span></b><br />
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<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/6Rm84SWJ/Matchemonedo.jpg" class="bbcode" border="0" /></a><br />
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<b>The Energy Eater (Matchemonedo)</b><br />
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F: Gd (10)<br />
A: Ty (06)<br />
S: Rm (30)<br />
E: Am (50)<br />
R: Pr (04)<br />
I: Ex (20)<br />
P: Rm (30)<br />
<br />
<b>Health:</b> 96<br />
<b>Karma:</b> 54<br />
<b>Resources:</b> N/A<br />
<b>Popularity:</b> 0<br />
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<b>Talents:</b><br />
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<ul><li>None demonstrated.</li></ul>
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<b>Powers:</b><br />
<b>Energy Body</b>:<br />
The Matchemonedo is an unknown entity that is largely incorporeal and requires energy to live and thrive. Its unique nature allows it to be an apex predator once it has awoken. It is suggested that the Matchemonedo undergoes hibernation periods and has been noted to have been encountered by prehistoric man and various groups throughout history. It has the following abilities: <br />
<ul><li><b><i>Energy Absorption:</i></b> Mn (75). The Energy Eater is a quasi-supernatural entity that feeds upon electrical and other forms of generated energy. It automatically absorbs available electrical power within its immediate area and may deliberately drain a specific source with MN (75) ability. Electrical attacks directed against it are absorbed rather than inflicting damage.<br /> <br /> Absorbed energy can restore lost Health on a point-for-point basis, up to its normal Health. Once at full Health, continued feeding temporarily increases its Strength and Endurance, to a maximum of Mn (75).</li><li><b><i>Electrical Disruption:</i></b> Am (50). The creature's feeding produces massive power fluctuations. Electrical devices within 5 areas must make an appropriate FEAT against Amazing intensity or shut down. Lights flicker or fail, machinery stops functioning, electrical systems short out, and large-scale power failures can follow the creature's movements.</li><li><b><i>Life-Energy Drain:</i></b> In (40). When deprived of sufficient artificial energy, the Energy Eater can draw energy directly from living beings. Physical contact inflicts Incredible Energy damage and allows the creature to recover an equal amount of lost Health. Victims reduced to 0 Health by this attack must immediately make an Endurance FEAT against dying.</li><li><b><i>Supernatural Durability:</i></b> In (40). The Energy Eater possesses Incredible protection against physical and energy attacks. Conventional firearms, blades, impacts, heat, and similar attacks must overcome this protection normally.</li><li><b><i>Incorporeal Nature:</i></b> Rm (30). The Energy Eater is not entirely a physical life-form. It can squeeze through openings that could not accommodate its apparent mass and cannot be restrained effectively by conventional bonds, cages, or similar physical barriers.</li><li><b><i>Energy Sense:</i></b> Am (50). The creature automatically detects significant concentrations of electrical or other usable energy within several miles. Particularly powerful sources may attract it from considerably greater distances.</li><li><b><i>Growth Through Feeding:</i></b> Am (50). As the Energy Eater consumes power, it becomes increasingly active and dangerous. After consuming a major electrical source, such as a building's power system, it receives +1CS to Strength and Endurance for 1-10 turns. Multiple feedings may increase these abilities to a maximum of Mn (75).</li><li><b><i>Immortality:</i></b> Am (50). The Energy Eater is a quasi-supernatural entity rather than a conventional organism. It does not age and requires neither food, water, nor air. Destroying its physical manifestation does not necessarily destroy the entity itself.</li></ul>
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<b>Contacts:</b><br />
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<ul><br /> <li>None.</li></ul>
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<b>Limitations:</b><br />
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<ul><br /> <li><b><i>Extreme Cold:</i></b> The creature is vulnerable to intense cold. Refrigeration/freezing is central to stopping it in the episode. Exposure to sufficiently intense cold of RM (30) or greater can suppresses its activity; sustained exposure can incapacitate its manifestation. </li><li><b>Compulsion to Feed:</b> The Energy Eater is driven to seek out and consume concentrations of usable energy. When confronted with a powerful source, it must make a Psyche FEAT to ignore it.</li><li><b>Native Ground:</b> The entity is associated with the underground region disturbed during construction of the hospital complex. Its manifestation is strongest in the vicinity of this territory.</li></ul>
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<b><i><span style="font-size:medium">Notes and Fun Facts</span></i></b><br />
<ul><li> The Energy Eater was the 10th episode of Kolchak: The Night Stalker and followed up The Spanish Moss Murders (Which I covered earlier this month)</li><li> One of the more memorable episodes in the fact that Carl actually gets a single photo of the creature...the rest destroyed by cold.</li><li> I had wanted to do a series of write-ups just on Kolchak cases...I've done Chopper, Carl himself, and somewhere I did Janos Skorzeny.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Wed, 14 Oct 2026 19:08:51 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86961,86961#msg-86961</guid>
            <title>18 Days of Halloween Redeux: The Crockett Island &#039;Miracle&#039; and &#039;the Angel&#039; from &quot;Midnight Mass&quot; (2021) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86961,86961#msg-86961</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
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<span style="font-size:medium"><b><i> “The blood is the life.” </i></b></span><br />
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<b><span style="font-size:x-large"> The Island Miracle</span> </b><br />
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<a href="https://ibb.co/yF7XLhvt"><img src="https://i.ibb.co/r2Nmnb8Y/Crockett-island.jpg" alt="Crockett-island" border="0" /></a><br />
<br />
<b>Powers:</b><br />
<b><i> The Angel’s Blood </i></b><br />
The “miracle” experienced by the people of Crockett Island is the direct result of Father Paul secretly adding the Angel’s blood to the communion wine at St. Patrick’s. Its effects are cumulative and become more pronounced with continued exposure.<br />
<ul><li> Regenerative Blood: The Angel’s blood provides Rm (30) Regeneration to a living recipient for injuries and physical deterioration. The effect is gradual rather than instantaneous in most recipients and is demonstrated through the healing of chronic conditions, restoration of damaged tissue, and recovery from serious disability.</li><li> Rejuvenation: Repeated ingestion reverses physical aging at Ex (20) ability. Elderly recipients gradually become younger in appearance and physical condition. Mildred Gunning demonstrates the most dramatic example as sustained exposure restores her from extreme age and infirmity to a much younger adult state.</li><li> Restoration: The blood can restore lost bodily function at Rm (30) ability when the underlying damage can be regenerated. Leeza Scarborough’s paralysis is reversed after continued communion, allowing her to stand and walk again. The effect also improves deteriorated eyesight, hearing, strength, and general health in other recipients.</li><li> Altered Blood: Continued ingestion changes the recipient’s blood. Samples containing a sufficient concentration of the Angel’s blood react violently to direct sunlight, burning away while outside the body. Dr. Sarah Gunning theorizes that, before death and full transformation, a living recipient may eventually clear the altered blood if additional doses are stopped; the series does not demonstrate a completed reversal.</li><li> Resurrection and Transformation: A recipient who has accumulated enough of the Angel’s blood and then dies will revive as a transformed being. The revived individual retains memory, personality, and intelligence but gains regenerative abilities, enhanced senses, a powerful craving for blood, and a lethal vulnerability to sunlight. Death itself is the trigger for the final transformation; simply drinking the blood does not immediately create the full condition.</li><li> Enhanced Physiology after Resurrection: Once transformed, a victim gains Rm (30) Regeneration and Ex (20) Heightened Senses. Severe wounds can be survived and repaired unless the individual is destroyed faster than the regenerative process can compensate.</li><li> Blood Hunger: A transformed individual develops an intense need for fresh blood. When directly exposed to blood or the sound and smell of a nearby living victim, the individual must make a Psyche FEAT to resist feeding. The compulsion becomes increasingly difficult to resist as hunger increases.</li></ul>
<b>Limitations:</b><br />
The Island Miracle carries several important limitations:<br />
<ul><li> Sunlight after Transformation: Fully transformed individuals cannot tolerate direct sunlight. Exposure causes immediate burning and inflicts Am (50) damage each round until the victim reaches shelter or is destroyed.</li><li> Death Required: The regenerative and rejuvenating effects can occur while the recipient is alive, but the complete vampiric transformation does not occur until the recipient dies and revives.</li><li> Concentration Dependent: The effects are cumulative. Dr. Sarah Gunning theorizes that a living recipient may eventually return to normal if exposure ends before death and full transformation.</li><li> Blood Dependency after Resurrection: Once resurrected, the recipient must contend with a persistent and increasingly powerful hunger for blood.</li><li> Not Contagious by Bite Alone: The series does not demonstrate that a bite by itself transmits the condition. Transformation is tied to ingestion of the Angel’s blood followed by death.</li></ul>
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<span style="font-size:medium"><b><i> “Be not afraid.” </i></b></span><br />
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<b><span style="font-size:x-large"> The Angel</span> </b><br />
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<a href="https://imgbb.com/"><img src="https://i.ibb.co/SwFn2n9y/Midnight-Mass-Angel.jpg" alt="Midnight Mass Angel" border="0" /></a><br />
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F: Rm (30)<br />
A: Ex (20)<br />
S: In (40)<br />
E: Am (50)<br />
R: Typ (06)<br />
I: Rm (30)<br />
P: Ex (20)<br />
Health: 140<br />
Karma: 54<br />
Resources: Fe (02)<br />
Popularity: *<br />
<b>Talents:</b><br />
The Angel has displayed the following skills<br />
<ul><li> Hunting</li><li> Tracking</li><li> Stealth</li></ul>
<b>Powers:</b><br />
<b><i> Ancient Vampiric Creature </i></b><br />
The creature called the Angel by Monsignor John Pruitt is a large, winged humanoid predator encountered in the ruins outside Jerusalem. Pruitt interprets it through his Catholic faith as an angel, but the creature’s demonstrated traits are vampiric: it feeds on blood, its blood transforms humans, and sunlight is lethal to both it and those it creates.<br />
<ul><li> Vampiric Physiology: The Angel is a powerful inhuman predator with physical abilities well beyond a normal human. Its Strength is sufficient to overpower adult victims with ease and to carry a human while flying. Its body can withstand severe trauma that would kill a normal person.</li><li> Regeneration: The Angel possesses Am (50) Regeneration. It recovers from gunshot wounds and other major physical injuries with exceptional speed. The series demonstrates that conventional weapons can hurt it, but such injuries do not reliably incapacitate it for long.</li><li> Flight: The Angel possesses large membranous wings and can fly at Ex (20) air speed. It is capable of carrying a human-sized passenger while airborne and of traveling considerable distances.</li><li> Natural Weapons: The Angel’s claws and teeth inflict Rm (30) Edged damage. It attacks by seizing prey and biting into the neck or other major blood vessels.</li><li> Blood Drain: After establishing a bite, the Angel can drain blood at In (40) intensity. A feeding victim suffers up to In (40) damage per round while the Angel may recover an equal amount of lost Health, up to its normal maximum.</li><li> Heightened Senses: The Angel possesses Rm (30) senses suitable for hunting in darkness and locating living prey. Its behavior demonstrates acute awareness of blood and nearby victims.</li><li> Transformative Blood: The Angel’s blood has Rm (30) regenerative and transformative ability when consumed by humans. Repeated exposure heals injury, reverses age-related deterioration, and prepares the recipient for resurrection and transformation after death.</li><li> Create Vampires: Through ingestion of its blood followed by the victim’s death, the Angel can create beings sharing many of its vampiric traits at Rm (30) ability. The resulting transformed humans retain their identities and memories but develop regeneration, heightened senses, blood hunger, and vulnerability to sunlight.</li><li> Longevity: The Angel appears to be long-lived, but the series never establishes its age.</li><li> Feeding Fixation: The Angel becomes intensely focused while feeding. Once it has begun draining a victim, it suffers -2cs to Intuition FEATs to notice or react to unrelated threats. Erin Greene is able to cut deeply into both wings while the creature continues feeding from her, demonstrating the degree of this fixation.</li></ul>
<b>Contacts</b>:<br />
The Angel’s primary human connection is Monsignor John Pruitt, who regards it as a divine being and brings it to Crockett Island. Bev Keane and other members of St. Patrick’s congregation later accept the creature within Pruitt’s religious interpretation.<br />
<b>Limitations:</b><br />
Despite its power, the Angel suffers from several demonstrated limitations:<br />
<ul><li> Sunlight: Direct sunlight is lethal. Exposure causes the Angel to burn and inflicts Am (50) damage each round. At the end of the series it attempts to flee Crockett Island before sunrise rather than risk exposure.</li><li> Wing Damage: The Angel’s wings can be damaged by ordinary cutting weapons. Significant damage reduces its Flight by -1cs; extensive tearing can prevent effective flight until its regeneration repairs the injury. Erin’s attack leaves the creature struggling to remain airborne.</li><li> Conventional Injury: The Angel is not invulnerable. Firearms and other physical attacks can wound it even though its regeneration allows it to recover from injuries that would normally be fatal.</li><li> Blood Hunger: The Angel is driven strongly by its need to feed and can be distracted from immediate danger by an available victim.</li><li> Limited Demonstrated Intelligence: The Angel shows planning, concealment, recognition, and cooperation with Pruitt, including wearing vestments during the church ceremony, but the series never establishes human-level speech or intellect. Its Reason therefore reflects demonstrated cunning rather than speculative intelligence...although this could be argued. </li></ul>
<br />
<span style="font-size:medium"><i><b>Notes and Fun Facts</b></i></span><br />
<ul><li> I liked the series, it was good...but this write-up was difficult in some ways because I wanted to steer away from 'just another vampire write-up', and I've a few over the years. I thought the twists were good.</li><li> I argue the 'Angel' is not so much intelligent but very predatory. I originally looked at even giving him a Poor (4) reason, but opted for Typical based on my re-watch.</li><li> It's hard to do a different take on vampires.</li><li> It's always good to see Henry Thomas.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Tue, 13 Oct 2026 17:56:40 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86958,86958#msg-86958</guid>
            <title>19 Days of Halloween Redeux: The Allardyce House from &#039;Burnt Offerings&#039; (1976) (2 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86958,86958#msg-86958</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<span style="font-size:medium"><b><i>“The house takes care of itself.”</i></b></span><br />
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<b><span style="font-size:x-large">The Allardyce House</span></b><br />
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<a href="https://ibb.co/HLXmQyfm" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/6cN65S76/The-Alladryce-House.jpg" class="bbcode" border="0" /></a><br />
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<b>Powers:</b><br />
<br />
<b><i>Living House:</i></b> The Allardyce mansion is effectively a supernatural organism rather than an ordinary building. It possesses Mn (75) control over its structure, furnishings, grounds, and systems. Damage to individual portions of the mansion does not meaningfully injure the entity unless the supernatural force sustaining the entire property can be attacked. While on the grounds or inside of the house, the house is considered to have a Psyche of Mn (75), and is capable of defending itself through manipulation. The house has the following powers:<br />
<ul><li><b><i>Supernatural Restoration:</i></b> The mansion regenerates deterioration and damage with Un (100) ability. Paint restores itself, damaged fixtures become new, dead plants bloom, roofing and exterior surfaces repair themselves, and neglected portions of the estate gradually return to pristine condition.</li><li><b><i>Life-Force Absorption:</i></b> The house feeds upon its occupants with Mn (75) ability. Its victims usually deteriorate through accidents, illness, exhaustion, psychological collapse, violence, or death rather than having their Health directly drained. Each major injury or death suffered on the property provides the house with the energy necessary to restore another portion of itself.</li><li><b><i>Accident Manipulation:</i></b> The mansion can arrange apparently mundane accidents with Am (50) ability. Falls, equipment failures, collapsing structures, dangerous swimming conditions, fires, automobile accidents, and similar incidents can occur without an obvious supernatural cause.</li><li><b><i>Emotional Manipulation:</i></b> The house attacks the Psyche with Am (50) ability, magnifying anger, resentment, fear, obsession, jealousy, and violent impulses. Failed FEATs can cause characters to behave increasingly irrationally toward companions.</li><li><b><i>Isolation:</i></b> Once the house has begun feeding, it subtly discourages escape with In (40) ability. Circumstances, emotional attachments, accidents, and the behavior of other victims continually draw occupants back into the mansion's influence.</li><li><b><i>Environmental Control:</i></b> The estate exercises In (40) control over its immediate environment. Vegetation, temperature, structural conditions, doors, windows, fireplaces, water, and other features can become dangerous or unnaturally cooperative with the house's needs.</li><li><b><i>Psychic Manifestation:</i></b> The house can exploit memories and fears at Am (50) rank. These manifestations may appear completely real to the affected victim and frequently involve traumatic imagery already present within the victim's mind.</li><li><b><i>Immortality:</i></b> The Allardyce House does not age normally. As long as it can periodically acquire new occupants and feed upon them, it can continually renew itself.</li><li><b><i>Death Harvest:</i></b> A death occurring as part of the cycle produces Un (100) restorative energy for the house. Large sections of the mansion or grounds can rejuvenate immediately following a victim's death.</li></ul>
<b>Limitations:</b><br />
<ul><li>The mansion requires living victims to renew itself fully. If deprived of victims and cannot rejuvenate itself, the house will begin to ‘age’ and potentially collapse. Each week reduces the house’s effective Psyche score by 1CS. Although not </li><li>Its influence is strongest within the house and surrounding estate.</li><li>The house generally works indirectly, manipulating its occupants and environment rather than openly attacking.</li><li>Restoration of the property corresponds with the physical and psychological destruction of its victims.</li></ul>
 <br />
<span style="font-size:medium"><b><i>“It needs us.”</i></b></span><br />
<br />
<b><span style="font-size:x-large">Mrs. Allardyce</span></b><br />
<br />
<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/W4wwFt9m/Allardyce.jpg" class="bbcode" border="0" /></a><br />
<br />
<b><i>Mrs. Allardyce:</i></b> The unseen woman supposedly occupying the upstairs room serves as the focal point of the mansion's supernatural influence. As the feeding cycle progresses, a chosen victim can become increasingly obsessed with caring for her and eventually be absorbed into the identity associated with the house. The house does this through manipulating a chosen target, and the process is as follows:<br />
<br />
<b>The Mrs. Allardyce creation:</b><br />
<ul><li><b><i>Insidious Influence:</i></b> Anyone remaining on the estate for an extended period is subjected to Am (50) psychological influence. Initial effects are subtle: irritability, unusual attachment to the property, disturbing memories, compulsive behavior, and reluctance to leave.</li><li><b><i>Escalating Corruption:</i></b> Each significant period spent within the mansion requires another Psyche FEAT, with cumulative penalties as the feeding cycle progresses. Failure allows the house to increasingly influence emotions and behavior.</li><li><b><i>Traumatic Hallucinations:</i></b> The effect can manifest a victim's deepest fears and traumatic memories with Am (50) intensity. The Chauffeur experienced by Ben Rolf is the primary example, transforming a childhood memory associated with death into a recurring supernatural terror.</li><li><b><i>Compulsion:</i></b> Selected victims can develop Mn (75) compulsions concerning the house. Marian Rolf's growing obsession with Mrs. Allardyce causes her to neglect her family while devoting increasing attention to the mansion. Mechanically, it’s an opposed Psyche FEAT at Mn (75) Intensity. </li><li><b><i>Identity Absorption:</i></b> The final stage of the effect can completely transform a chosen caretaker with Mn (75) ability. The victim ceases functioning as their former identity and becomes part of the continuing supernatural identity of Mrs. Allardyce and the mansion.</li></ul>
<br />
<br />
<span style="font-size:medium"><b>Notes and Fun Facts</b></span><br />
<ul><li> One of Dan Curtis's horror projects that really left a mental mark on me.</li><li> Another haunted house I've covered over the years: My other favorites I've covered being The Outlook, Rose Red, and technical Event Horizon.</li><li> That ending is dark, very dark. Not the first time, Dan Curtis used a similar ending for <i><b>Night of Dark Shadows</b></i>.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Tue, 13 Oct 2026 08:08:33 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86957,86957#msg-86957</guid>
            <title>20 Days of Halloween Redeux: The Monkey&#039;s Paw (1902) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86957,86957#msg-86957</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<span style="font-size:medium"><i>“I don’t know what the first two wishes were, but the third was for death.”</i></span><br />
<br />
<b><span style="font-size:x-large">The Monkey’s Paw</span></b><br />
<a href="https://ibb.co/JRnw1KdM" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/DD4HJtbS/Monkey-s-Paw.jpg" class="bbcode" border="0" /></a><br />
<br />
The ultimate wish with a twist item. A spell was placed upon it by an elderly Indian fakir to demonstrate that fate rules human lives and that interference with fate brings sorrow. Sergeant-Major Morris obtained the Paw during his years in India. <br />
<br />
Sergeant-Major Morris brings the mummified monkey's paw to the White household and explains its enchantment. Despite his warning, Mr. White wishes for two hundred pounds. Herbert is killed at work, and the family receives two hundred pounds in compensation. Grieving, Mrs. White urges her husband to use a second wish to bring Herbert back. Someone begins knocking at the door. Before she can open it, Mr. White makes his third wish; the door opens onto an empty street.<br />
<br />
<b>Powers:</b><br />
<b><i>Wish Fulfillment: Unearthly (100)</i></b> — The Paw is enchanted to grant three wishes apiece to three separate men. This is the spell's stated limit in the original story; it is not established that every later holder receives three wishes. The wishes always have some sort of hidden cost, such as granting a wish at the cost of something else.The Monkey's Paw can affect things that are not normally possible with such powers, and cost is scaled accordingly. Mr. White, the man who receives the paw in the story from Sergeant- Major Morris, as able to use the paw three times:<br />
<ul><li><b><i>Alteration of Circumstances: Unearthly (100)</i></b> — Wishes apparently come true through events that can resemble coincidence. After Mr. White asks for two hundred pounds, the family receives that exact sum as compensation following Herbert White's fatal workplace accident.</li><li><b><i>Apparent Return of the Dead: Unearthly (100)</i></b> — Mr. White's second wish is for Herbert to live again. Later, repeated knocking is heard at the door, but the person or thing knocking is never seen. </li><li><b><i>Death: Unearthly (100)</i></b> — Mr. White's third wish to is to return his son to rest, returning him to death without ever seeing what was on the other side of the door. </li></ul>
<br />
<b>Limitations:</b><br />
<ul><li><b><i>Finite Wishes:</i></b> The fakir's enchantment is said to provide three wishes to each of three men. Mr. White exhausts his three wishes by the end of the story.</li><li><b><i>Fate and Sorrow:</i></b> The fakir's stated lesson is that interference with fate brings sorrow. Morris warns against using the Paw and tries to discard it into the fire; Mr. White retrieves it. It is suggested that the Monkey's Paw cannot be destroyed through conventional means, just used up and in some versions must be passed on. </li><li><b><i>Physical Manifestation of the Wish</i></b> — When Mr. White voices his first wish, he feels the Paw twist in his hand. No such movement is explicitly established as a required sign accompanying every wish. In some versions, one of the three fingers curls inward, signifying the use of the wish. </li></ul>
<br />
<span style="font-size:medium">Notes and Fun Facts:</span><br />
Just one today - I had this write up for a long time, I was going to include as far back as second series of Halloween write-ups, but I wasn't quite certain how best to represent things. When I came across it earlier this year I decided to go ahead and post it. <br />
<br />
Yep, the image has five fingers, I didn't find one I liked as much. The bending of the fingers for each wish used originated in one of the radio dramas I later found out. I think it fits.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sun, 11 Oct 2026 09:28:26 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86956,86956#msg-86956</guid>
            <title>21 Days of Halloween Redeux: Trioxin, typical zombie, and Tar Man from &#039;Return of the Living Dead&#039; (1985) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86956,86956#msg-86956</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<b><i>“I hit the Fxxxing brain!”</i></b><br />
<br />
<b><span style="font-size:x-large">Trioxin 2-4-5</span></b><br />
<br />
<i>The Return of the Living Dead (1985)</i><br />
<br />
<b>Trioxin 2-4-5</b><br />
Trioxin 2-4-5 is an experimental chemical developed by the United States Army as a defoliant, introduced in <b><i>The Return of the Living Dead (1985)</i></b>. According to the film, the chemical was responsible for the real events that supposedly inspired George A. Romero’s <i><b>Night of the Living Dead (1968)</b></i>. Following an earlier incident at a Veterans Administration hospital, contaminated corpses were sealed inside military containment drums, some of which were mistakenly shipped to Uneeda Medical Supply in Louisville, Kentucky.<br />
<br />
Trioxin is extraordinarily toxic and possesses the horrifying ability to reanimate dead tissue, including human corpses, animals, and severed body parts. Unlike traditional zombies, those reanimated by Trioxin cannot be destroyed simply by damaging the brain and may retain intelligence, memories, and speech. The undead experience the agony of decomposition and discover that consuming living human brains temporarily relieves their suffering. Particularly dangerous is Trioxin's ability to spread through atmospheric contamination: incinerating an infected corpse releases the chemical into the air, where it can mix with rainfall and reanimate entire cemeteries.<br />
<br />
<br />
<b>Powers:</b><br />
<ul><li><b><i>Reanimation:</i></b> Trioxin 2-4-5 is an experimental military chemical identified in the film as having been developed by the Army. Direct exposure can animate dead human and animal tissue. The effect does not require an intact brain; separated cadaver material and anatomical specimens can remain animate with Mn (75) ability.</li><li><b><i>Living Exposure:</i></b> Concentrated Trioxin gas is extremely toxic to living humans.those exposed become become violently ill following direct exposure and progressively exhibit the signs of death before becoming fully reanimated. Characters exposed must make Endurance FEATs vs Mn (75) intensity for purposes of resisting its toxic effects.</li><li><b><i>Persistent Contamination:</i></b> Trioxin remains active in contaminated organic material. Destroying an animated body does not necessarily eliminate the chemical hazard. At the time of the movie there was no method to counteract the effects. </li><li><b><i>Atmospheric Spread:</i></b> Incinerating contaminated remains can release Trioxin bearing material into the atmosphere. Smoke from the cremation of the reanimated cadaver enters a storm system and returns to the ground in rainfall. Trioxin contaminated rain can reanimate buried corpses, including badly decomposed bodies in Resurrection Cemetery.</li><li><b><i>Animal and Tissue Reanimation:</i></b> Trioxin can animate nonhuman remains and isolated dead tissue. The split-dog specimen and cadaver material at Uneeda Medical Supply demonstrate that a complete corpse is not required.</li></ul>
<br />
<br />
<br />
<br />
<b><i>“Send more paramedics.”</i></b><br />
<br />
<a href="https://ibb.co/V0d32WG9" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/wZTYMNqg/Zombies-return-of-the-living-dead.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<b><span style="font-size:x-large">Trioxin Zombie</span></b><br />
<br />
<i>The Return of the Living Dead (1985)</i><br />
<br />
<b>Typical Trioxin Reanimated Zombie</b><br />
<br />
<b>F:</b> Ty (6)<br />
<b>A:</b> Pr (4)<br />
<b>S:</b> Gd (10)<br />
<b>E:</b> Rm (30)<br />
<b>R:</b> Pr (4)<br />
<b>I:</b> Ty (6)<br />
<b>P:</b> Typ (6)<br />
<br />
<b>Health:</b> 50<br />
<b>Karma:</b> N/A<br />
<b>Resources:</b> N/A<br />
<b>Popularity:</b> -10<br />
<br />
<b>Talents:</b><br />
<ul><li>A recently deceased zombie may retain skills and knowledge possessed while alive. The longer the zombie has been deceased,the more difficult it is to think. </li></ul>
<br />
<b>Powers:</b><br />
<ul><li><b><i>Undead Physiology:</i></b> A Trioxin Zombie is dead but animate and can continue functioning despite injuries that would be fatal to a living human.</li><li><b><i>Unliving Endurance:</i></b> Trioxin Zombies possess Rm (30) resistance to pain and physical shock. They do not make normal Kill or Stun checks and continue functioning until physical damage prevents effective movement.</li><li><b><i>Brain Destruction Immunity:</i></b> Destroying the brain does not kill a Trioxin Zombie. Gunshots to the head and similar attacks are not inherently fatal to them.</li><li><b><i>Dismemberment Survival:</i></b> Severed portions of a Trioxin Zombie can remain animate. The film demonstrates that isolated cadaver tissue and severed portions of the undead can continue moving.</li><li><b><i>Human Intelligence:</i></b> Trioxin Zombies are not necessarily mindless. Fresher undead can retain speech, memories, reasoning, and the ability to use familiar objects. Intelligence varies with the individual and the condition of the corpse.</li><li><b><i>Deception:</i></b> Intelligent Trioxin Zombies can deliberately lure living victims. Cemetery zombies use emergency communications to summon additional responders after attacking the first arrivals.</li><li><b><i>Bite:</i></b> A standard Trioxin Zombie inflicts Gd (10) Edged damage with its bite.</li><li><b><i>Relentless:</i></b> Trioxin Zombies are not deterred by pain, fear, or ordinary wounds and continue pursuing prey while physically capable of doing so. For this purpose, Trioxin zombies are considered immune to pain effects, fear, or emotional control. </li></ul>
<br />
<b>Contacts:</b><br />
<ul><li>None</li></ul>
<br />
<b>Limitations:</b><br />
<ul><li>Brain Dependency: Trioxin Zombies experience the pain of being dead and seek living brains because consuming them temporarily relieves that pain. Trioxin Zombies are driven to eat the brains of living humans. a captured zombie exlpained that being dead hurts and that consuming brains makes the pain go away. A Trioxin Zombie can make a -4cs Psyche FEAT to try to resist, but it is constant...the FEAT must be made at -4cs at every round, not turn.</li><li> Karma penalty: Trioxin Zombies cannot spend Karma due to their nature and while tricky and capable, show no signs of their former selves after a while. </li></ul>
<br />
<br />
<b><i>“Brains!”</i></b><br />
<br />
<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/3YMTwj9j/tarman.jpg" class="bbcode" border="0" /></a><br />
<br />
<b><span style="font-size:x-large">Tar Man</span></b><br />
<br />
<br />
<br />
<b>Tar Man</b><br />
<br />
<b>F:</b> Gd (10)<br />
<b>A:</b> Pr (4)<br />
<b>S:</b> Ex (20)<br />
<b>E:</b> In (40)<br />
<b>R:</b> Fe (2)<br />
<b>I:</b> Gd (10)<br />
<b>P:</b> Rm (30)<br />
<br />
<b>Health:</b> 74<br />
<b>Karma:</b> N/A<br />
<b>Resources:</b> N/A<br />
<b>Popularity:</b> -10<br />
<br />
<b>Talents:</b><br />
<ul><li>None</li></ul>
<br />
<b>Powers:</b><br />
<ul><li><b><i>Trioxin Undead:</i></b> Tar Man is the severely decomposed corpse contained in the military Trioxin drum at Uneeda Medical Supply. </li><li><b><i>Unliving Endurance:</i></b> Tar Man possesses In (40) resistance to pain and physical shock and does not make normal Kill or Stun checks. Ordinary wounds do not stop him unless they physically prevent him from acting.</li><li><b><i>Brain Destruction Immunity:</i></b> Like other Trioxin undead, Tar Man cannot be dispatched by destroying the brain.</li><li><b><i>Undead Strength:</i></b> Tar Man possesses Ex (20) Strength and can seize and overpower an ordinary human despite his severely decomposed condition.</li><li><b><i>Brain Hunger:</i></b> Tar Man is overwhelmingly motivated by his desire for brains. His recognizable speech is extremely limited, most notably his repeated demand for “brains.” As such, Tar Man may use his Psyche rank instead of his Fighting or Agility rank if opportunity to gain brains is truly present. </li><li><b><i>Bite:</i></b> Tar Man inflicts Ex (20) Edged damage with his bite and attacks the head of a captured victim to reach the brain.</li></ul>
<br />
<b>Contacts:</b><br />
<ul><li>None</li></ul>
<br />
<b>Limitations:</b><br />
<ul><li>Decomposing State: Tar Man is badly decomposed and moves more slowly than a healthy living human. Tar Man shows less ability for problem-solving, speech, and mobility than other Trioxin zombies. In addition, Tar Man suffers -2cs for all reaction bonuses due to his state. </li><li>Relentless Pursuit: Tar Man is dedicated to one thing and one thing only: Getting brains. Nothing else will distract Tar Man, and he will continue until utterly destroyed. </li></ul>
<br />
<br />
<span style="font-size:medium">Notes and Fun Facts:</span><br />
<ul><li> The first of a series of 'Living Dead' movies separate from the Romero Zombie series.</li><li> This is only Trioxin as presented in the 1985 movie. There are several reasosn for this, but the main reason is that the nature of Trioxin and what can affect/destroy/change it has changed through the sequels. I decided to mostly focus on the 1985 movie and the novelization.</li><li> I added the karma limitation primarily because the beings who become zombies may sound and act like their old selves for a while, but the nature of Trioxin and their undead state I felt affected what their actions would be, and one thing I did appreciate in the 1985 movie is that the zombies were capable of making mistakes as well.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sat, 10 Oct 2026 07:55:12 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86955,86955#msg-86955</guid>
            <title>22 Days of Halloween Redeux: The Pere Malfait from Kolchak: The Night Stalker (1974) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86955,86955#msg-86955</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<span style="font-size:x-large"><b>Père Malfait</b></span><br />
<br />
<br />
<span style="font-size:medium"><i><span style="font-size:medium">Somehow, Paul Langois, in his special dream state, did even more than that. He created a palpable horror.</span></i></span><br />
<br />
<br />
<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/TxG7KWrm/Peremalfait.jpg" class="bbcode" border="0" /></a><br />
<br />
<b>Fighting:</b>      Good (10)<br />
<b>Agility:</b>         Typical (6)<br />
<b>Strength:</b>     Remarkable (30)<br />
<b>Endurance:</b> Incredible (40)<br />
<b>Reason:</b>      Poor (4)<br />
<b>Intuition:</b>      Good (10)<br />
<b>Psyche:</b>       Remarkable (30)<br />
<br />
<b>Health:</b> 86<br />
<b>Karma:</b> 44<br />
<b>Resources:</b> Shift-0 (0)<br />
<b>Popularity:</b> -10<br />
<br />
<b><i>Powers</i></b><br />
<ul><li><b>Dream Manifestation: Special:</b> The creature's appearance in Chicago is linked to a sleeping participant named Paul Langois in an experimental sleep study and to the Cajun folkloric figure Père Malfait. Its existence is supernatural and dream-related. It is an unconscious summoning due to the experiment being performed on Langois.</li><li><b>Monstrous Physical Form:</b> The creature resembles a hulking mass of Spanish moss and other swamp vegetation. Its outward appearance supports concealment among similarly overgrown surroundings; precise armor or invulnerability is not established by the episode. The creature is completely immune to damage, but exists only when projected and after Langois dies, is maintained until killed by its one weakness. </li><li><b>Ambush: Good (10):</b> Its bulky, moss-covered appearance permits it to remain difficult to recognize when hidden in vegetation or shadows and surprise attacks. </li></ul>
<br />
<b><i>Talents</i></b><br />
<ul><li> None </li></ul>
<br />
<b><i>Contacts</i></b><br />
<ul><li> None </li></ul>
<br />
<b><i>Limitations</i></b><br />
<ul><li><b>Connection to the Sleeper:</b> Père Malfait is connected to the sleep experiment and the participant's dreaming. Its manifestation is not independent of that connection at first.</li><li><b>Vulnerability: Bayou gum wood</b> Père Malfait can be destroyed by a spear carved from a Bayou Gum Wood tree, and is reduced immediately to 0 Health and destroyed. </li></ul>
<b>Notes and Fun Facts</b><br />
<ul><li> Originally Aired on 12/6/1974 as part of <b><i>Kolchak: The Night Stalker</i></b> specifically titled <b><i>The Spanish Moss Murders</i></b></li><li> Richard Kiel played the monster. </li><li> Co-Written by David Chase, who later created the Sopranos.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Fri, 09 Oct 2026 07:24:47 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86954,86954#msg-86954</guid>
            <title>23 Days of Halloween Redeux: Brandon Breyer from &#039;Brightburn&#039; (2019) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86954,86954#msg-86954</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" alt="WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE" border="0" /></a><br />
<br />
<br />
<br />
<b><span style="font-size:x-large">Brandon Breyer</span></b><br />
<br />
<br />
<span style="font-size:medium"><b><i>“Take the world.”</i></b></span><br />
<br />
<br />
<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/938NGNnX/Brightburn.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<br />
<b>Brandon Breyer</b><br />
<br />
<b>F:</b> Gd (10)<br />
<b>A:</b> Ex (20)<br />
<b>S:</b> Mn (75)<br />
<b>E:</b> Mn (75)<br />
<b>R:</b> Gd (10)<br />
<b>I:</b> Ex (20)<br />
<b>P:</b> Ex (20)<br />
<br />
<b>Health:</b> 180<br />
<b>Karma:</b> 50<br />
<b>Resources:</b> Pr (4)<br />
<b>Popularity:</b> -20<br />
<br />
<b>Talents:</b><br />
<ul><li><b>Student:</b> Brandon is an intelligent twelve-year-old student with a strong interest in science.</li></ul>
<br />
<b>Powers:</b><br />
<br />
<b><i>Alien Physiology:</i></b> Brandon is an extraterrestrial who outwardly appears human. His powers emerge as he approaches adolescence.<br />
<br />
<ul><li><b>Body Armor: Mn (75):</b> Brandon is extraordinarily resistant to conventional injury. Handguns, rifles, falls, impacts, and ordinary physical attacks shown in the film do not meaningfully harm him.</li><li><b>Superhuman Strength: Mn (75):</b> Brandon can overpower adults with ease, crush and tear through solid materials, move or damage vehicles, and kill humans with minimal effort.</li><li><b>Superhuman Speed: Am (50):</b> Brandon can move so quickly that witnesses often perceive only a blur or lose sight of him entirely. He can cross short distances almost instantaneously and combine this speed with flight.</li></ul>
<br />
<b><i>Flight: Mn (75)</i></b><br />
<ul><li>Brandon can hover, accelerate rapidly, maneuver freely in the air, and travel at very high speed.</li><li>He can carry another person while flying and can use his momentum to strike or seize targets.</li></ul>
<br />
<b><i>Heat Vision: Am (50)</i></b><br />
<ul><li>Brandon can project intense red beams from his eyes.</li><li>The beams can burn through flesh and solid material and are capable of causing catastrophic injury almost instantly.</li><li>The power may be sustained long enough to cut or burn through a target rather than being limited to a single flash with a simple Endurance FEAT at Brandon’s age.</li></ul>
<br />
<b><i>Alien Spacecraft:</i></b> Brandon's spacecraft is buried beneath the Breyer farm and begins transmitting to him as his powers and violent behavior emerge.<br />
<br />
<ul><li>The vessel communicates the repeated command to “take the world.”</li><li>Brandon is drawn to the ship and understands that it is connected to his true origin.</li><li>The craft itself remains largely unexplained in the film; no additional functions are assumed beyond what is shown.</li></ul>
<br />
<b>Contacts:</b><br />
<b>Kyle and Tori Breyer:</b> Brandon's adoptive parents. The Bryers were Brandon’s only real contacts.<br />
<br />
<b>Limitations:</b><br />
<ul><li><b>Spacecraft Metal:</b> Material from Brandon's spacecraft is the only substance demonstrated in the film to pierce his otherwise invulnerable skin. When attacked with a sharpened fragment of the craft, Brandon receives no benefit from his normal Body Armor against that material.</li><li><b>Adolescent Emotional Responses:</b> Brandon is still twelve years old and reacts strongly to humiliation, rejection, anger, jealousy, and perceived betrayal. These reactions repeatedly influence his choices.<br /> .</li></ul>
<br />
<span style="font-size:medium">Notes and Fun Facts</span><br />
<ul><li> A good horror take on a familiar superhero story.</li><li> The ending credits hinting that there are more terrifying beings out there...an evil justice league.</li><li> I had already planned to include Brightburn when a request came out for it. Hope you like it.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Thu, 08 Oct 2026 06:43:06 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86953,86953#msg-86953</guid>
            <title>24 Days of Halloween Redeux: Jean Jacket from &#039;Nope&#039; (2022) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86953,86953#msg-86953</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<span style="font-size:x-large"><b>Jean Jacket</b></span><br />
<br />
<b><i>"I don't think they'd take you if you don't look at it…"</i></b><br />
<br />
<br />
<a href="https://ibb.co/YF3kPZtQ" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/JwK7mQzt/Jean-Jacket.jpg" class="bbcode" border="0" /></a><br />
<br />
<b>Fighting:</b> 	  Good (10)<br />
<b>Agility:</b> 	  Remarkable (30)<br />
<b>Strength:</b> 	  Monstrous (75)<br />
<b>Endurance:</b>  Amazing (50)<br />
<b>Reason:</b>	  Feeble (2)<br />
<b>Intuition:</b> 	  Remarkable (30)<br />
<b>Psyche:</b> 	  Excellent (20)<br />
<br />
<b>Health:</b> 	165<br />
<b>Karma:</b> 	52<br />
<b>Resources:</b> 	Shift-0 (0)<br />
<b>Popularity:</b>	0<br />
<br />
<b><i>Talents</i></b><br />
<ul><li>Aerial Combat</li><li> Hunting</li><li> Stalking</li></ul>
<br />
<b><i>Powers</i></b><br />
<ul><li><b>Living Aerial Predator:</b> Jean Jacket is not a spacecraft but a gigantic living organism that hunts from the sky. Its compact hunting form resembles a flying saucer, while its fully displayed form unfolds into a vast, flowing, ribbon-like body. Jean Jacket does not require wings or visible propulsion and can remain aloft indefinitely as far as the film demonstrates.</li><li><b>Flight: Amazing (50):</b> Jean Jacket can hover, accelerate rapidly, change direction with great precision, and move through the sky with very little warning. It is fast enough to overtake fleeing prey and reposition across the Haywood property within moments.</li><li><b>Cloud Concealment: Incredible (40):</b> Jean Jacket hides within a cloud over Agua Dulce for extended periods. The cloud remains unnaturally stationary while Jean Jacket uses it as cover. Unless observers know what to look for, locating Jean Jacket while it is concealed requires an Intuition FEAT against Incredible intensity.</li><li><b>Electrical Suppression: Amazing (50):</b> Jean Jacket's proximity causes electrical and electronic systems to shut down. Lights, cameras, vehicles, and similar devices fail as it approaches and return to operation after it moves away. This effect does not disable purely mechanical equipment, which is why the hand-cranked IMAX camera remains usable.</li><li><b>Feeding Suction: Monstrous (75):</b> Jean Jacket feeds by generating a tremendous upward pull beneath its body. People, animals, and unsecured objects can be lifted from the ground and drawn into the creature. Targets caught beneath Jean Jacket must make a Strength FEAT against Monstrous intensity to hold on or avoid being taken, with bonuses for secure cover or anchoring.</li><li><b>Internal Constriction and Digestion: Amazing (50):</b> Prey swallowed by Jean Jacket is drawn through tight internal membranes and digestive passages. Victims are compressed, trapped, and eventually consumed. Treat this as Amazing crushing damage each round after ingestion. Ordinary armor that does not fully protect the wearer from compression provides no special defense.</li><li><b>Debris Ejection: Remarkable (30):</b> Jean Jacket expels material it cannot digest. Metal objects, coins, keys, and other debris can be discharged from great height and at dangerous velocity. Anyone directly beneath such an ejection may suffer up to Remarkable Edged or Shooting damage depending on the object.</li><li><b>Massive Size:</b> Jean Jacket is enormous even in its compact hunting form and becomes vastly larger when fully unfolded. Human-sized opponents receive +2cs to hit Jean Jacket with ranged attacks because of its size. Jean Jacket cannot normally be Slammed or Stunned by attacks below Incredible intensity.</li><li><b>Predatory Display: Incredible (40):</b> When OJ directly challenges it, Jean Jacket unfolds into a much larger display form, revealing broad sheets and a square green structure. This is a visual threat or dominance display rather than a separate creature. Characters witnessing the transformation at close range must make a Psyche FEAT against Incredible intensity or lose their next action to fear or shock.</li></ul>
<br />
<b><i>Contacts</i></b><br />
<ul><li> None</li></ul>
<br />
<b><i>Limitations</i></b><br />
<ul><li><b>Animal Intelligence:</b> Jean Jacket is a predator, not a human-level thinker. Its Reason represents instinctive problem solving only. It hunts, stalks, establishes territory, reacts to threats, and can learn simple behavioral associations, but it does not demonstrate language, technology, or human reasoning.</li><li><b>Eye Contact / Challenge Response:</b> OJ correctly recognizes that Jean Jacket reacts to direct attention in a manner comparable to a territorial animal. Looking directly at it, presenting a conspicuous face or eye-like target, or otherwise challenging it can draw its aggression. Avoiding eye contact does not make a character invisible, but it can reduce the chance of provoking an immediate attack.</li><li><b>Territorial Predator:</b> Jean Jacket remains around Agua Dulce and treats the area as hunting territory. It can be manipulated by exploiting its territorial behavior and its tendency to confront apparent rivals.</li><li><b>Indiscriminate Feeding:</b> Jean Jacket frequently swallows prey together with nearby objects and does not reliably distinguish edible material from dangerous debris before ingestion.</li><li><b>Internal Vulnerability:</b> Jean Jacket is vulnerable to damage from objects it has swallowed. The film demonstrates this when it consumes the giant Jupe balloon; the balloon bursts inside or immediately against Jean Jacket, catastrophically injuring and apparently killing it. Attacks or explosions originating inside Jean Jacket bypass any protection granted by its size.</li></ul>
<br />
<b><span style="font-size:medium">Notes and Fun Facts</span></b><br />
- Jordan Peele compares Jean Jacket to the Shark in <b><i>Jaws</i></b>, and I agree with that.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Wed, 07 Oct 2026 08:02:12 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86945,86945#msg-86945</guid>
            <title>25 Days of Halloween Redeux: Gentleman Ghost (1947) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86945,86945#msg-86945</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<b><i>GENTLEMAN GHOST</i></b><br />
<b>James “Jim” Craddock</b><br />
<br />
<b><i> "Come out of that frightful rain, my dear, or you'll catch your death of cold."</i></b><br />
<br />
<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/SDG0By04/Gentleman-Ghost.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
[*]<b>Fighting:</b> Excellent (20)<br />
[*]<b>Agility:</b> Excellent (20)<br />
[*]<b>Strength:</b> Typical (6*<br />
[*]<b>Endurance:</b> Remarkable (30)<br />
[*]<b>Reason:</b> Good (10)<br />
[*]<b>Intuition:</b> Excellent (20)<br />
[*]<b>Psyche:</b> Incredible (40)<br />
<br />
<br />
<b>Health:</b> 76*<br />
<b>Karma:</b> 70*<br />
<b>Resources:</b> N/A<br />
<b>Popularity:</b> -10<br />
<br />
<b><i>Powers</i></b><br />
<ul><li><b>Ghostly Existence:</b> Gentleman Ghost is the undead spirit of nineteenth-century highwayman James Craddock. He does not age and is not subject to ordinary biological needs. Conventional disease, poison, suffocation, and similar effects do not affect him. Most of the time physical and energy attacks pass through Craddock, as see with the Golden Age Green Lantern, Batman, and other individuals. Craddock can be harmed by silver, materials that have been enchanted, and other mystical effects. </li><li><b>Immortality:</b> Amazing (50). Craddock is already dead and cannot be permanently slain by ordinary physical injury. Destruction or dispersal of his manifested form can banish or disable him temporarily, but permanently ending his existence requires supernatural means capable of affecting a spirit or breaking the condition that binds him to the mortal world.</li><li><b>Intangibility:</b> Amazing (50). Gentleman Ghost can become incorporeal, allowing him to pass through solid matter and causing ordinary physical attacks to pass through him. Magical and other attacks capable of affecting spirits can harm him normally.</li><li><b>Invisibility:</b> Amazing (50). Gentleman Ghost can become invisible to ordinary sight while remaining present in the area.</li><li><b>Flight:</b> Excellent (20). Craddock can levitate and fly in spectral form.</li><li><b>Manifestation:</b> Incredible (40). Although a ghost, Craddock can become sufficiently substantial to handle objects, use weapons, ride a mount, and physically interact with the living. He may shift between material and immaterial states.</li><li><b>Spectral Weapons:</b> Gentleman Ghost commonly carries antique pistols as part of his ghostly highwayman persona. Treat attacks from his spectral pistols as Excellent (20) Shooting damage. Because they are supernatural manifestations, they can affect targets that ordinary nineteenth-century firearms could not.</li><li><b>Spectral Mount:</b> Gentleman Ghost can appear with a ghostly horse associated with his highwayman identity. The mount may accompany him through his supernatural movement and can become intangible with him.</li></ul>
<br />
<b><i>Talents</i></b><br />
<ul><li>Guns</li><li>Marksman</li><li>Horsemanship</li><li>Stealth</li><li>Thief</li><li>Crime</li><li>Occult Lore</li><li>Etiquette</li><li>Nineteenth-Century History</li></ul>
<br />
<b><i>Contacts</i></b><br />
<ul><li>Supernatural criminals and spirits</li><li>The criminal underworld</li></ul>
<br />
<b><i>Limitations</i></b><br />
<ul><li><b>Undead Nature:</b> Gentleman Ghost’s continued existence is supernatural rather than biological. Effects that banish, bind, imprison, or otherwise directly affect spirits may restrain him even though ordinary death cannot. Conversely, there have been times Craddock’s behavior is shaped as it was in life, as if compelled to do so.</li><li><b>Spirit Vulnerabilities:</b> Magic, exorcism, supernatural bindings, and powers specifically capable of affecting ghosts or spirits can affect Gentleman Ghost even while he is intangible. In addition, certain materials such as silver have shown to affect Craddock – such as Nth Metal when Hawkman hit him with his mace. It would be a Judge’s call as to what other materials would affect him. </li><li><b>Incorporeal Restriction:</b> While fully intangible, Craddock normally cannot exert ordinary physical force on material objects. He must manifest at least partially to make conventional physical attacks or manipulate physical objects.</li></ul>
<br />
<br />
<br />
<span style="font-size:medium">Notes and Fun Facts</span><br />
<br />
I realize there have already been write-ups for Gentleman Ghost, but I wanted to take my own crack at him as he was always a favorite villain with a cool concept in my mind. I wanted to feature a few comic characters that I had wanted to do, revisit at least three write-ups I've done, and share some of the write-ups I've done over the years for my own games of various comic book characters - something I usual avoid but I've got three or four more this year.<br />
<br />
Plus, he's a Robert Kanigher character, and I'm a fan of Robert Kanigher's creations.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Tue, 06 Oct 2026 06:48:05 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?4,86942,86942#msg-86942</guid>
            <title>26 Days of Halloween Redeux: The Shadow People from Hall of Fantasy&#039;s &#039;The Shadow People&#039; (1952) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86942,86942#msg-86942</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<b><span style="font-size:x-large"> THE SHADOW PEOPLE</span> </b><br />
<br />
<a href="https://ibb.co/XfFL1Qwk" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/mrhTkjxF/hall-of-fantasy2.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<i>Hall of Fantasy - “The Shadow People” (September 5, 1952)</i><br />
<br />
F: -<br />
A: -<br />
S: -<br />
E: -<br />
R: -<br />
I: Ex (20)<br />
P: Ex (20)<br />
<br />
Health: *<br />
Karma: *<br />
Resources: Sh-0 (0)<br />
Popularity: -10<br />
<br />
<b>Talents:</b><br />
<br />
The Shadow People do not have talents in the regular sense, although they seem to know those who would act against them, so it is believed they have a talent:<br />
<br />
Observation: The Shadow People gain a +1cs to observe a target or group of targets and are able to use that information <br />
<br />
<b>Powers:</b><br />
<br />
<b><i> Shadow People </i></b><br />
<br />
The Shadow People are the supernatural beings at the center of the Hall of Fantasy broadcast “The Shadow People.” They appear as moving humanlike shadows whose movement is independent of any ordinary person or object casting them. Their danger comes from their ability to approach unseen through darkness and ordinary shadow.<br />
<br />
<ul><li> <b>Shadow Form: Ex (20):</b> A Shadow Person appears as a dark, human-shaped shadow rather than as an ordinary physical human being. The form can move independently across a darkened area. They normally appear as humanoid shadows, and it is unknown where they come from, if they have greater purpose, or why they choose to act.</li><li> <b>FASER diffusion</b>: The Shadow People don’t have standard FASER array, instead, they use their Shadow Form rank of EX (20) for their FASE. The Reason stat is different as it is not clearly indicated that the Shadow People are individuals or a unified presence with different aspects. For the purposes of Reason, the Judge’s discretion – Typ (06) is standard. Health is not handled in the standard method either as Shadow People are repelled, not destroyed through light. It is assumed that a Shadow Person would have around 40 points of ‘Health’ that would be used, and when lost, it would disperse them. </li><li> <b>Concealment in Shadow: Rm (30):</b> In dimly lit areas or among normal shadows, a Shadow Person can remain difficult to distinguish from ordinary darkness. Detecting one before it moves independently requires an Intuition FEAT against Rm (30) intensity.</li><li> <b>Silent Stalking: Ex (20):</b> The Shadow People approach victims without announcing themselves and use darkness to remain unnoticed. Use Ex (20) for FEATs involving stalking or approaching a victim unseen.</li><li> <b>Supernatural Presence: Ex (20):</b> A Shadow Person is not merely an optical effect. It is an independent supernatural entity capable of acting against human victims. Resolve direct physical attacks with the creature’s listed Fighting and Strength unless the episode establishes a more specific effect.</li></ul>
<br />
<b>Contacts:</b><br />
<br />
<ul><li> Other Shadow People</li></ul>
<br />
<b>Limitations:</b><br />
<br />
<ul><li> <b>Light:</b> The Shadow People rely upon darkness and existing shadow for concealment. Strong, direct illumination eliminates Concealment in Shadow in the illuminated area and exposes movement that would otherwise pass unnoticed.</li><li> <b>Independent Movement Reveals Them:</b> Their unnatural nature becomes apparent when a shadow moves without a corresponding person, object, or change in the light source. A character specifically watching for such movement receives +1cs on the Intuition FEAT to detect one.</li><li> <b>Unknown Nature:</b> The broadcast deliberately leaves the creatures’ origin and full nature unexplained. There is a great deal of interpretation to what the Shadow People are, their abilities, and what could have actually hurt them. There are people who know a great deal (Occult Lore Check with Ex (20) intensity required), but the Shadow People seemed dedicated to stopping that knowledge or in fact knowledge of their existence. </li></ul>
<br />
<br />
<span style="font-size:medium">Fun Facts</span><br />
- Continually rated as one of the best horror radio episodes of the golden age of radio. <br />
- Originally broadcast on 2 September, 1952<br />
- The ending leaves a lot of questions and<a name="bbcode_spoiler_anchor_86942_1"></a>
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A quick note: This write-up was difficult to do conceptualize mainly due to the nature and lack of information on how exactly certain things worked. I took a little liberty with things and sought to adapt them into mechanics I've used elsewhere, hence the FASER aspects.  <br />
<br />
You can find the episode across platforms such as YouTube, but I was not able to successfully make the link work. Check it out, it really is one of the best episodes, and not my only Radio write-up this year.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Mon, 05 Oct 2026 06:55:35 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86941,86941#msg-86941</guid>
            <title>27 Days of Halloween Redeux: The Beetle from &#039;The Beetle&#039; (1897) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86941,86941#msg-86941</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<b><span style="font-size:x-large"> The Beetle</span> </b><br />
<br />
<b><i>“Paul Lessingham!—Paul Lessingham!”</i></b><br />
<br />
<a href="https://ibb.co/fVh9YCF0" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/1YDMf9Q2/The-Beetle-Cover.jpg" class="bbcode" border="0" /></a><br />
<br />
<b>The Beetle</b><br />
<br />
F: Gd (10)<br />
A: Ex (20)<br />
S: Gd (10)<br />
E: Rm (30)<br />
R: Ex (20)<br />
I: In (40)<br />
P: Am (50)<br />
<br />
Health: 70<br />
Karma: 110<br />
Resources: Gd* (Although the influence of the Beetle could be debated to higher)<br />
Popularity: -10<br />
<br />
<b>Talents:</b><br />
The Beetle has displayed the following skills:<br />
<br />
<ul><li> Knowledge: Occult</li><li> Knowledge: Egyptian Religion</li><li> Knowledge: Human Nature</li><li> Mystic Origin*</li><li> Stealth</li><li> Multi-Lingual</li></ul>
<br />
<b>Powers:</b><br />
<br />
<b><i> The Beetle </i></b><br />
The being known as the Beetle is the supernatural antagonist of Richard Marsh's novel. Its actual nature is never conclusively explained. It appears in human form, is perceived at different times as male and female, can assume the form of an enormous beetle, and possesses extraordinary powers of mesmerism. The ambiguity surrounding the creature is an important element of the novel and should not be resolved into a specific supernatural species.<br />
<br />
<ul><li> <b>Transformation: Am (50):</b> The Beetle can physically change between a humanoid form and an enormous beetle-like form. Robert Holt witnesses the transformation directly. The change is genuine rather than an ordinary disguise. No other forms are clearly demonstrated, and the Beetle should not be treated as possessing unrestricted shape-shifting.</li><li> <b>Beetle Form: Rm (30):</b> In its insect form, the Beetle becomes a large, unnatural beetle capable of moving with decidedly nonhuman mobility. The form is especially useful for intrusion, concealment, and escape. The novel does not demonstrate flight, venom, armored skin, or other conventional insect-derived superpowers, and the form receives none.</li><li> <b>Mesmerism: Am (50):</b> The Beetle's principal supernatural ability is its extraordinary hypnotic influence. By fixing its attention upon a victim, speaking to the victim, and exerting its will, the Beetle can reduce even a resisting subject to virtual helplessness. A victim must make a Psyche FEAT against Am (50) intensity or fall under the Beetle's control.<br /> <br /> The effects demonstrated upon Robert Holt include:<br /> <ul><li> Preventing the victim from effectively resisting commands.</li><li> Compelling movement and actions against the victim's wishes.</li><li> Forcing the victim to answer questions.</li><li> Rendering the victim passive or helpless.</li><li> Sending the victim away to perform an assigned task.</li></ul> </li><li> <b>Mesmeric Command: In (40):</b> Once a victim has been thoroughly subjected to the Beetle's mesmerism, the Beetle can give that person instructions which continue to influence the victim after leaving its immediate presence. Robert Holt is compelled to enter Paul Lessingham's home and carry out the Beetle's orders. Treat such implanted commands as In (40) intensity.</li><li> <b>Mesmeric Paralysis: In (40):</b> The Beetle can use its hypnotic influence to effectively immobilize a victim who remains conscious but unable to make the body obey normally. This is an application of its Mesmerism rather than a separate telekinetic or neurological power.</li><li> <b>Unnatural Mobility: Ex (20):</b> The Beetle displays bodily movement and flexibility beyond what observers expect from an ordinary human being, particularly during transformation and while in beetle form. It receives Ex (20) ability when escaping confinement, squeezing through restrictive spaces, or performing similarly abnormal movement.</li><li> <b>Stealth: Ex (20):</b> The Beetle repeatedly operates through secrecy, nocturnal intrusion, stalking, and concealment. It may use Ex (20) ability when attempting to approach, observe, or withdraw without being detected.</li></ul>
<br />
<b>Contacts:</b><br />
<br />
<ul><li> The Egyptian cult associated with the Beetle</li><li> Individuals temporarily placed under the Beetle's mesmeric control</li></ul>
<br />
<b>Limitations:</b><br />
<br />
<ul><li> <b>Obsession — Paul Lessingham:</b> The Beetle's actions in England are centered upon Paul Lessingham. Lessingham had encountered the creature and its cult while traveling in Egypt and escaped them. The Beetle subsequently pursues revenge against him, and this fixation influences virtually every major action it takes in London.</li><li> <b>Physical Vulnerability:</b> Nothing in the novel establishes that the Beetle is invulnerable, regenerative, or incapable of being killed. It avoids direct physical danger rather than demonstrating immunity to it.</li><li> <b>Mesmerism Requires Domination:</b> The Beetle's control is most effective after it has psychologically overwhelmed a victim. Powerful resistance, outside intervention, or circumstances which interrupt the creature's influence may allow the victim an additional Psyche FEAT.</li><li> <b>Uncertain Nature:</b> The Beetle's true sex, age, origin, and biological nature remain unresolved. Characters perceive apparently contradictory physical characteristics, and the narrative never supplies a definitive supernatural classification for the creature.</li></ul>
<br />
<br />
<br />
<b><span style="font-size:x-large"> The Beetle Cult</span> </b><br />
<i>The Cult of Isis from Richard Marsh's The Beetle</i><br />
<br />
<b>Typical Cult Member</b><br />
<br />
<b>F:</b> Ty (06)<br />
<b>A:</b> Ty (06)<br />
<b>S:</b> Ty (06)<br />
<b>E:</b> Gd (10)<br />
<b>R:</b> Ty (06)<br />
<b>I:</b> Gd (10)<br />
<b>P:</b> Gd (10)<br />
<br />
Health: 28<br />
Karma: 26<br />
Resources: Ty (06)<br />
Popularity: 0/-10 in occult circles who know of them.<br />
<br />
<b>Talents:</b><br />
<br />
<ul><li> Knowledge: Cult Doctrine</li><li> Knowledge: Ancient Egyptian Religion</li><li> Stealth</li><li> Intimidation</li><li> Knife</li></ul>
<br />
<b>Powers:</b><br />
<br />
<b><i> The Cult </i></b><br />
The cult is encountered through Paul Lessingham's account of his experiences in Egypt. Lessingham enters the cult's sphere after becoming involved with a mysterious woman associated with it. He discovers that he has become a prisoner of a secret religious group whose practices include captivity and human sacrifice. The Beetle is intimately connected with this organization.<br />
<br />
Ordinary cult members are never demonstrated to possess the supernatural powers of the Beetle. The Cult of Isis members that were human have several pseudo-abilities which include: <br />
<br />
<ul><li> <b>Fanatical Loyalty: Ex (20):</b> Dedicated members may use Ex (20) Psyche when resisting intimidation or interrogation intended to make them betray the cult. This represents intense religious commitment rather than supernatural resistance.</li><li> <b>Secret Organization: Gd (10):</b> Within its own sanctuary and area of influence, the cult is capable of concealing its activities, guarding prisoners, controlling access to its rites, and coordinating its members. This represents organization rather than a superhuman ability.</li></ul>
<br />
<b>Contacts:</b><br />
<br />
<ul><li> The Beetle</li><li> Other members of the cult</li></ul>
<br />
<b>Limitations:</b><br />
<br />
<ul><li> <b>Normal Humans:</b> No ordinary member of the cult is clearly demonstrated to possess transformation, mesmerism, spellcasting, or other innate supernatural abilities.</li><li> <b>Secrecy:</b> The cult operates through isolation and concealment. Discovery of its sanctuary and practices greatly reduces its ability to control outsiders.</li><li> <b>Fanaticism:</b> Devoted members may place the cult's religious purposes above their personal safety.</li></ul>
<br />
<span style="font-size:medium">Fun Facts:</span><br />
- The Beetle debuted in 1897 at the same time as <b><i>Dracula</i></b> and outsold it 6 to 1 <br />
- The Beetle is a more complex novel and I've done my best to capture what I could, but there are a number of questionable events that occur with the Beetle's abilities. <br />
- The origin of what the Beetle actually is is never revealed, it is alluded to that the Temple of Isis that is destroyed later in the book is not filled with people, but beetle-like creatures.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sun, 04 Oct 2026 07:35:28 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86938,86938#msg-86938</guid>
            <title>28 Days of Halloween Redeux: Black Phillip, Thomasin, and the Witch of the Wood from &#039;The Witch&#039; (2015) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86938,86938#msg-86938</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" alt="WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE" border="0" /></a><br />
<br />
<br />
<b><span style="font-size:x-large"> Black Phillip</span> </b><br />
<br />
<b><i> “Wouldst thou like the taste of butter? A pretty dress? Wouldst thou like to live deliciously?” </i></b><br />
<br />
<br />
<a href="https://ibb.co/DDCSkrMp"><img src="https://i.ibb.co/Lzt26Ng5/Black-Philip.jpg" alt="Black-Philip" border="0" /></a><br />
<br />
Black Phillip<br />
Due to the nature of Black Philip as an incarnation of the devil, its FASERIP is not defined in a traditional sense. Black Philip appears as a normal large Swiss Valais Blackneck goat. Clearly there is something unusual about the goat, and on the surface, it appears to have the following stats…. although….it is not normal…not at any level.<br />
<br />
<b>F:</b> Gd (10)<br />
<b>A: </b> Gd (10)<br />
<b>S: </b> Ty (06)<br />
<b>E: </b> Rm (30)*<br />
<b>R: </b> Rm (30)<br />
<b>I: </b> In (40)<br />
<b>P: </b> Mn (75)*<br />
<b>Health:</b>56<br />
<b>Karma:</b>145<br />
<b>Popularity:</b> *<br />
<b>Resources: </b>*<br />
<br />
<b>Talents:</b><br />
Black Phillip has displayed the following abilities and knowledge<br />
<ul><li> Knowledge: Human Nature</li><li> Knowledge: Demonology</li><li> Mystic Origin*</li></ul>
<b>Powers:</b><br />
<b><i> Infernal Manifestation </i></b><br />
Black Phillip is the Devil manifesting in the form of a large black goat. His supernatural nature is not obvious to the family until the final events of the film. His demonstrated abilities are as follows:<br />
<ul><li> Goat Form: Black Phillip appears throughout the film as a large black billy goat. In this form he can pass as an ordinary animal and is capable of attacking physically. He kills William by repeatedly goring him. Treat his horns as a Gd (10) Edged attack.</li><li> Human Manifestation: After Thomasin calls upon him to speak, Black Phillip answers and is shown manifesting as a dark-clothed man behind her. The film does not establish the limits of this transformation, only that he can appear in human form when sealing his bargain.</li><li> Infernal Pact: Black Phillip can offer a willing person an infernal bargain. With Thomasin he promises worldly pleasures and asks her to sign his book. Treat the act of sealing the pact as Am (50) mystical ability; the target must consent.</li><li> Bestow Witchcraft: After Thomasin accepts the bargain and signs the book, she joins the witches and demonstrates supernatural levitation. Treat the empowerment granted through the pact as Rm (30) for the abilities actually demonstrated.</li><li> Supernatural Speech: Black Phillip is able to speak directly to Thomasin after she formally calls upon him. No broader telepathic ability is demonstrated in the film.</li><li> Variable Stats: The manifestation of Black Philip is what Black Philip chooses to manifest as, hence the scale for Resources and Popularity – Black Philip is capable of bestowing great power at a price. Everyone knows what Black Philip is, this is not in doubt…but confirmation is another thing. </li></ul>
<b>Contacts</b>:<br />
Black Phillip is associated with the witches who gather in the forest and with Thomasin after she accepts his bargain.<br />
<b>Limitations:</b><br />
Black Phillip is powerful, but the film shows important limits to how he operates:<br />
<ul><li> Temptation and Consent: Black Phillip does not simply force Thomasin into service. He tempts her and requires her agreement to sign his book before her initiation.</li><li> Unrevealed Scope: The full extent of Black Phillip’s supernatural abilities is never shown. Abilities beyond his manifestation, physical attack, speech, infernal bargain, and empowerment of Thomasin should not be assumed from the film alone.</li></ul>
<br />
<b><span style="font-size:x-large"> Thomasin</span> </b><br />
<b><i> “Black Phillip, I conjure thee to speak to me.” </i></b><br />
<br />
<br />
<a href="https://imgbb.com/"><img src="https://i.ibb.co/WWJvbbHL/Thomasin.jpg" alt="Thomasin" border="0" /></a><br />
<br />
Thomasin<br />
F: Pr (04)<br />
A: Ty (06)<br />
S: Pr (04)<br />
E: Ty (06)<br />
R: Ty (06)<br />
I: Gd (10)<br />
P: Ex (20)<br />
Health: 20<br />
Karma: 36<br />
Resources: Pr (04)<br />
Popularity: 0<br />
<b>Talents:</b><br />
Thomasin has displayed the following skills<br />
<ul><li> Knowledge: Colonial Household</li><li> Agriculture</li><li> Animal Handling</li></ul>
<b>Powers:</b><br />
<b><i> Initiated Witch </i></b><br />
Thomasin is an ordinary human for nearly the entire film. She gains supernatural ability only after accepting Black Phillip’s bargain and signing his book.<br />
<ul><li> Levitation/Flight: At the end of the film Thomasin rises from the ground with the witches gathered in the forest. Treat this as Rm (30) levitation/flight. No greater speed, range, or additional magical powers are demonstrated by Thomasin before the film ends.</li></ul>
<b>Contacts</b>:<br />
Thomasin has Black Phillip and the witches of the forest as contacts only after accepting the pact at the end of the film.<br />
<b>Limitations:</b><br />
Thomasin has the following limitations:<br />
<ul><li> Inexperienced: Thomasin’s only demonstrated supernatural feat is levitating with the coven. The film does not establish that she has mastered any other form of witchcraft.</li></ul>
 <br />
<br />
<b><span style="font-size:x-large"> The Witch of the Wood</span> </b><br />
<b><i> “What went we out into this wilderness to find?” </i></b><br />
<br />
<br />
<a href="https://imgbb.com/"><img src="https://i.ibb.co/wZFHzb2t/The-Witch-True.jpg" alt="The Witch True" border="0" /></a><br />
<br />
<br />
<br />
<a href="https://imgbb.com/"><img src="https://i.ibb.co/kL9YWCf/The-Witch.jpg" alt="The Witch" border="0" /></a><br />
(in her glamoured form)<br />
<br />
<br />
<br />
The Witch<br />
F: Ty (06)<br />
A: Gd (10)<br />
S: Pr (04)<br />
E: Gd (10)<br />
R: Gd (10)<br />
I: Ex (20)<br />
P: Rm (30)<br />
Health: 30<br />
Karma: 60<br />
Resources: Pr (04)<br />
Popularity: -20<br />
<b>Talents:</b><br />
The Witch has displayed the following skills<br />
<ul><li> Mystic Origin*</li><li> Occult Lore</li><li> Ritual Magic</li><li> Herbalism</li><li> Survival</li><li> Stealth</li></ul>
<b>Powers:</b><br />
<b><i> Witchcraft </i></b><br />
The witch living in the forest is a genuine practitioner of supernatural witchcraft. Only abilities directly demonstrated in the film are included below:<br />
<ul><li> Ritual Magic: The Witch abducts the infant Samuel, kills him, processes his remains, and uses them in the preparation of a magical ointment. Treat her demonstrated ritual magic as Rm (30). The ritual requires preparation and material components.</li><li> Flight: After applying the prepared ointment to a broom, the Witch is shown flying into the night. Treat this as Rm (30) flight while using the prepared magical medium.</li><li> Glamour/Transformation: The Witch later appears to Caleb as a young and attractive woman rather than the elderly figure seen earlier. Whether this is a physical transformation or magical glamour is not defined by the film. Treat the effect as In (40) disguise/illusion for purposes of deceiving normal senses.</li><li> Bewitchment: Caleb is drawn to the Witch in her young form and kisses her; afterward he becomes violently ill and displays unmistakably supernatural symptoms before dying. Treat the Witch’s demonstrated curse or bewitchment as Rm (30). The film does not explain its exact mechanics.</li></ul>
<b>Contacts</b>:<br />
The Witch is one of the witches associated with Black Phillip and the forest gathering shown at the end of the film.<br />
<b>Limitations:</b><br />
The Witch has the following limitations:<br />
<ul><li> Ritual Requirements: Her clearest magical working requires preparation, a victim, and the creation of an ointment before flight is demonstrated.</li><li> Undefined Magic: The film deliberately leaves much of the Witch’s magic unexplained. No additional powers beyond the demonstrated ritual magic, flight, glamour/transformation, and bewitchment are assumed.</li></ul>
<br />
<b>Fun Facts</b><br />
Just an excellent and creepy movie.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sat, 03 Oct 2026 06:47:15 -0600</pubDate>
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            <guid>https://classicmarvelforever.com/phorum/read.php?3,86936,86936#msg-86936</guid>
            <title>Songs with Comic Book Characters in it !!!!!!!!! (2 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?3,86936,86936#msg-86936</link>
            <description><![CDATA[ There are too many for us here to do a running tally of Comic Book Characters that <br />
are featured in the Title or Lyrics but  which are your favorites ?????/<br />
 <br />
Side Note : The band Wings had a song I never heard called :Magneto and Titanium Man [<a href="https://en.wikipedia.org/wiki/Magneto_and_Titanium_Man" target="_blank"  rel="nofollow">en.wikipedia.org</a>]<br />
Talk about writing a song so specific , Didn't know Sir Paul read comics!!!??<br />
<br />
Also of note was an instrumental by guitar legend Joe Satriani [<a href="https://en.wikipedia.org/wiki/Surfing_with_the_Alien" target="_blank"  rel="nofollow">en.wikipedia.org</a>]<br />
that had the Silver Surfer on the album cover !!!]]></description>
            <dc:creator>G.A.W.</dc:creator>
            <category>General Discussion</category>
            <pubDate>Tue, 06 Oct 2026 17:49:56 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86934,86934#msg-86934</guid>
            <title>29 Days of Halloween Redeux: Dr. Anton Mordrid from &#039;Dr. Mordrid&#039; (1992) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86934,86934#msg-86934</link>
            <description><![CDATA[ <a href="https://ibb.co/vChyFM7c" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/vChyFM7c/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-7c-RDE.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<b><span style="font-size:x-large"> Doctor Mordrid</span> </b><br />
<b><i> “My name is Anton Mordrid.” </i></b><br />
<br />
<br />
<a href="https://imgbb.com/" target="_blank"  rel="nofollow"><img src="https://i.ibb.co/xKhxcFpS/Doctor-Mordrid.jpg" class="bbcode" border="0" /></a><br />
<br />
<br />
<br />
Anton Mordrid<br />
<b>F:</b> Ex (20)<br />
<b>A: </b> Gd (10)<br />
<b>S: </b> Ty (06)<br />
<b>E: </b> Rm (30)<br />
<b>R: </b> Rm (30)<br />
<b>I: </b>  Rm (30)<br />
<b>P: </b> Am(50)<br />
Health: 66<br />
Karma: 110<br />
Resources: Gd (10)<br />
Popularity: General Public: 0, Occult Circles: 30<br />
<b>Talents:</b><br />
Doctor Mordrid has shown the following skills<br />
<ul><li> Mystic Origin*</li><li> Dimensional Lore</li><li> Ancient History</li><li> Archaeology</li><li> Investigation</li><li> Ancient Languages</li></ul>
<b>Powers:</b><br />
<b><i> Sorcerer </i></b><br />
Anton Mordrid is a powerful sorcerer from another dimension who serves as Earth’s guardian against Kabal. Mordrid possesses Am (50) mystical ability that is used for FEATs involving the control and application of his demonstrated magical powers rather than as permission for unrestricted spell effects. Mordrid can conjure effects that mirror other abilities, and has demonstrated the following abilities:<br />
<ul><li> </li><li> Telekinesis: Mordrid can move and manipulate objects at In (40) rank without physical contact. He can use the power with enough control to affect individual objects or use force against an opponent.</li><li> Mystic Energy: Mordrid can project destructive mystical energy at Rm (30) rank. These attacks inflict up to Rm (30) mystical energy damage.</li><li> Mystical Restraint: Mordrid can immobilize or hold a target through magical force at Rm (30) rank. A restrained target must overcome the rank of the effect to escape.</li><li> Animation of the Dead: Mordrid can animate skeletal remains at In (40) rank. At the museum, Mordrid animates a mammoth skeleton to fight the Tyrannosaurus rex skeleton animated by Kabal. The animated remains act under Mordrid’s direction while the spell is maintained.</li><li> Mystic Awareness: Mordrid can recognize supernatural activity, mystical objects, and disturbances connected to Kabal at Rm (30) rank.</li><li> Longevity: Mordrid is not a normal human and has existed for far longer than an ordinary human lifespan while retaining the appearance and physical capability of a man in his prime. Treat this as Am (50) resistance to normal aging. This provides no special resistance to physical injury.</li></ul>
<b>Contacts</b>:<br />
Mordrid has few conventional contacts, having lived apart from normal society for much of his mission on Earth.<br />
<ul><li> <b>Samantha Hunt:</b> Samantha Hunt is Mordrid’s neighbor and the woman who becomes personally involved in his struggle against Kabal. She initially knows Mordrid simply as the eccentric man living nearby, but gradually learns that he is actually a powerful sorcerer from another dimension. Samantha becomes Mordrid’s principal human ally in the film, helping him navigate events on Earth and remaining with him as the supernatural conflict with Kabal escalates.</li><li> <b>Monitor:</b> Monitor is the mysterious supernatural figure who serves as Anton Mordrid’s superior and the authority behind his mission on Earth. He appears to Mordrid through mystical means, communicating from beyond the normal human world and directing him in his role as Earth’s guardian. Monitor is the one who charges Mordrid with stopping Kabal and preventing the powerful Philosopher’s Stone from being used to open the gateway that would allow Kabal to bring his forces into Earth’s dimension.</li></ul>
<b>Limitations:</b><br />
Despite Mordrid’s magical abilities, he has several important limitations:<br />
<ul><li><b> A guardian’s duty: </b> Mordrid is charged with protecting Earth from Kabal and treats that responsibility as his primary purpose.</li><li> <b>Arch Enemy: Kabal:</b> Kabal is a powerful sorcerer and Anton Mordrid’s principal enemy. His goal is to obtain the Philosopher’s Stone and use it to open a dimensional gateway, allowing destructive supernatural forces from his realm to enter Earth.</li></ul>
<br />
<b>Fun Facts:</b><br />
<br />
- A request a little bit ago, hope you like it :D<br />
- Originally was planned as a <b><i>Doctor Strange</i></b> adaption, but pre-production took longer and the rights were lost, forcing the directors and producers ultimately to re-tool their ideas.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Fri, 02 Oct 2026 09:46:32 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86931,86931#msg-86931</guid>
            <title>30 Days of Halloween Redeux: Edward Lionheart from &#039;Theater of Blood&#039; (1974) (1 reply)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86931,86931#msg-86931</link>
            <description><![CDATA[ <a href="https://ibb.co/0j5yTsKG"><img src="https://i.ibb.co/0j5yTsKG/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-0r-Io-W-2.jpg" alt="WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-0r-Io-W-2" border="0" /></a><br />
<br />
<br />
<br />
<b><span style="font-size:x-large">EDWARD LIONHEART</span></b><br />
<br />
<b><i>“How many actors have destroyed themselves because they could not stand the indifference of the critics?”</i></b><br />
<br />
<br />
<br />
<br />
<br />
<a href="https://ibb.co/QjNPzz3n"><img src="https://i.ibb.co/vvP3gg6m/Edward-Lionheart.jpg" alt="Edward-Lionheart" border="0" /></a><br />
<br />
<br />
<b>F:</b> Ex (20)<br />
<b>A:</b> Gd (10)<br />
<b>S:</b> Ty (6)<br />
<b>E:</b> Rm (30)<br />
<b>R:</b> Gd (10)<br />
<b>I:</b> Ex (20)<br />
<b>P:</b> Rm (30)<br />
<br />
<b>Health:</b> 66<br />
<b>Karma:</b> 60<br />
<b>Resources:</b> Gd (10)<br />
<b>Popularity:</b> (As Stage Actor)15 (As Murderer) -10<br />
<br />
<b>Talents:</b><br />
<ul><li><b>Acting:</b> Lionheart is a veteran Shakespearean actor and gifted theatrical performer. He receives +2cs on FEATs involving acting, impersonation, or dramatic deception.</li><li><b>Disguise:</b> Lionheart is highly skilled with theatrical makeup, wigs, prosthetics, costumes, altered voices, and mannerisms.</li><li><b>Shakespeare:</b> Lionheart possesses encyclopedic knowledge of Shakespeare’s plays, particularly the roles and productions of his final theatrical season.</li><li><b>Blades:</b> Lionheart is trained with swords, knives, daggers, and similar edged weapons.</li><li><b>Stage Combat:</b> Lionheart is an experienced theatrical swordsman and physical performer.</li><li><b>Leadership*:</b> Lionheart commands the loyalty of the homeless people living around his abandoned theatre and organizes them as his acting company and assistants.</li></ul>
<br />
<b>Powers:</b><br />
<br />
Lionheart possesses no superhuman powers but several skills that make him almost superhuman:<br />
<br />
<ul><li><b><i>Master of Disguise:</i></b> Ex (20). Lionheart can convincingly alter his appearance, voice, and behavior sufficiently to approach people who knew him personally. Penetrating a prepared disguise requires an Intuition FEAT against Ex intensity.</li><li><b><i>Theatrical Deathtraps:</i></b> Ex (20). Given sufficient preparation, Lionheart can construct elaborate murder scenarios patterned after Shakespearean deaths.</li><li><b><i>Surprise:</i></b> Lionheart normally approaches his victims through disguise, deception, or carefully staged circumstances. If his deception succeeds, he receives normal benefits for surprise.</li><li><b><i>Fanatical Will:</i></b> Rm (30). Lionheart’s obsession with completing his revenge allows him to resist intimidation and attempts to force him to abandon his plans. It was his will that allowed him to survive his near fatal flaw, and his will that allows him to operate with ruthlessness.</li></ul>
<br />
<b>Contacts:</b><br />
<ul><li><b>Edwina Lionheart:</b> Lionheart’s devoted daughter and accomplice.</li><li><b>The Dregs:</b> A group of homeless people who shelter in Lionheart’s abandoned theatre and serve as his supporting company and assistants.</li></ul>
<br />
<b>Limitations:</b><br />
<ul><li><b>Obsessive Revenge:</b> Lionheart is determined to destroy the theatre critics he holds responsible for humiliating him and denying him the Critics’ Circle award.</li><li><b>Shakespearean Compulsion:</b> Lionheart patterns his revenge upon deaths and punishments from Shakespeare, turning the murders into his final theatrical season.</li><li><b>Vanity:</b> Lionheart’s pride in his ability as a Shakespearean actor can override his caution or disrupt his plans…such as Peregrine Devlin’s refusal to recant or his overwhelming desire to be recognized as the greatest actor of his generation.</li></ul>
<br />
<b><span style="font-size:x-large">LIONHEART’S FINAL SEASON</span></b><br />
<br />
<ul><li><b>George Maxwell — Julius Caesar:</b> Lionheart and his followers surround Maxwell and stab him repeatedly, recreating the assassination of Caesar.</li><li><b>Hector Snipe — Troilus and Cressida:</b> Snipe is killed with a spear and his body is dragged behind a horse, echoing the fate of Hector.</li><li><b>Horace Sprout — Cymbeline:</b> Lionheart decapitates Sprout while he sleeps and leaves the severed head in the bedroom, reproducing the play’s episode involving Cloten.</li><li><b>Trevor Dickman — The Merchant of Venice:</b> Disguised as the flamboyant hairdresser Butch, Lionheart immobilizes Dickman and cuts the demanded “pound of flesh” from him.</li><li><b>Oliver Larding — Titus Andronicus:</b> Lionheart kills Larding’s beloved dogs, bakes them into pies, and forces Larding to eat them, recreating the grotesque banquet in which Tamora is unknowingly served her sons.</li><li><b>Peregrine Devlin — Romeo and Juliet:</b> Lionheart challenges Devlin to a sword fight modeled on Shakespearean stage combat. Devlin survives the attempt.</li><li><b>Solomon Psaltery — Othello:</b> Lionheart manipulates the jealous Psaltery into believing his wife is having an affair. Psaltery murders her, unknowingly playing Othello to Lionheart’s Iago.</li><li><b>Chloe Moon — Henry VI, Part One:</b> Lionheart arranges for Moon to be electrocuted through her hair curlers, his modern equivalent of Joan of Arc being burned at the stake.</li><li><b>Meredith Merridew — Richard III:</b> Merridew is drowned in a cask of wine, recreating the murder of George, Duke of Clarence, in a butt of malmsey.</li><li><b>Peregrine Devlin — King Lear:</b> Lionheart abducts Devlin for his finale and prepares to blind him in imitation of Gloucester. The performance collapses before Lionheart can complete the murder and Devlin escapes.</li></ul>
<br />
<b>Additional Notes: </b><br />
- Both Vincent Price and Diana Riggs enjoyed making the film, and both considered it a personal favorite. <br />
- There are a number of similarities to <b><i>The Abominable Dr. Phibes</i></b> and Price and others commented that it was intentional and meant to be a little homage.<br />
- Vince Price played Richard III once before....sort of....in Roger Corman's 1962 <b><i>Tower of London</i></b>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Thu, 01 Oct 2026 11:15:45 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86930,86930#msg-86930</guid>
            <title>31 Days of Halloween Redeux: The Crimson Ghost from &#039;The Crimson Ghost (1946) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86930,86930#msg-86930</link>
            <description><![CDATA[ <a href="https://ibb.co/0j5yTsKG"><img src="https://i.ibb.co/0j5yTsKG/WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-0r-Io-W-2.jpg" alt="WKbh-Qp-PBkh-Mm-Dn3-Vuz8r-0-0r-Io-W-2" border="0" /></a><br />
<br />
<span style="font-size:x-large"><b><span style="color:#FF0000">THE CRIMSON GHOST</span></b></span><br />
<i><b> Now your own life is forfeit! </b></i><br />
<br />
<a href="https://ibb.co/5WGdhhCt"><img src="https://i.ibb.co/8DNJggGT/The-Crimson-Ghsot.jpg" alt="The Crimson Ghsot" border="0" /></a><br />
<br />
<br />
Supposed real name was Professor Parker, possibly an alias. <br />
<br />
<br />
<b>F:</b> Gd (10)<br />
<b>A:</b> Gd (10)<br />
<b>S:</b> Ty (6)<br />
<b>E:</b> Gd (10)<br />
<b>R:</b> Rm (30)<br />
<b>I:</b> Ex (20)<br />
<b>P:</b> Ex (20)<br />
<br />
<b>Health:</b> 36<br />
<b>Karma:</b> 70<br />
<b>Resources:</b> Ex (20)<br />
<b>Popularity:</b> -20 (as the Crimson Ghost), 0 as Professor Parker<br />
<br />
<span style="font-size:large"><b>TALENTS</b></span><br />
<br />
<ul><li><b>Engineering:</b> Parker possesses substantial technical knowledge and receives a +1CS on Reason FEATs involving the construction, modification, or operation of sophisticated machinery.</li><li><b>Electronics:</b> Parker receives a +1CS on Reason FEATs involving electrical equipment, control systems, communications equipment, and similar devices.</li><li><b>Physics:</b> Parker possesses advanced scientific knowledge appropriate to his university position and his understanding of the Cyclotrode.</li><li><b>Crime:</b> The Crimson Ghost receives a +1CS on Reason FEATs involving criminal planning, sabotage, theft, kidnapping, infiltration, and the organization of complex criminal operations.</li><li><b>Leadership:</b> The Ghost effectively commands a sizable organization of henchmen, technicians, and specialists.</li><li><b>Guns:</b> Parker may use conventional firearms with a +1CS Agility bonus.</li></ul>
<br />
<span style="font-size:large"><b>POWERS</b></span><br />
<br />
<br />
<b>Criminal Mastermind: Rm (30) </b><br />
<br />
Parker is an exceptionally capable planner. Given time to prepare an operation, he receives a +1CS on Reason FEATs involving coordinating multiple groups of henchmen, arranging thefts and kidnappings, scientific or industrial sabotage, setting ambushes and diversions, concealing the actual objective of an operation, and maintaining several layers between himself and the crime.In addition, if cornered or killed (earlier in the serial), the Crimson Ghost may make a Criminal Mastermind check to avoid the trap or capture, within reason and the Judge's discretion. <br />
<br />
<br />
<br />
<span style="font-size:large"><b>EQUIPMENT</b></span><br />
<br />
<b>Crimson Ghost Costume</b><br />
<br />
Parker's costume consists of a flowing crimson robe and hood surrounding the character's distinctive skull-like mask. The costume provides no meaningful Body Armor but completely conceals his identity while worn and grants a +1cs on Intimidation checks.<br />
<br />
<b>Control Collars: Rm (30)</b><br />
<br />
The Crimson Ghost uses electronic collars capable of compelling the wearer to obey his commands. Once secured around a victim's neck, the device functions as technological Mind Control at Remarkable (30) rank.<br />
<br />
The collars are also designed to kill the wearer if forcibly removed. One of the Ghost's henchmen dies when his collar is removed. Duncan Richards later succeeds in removing Diana's collar without killing her.<br />
<br />
<b>Communications and Control Equipment: Ex (20)</b><br />
<br />
The Ghost's headquarters contains equipment used to communicate with agents and transmit commands to controlled subjects.<br />
<br />
<br />
<span style="font-size:large"> <b>HENCHMEN AND ASSOCIATES</b></span><br />
<br />
<b>Ashe</b><br />
<br />
Ashe is the Crimson Ghost's principal field operative. He repeatedly carries out important assignments for Parker and is skilled enough at disguise to impersonate a doctor during the attempt to remove Diana's control collar.<br />
<br />
<b>Bain</b><br />
<br />
Bain is a scientist working for the Crimson Ghost. He devises a means of producing heavy water without uranium after the Ghost's attempts to obtain the required materials fail.<br />
<br />
<span style="font-size:large"><b>THE CYCLOTRODE X</b></span><br />
<br />
The Cyclotrode X is invented by <b>Dr. Chambers</b>, not Professor Parker.<br />
<br />
It is designed to repel atomic-bomb attacks and can detect and disable electrically dependent targets. Chambers demonstrates the machine by detecting and bringing down a model airplane. After Chambers destroys the original device to prevent its theft, the Ghost learns that a duplicate Cyclotrode exists in a bonded warehouse. Under the influence of a control collar, Chambers retrieves it.<br />
<br />
<b>Electrical Detection: Am (50)</b><br />
<br />
The Cyclotrode can detect electrically dependent machinery within its effective range.<br />
<br />
<b>Electrical Disruption: Mn (75)</b><br />
<br />
The Cyclotrode can disable or interfere with electrically powered machinery. Chambers, while controlled by the Ghost, uses it against Duncan Richards' automobile and nearly sends him over a cliff.<br />
<br />
<span style="font-size:large"><b>THE ENLARGED CYCLOTRODE</b></span><br />
<br />
After Chambers' death, the Crimson Ghost decides to build a larger Cyclotrode himself, one intended to cripple entire cities. The Crimson Ghost's organization attempts to obtain heavy water and later refined uranium. Bain eventually develops a method of making heavy water without uranium, allowing Parker's organization to complete the enlarged machine at the mansion hideout.<br />
<br />
<b>Electrical Disruption: Mn (75)</b><br />
<br />
The larger  Cyclotrode is intended to disable electrical systems on a citywide scale.<br />
<br />
The machine remains physically vulnerable. Richards ultimately stops it by shooting the device.<br />
<br />
<span style="font-size:large"><b>THE DEATH RAY</b></span><br />
<br />
After the Ghost orders Chambers to construct a larger Cyclotrode, Chambers instead secretly builds a death ray as a trap. Richards nearly steps into its path, and Chambers is killed when he leaps forward to save him.<br />
<br />
The death ray is Chambers' creation and is not standard equipment belonging to the Crimson Ghost. The death ray does Am (50) damage, capable of incinerating a person instantly if they do not make a rank intensity Endurance FEAT. <br />
<br />
<span style="font-size:large"><b>CONTACTS</b></span><br />
<br />
<ul><li><b>Ashe:</b> Parker's chief field operative.</li><li><b>Bain:</b> Scientist employed by Parker who develops a means of producing heavy water without uranium.</li><li><b>Criminal Organization:</b> The Crimson Ghost commands numerous armed henchmen and technicians.</li><li><b>University Faculty:</b> Parker is one of Chambers' fellow professors, alongside Richards, Anderson, Van Wyck, and Maxwell.</li></ul>
<br />
<span style="font-size:large"><b>LIMITATIONS</b></span><br />
<br />
<ul><br /> <li><b>Secret Identity:</b> Parker's effectiveness depends heavily upon concealing that Professor Parker and the Crimson Ghost are the same man.</li><li><b>Reliance on Henchmen:</b> Many of Parker's operations are carried out by Ashe or other agents. The Ghost rarely engages directly.</li><li><b>Technology Dependent:</b> The Ghost's greatest advantages come from technological devices and prepared facilities. The Ghost is over-reliant on the technology he creates or acquires. </li></ul>
<br />
<b><i>Fun Facts:</i></b><br />
The Misfits used the Crimson Ghost for their band's logo and the Ghost has appeared as part of their stage show. <br />
Clayton Moore starred as Ashe, the Crimson Ghost's number #1 thug.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Wed, 30 Sep 2026 12:59:07 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?5,86928,86928#msg-86928</guid>
            <title>AI Art and cataloguing TSR-Marvel RPG sessions (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?5,86928,86928#msg-86928</link>
            <description><![CDATA[ Too bad AI wasn't a thing back when we played the Marvel RPG every day as kids / teens ( or any RPG )<br />
<br />
Would have been cool to Catalogue each session into a mini-AI art comic . Whether it was an all Canon MArvel characters campaign or <br />
an All new created characters campaign or a mix.<br />
<br />
The simple fact is I can not draw . Now one could get AI to spit out  pictures of created characters with ease.<br />
<br />
An interesting way to document all our gaming memories ....]]></description>
            <dc:creator>G.A.W.</dc:creator>
            <category>Artwork &amp; Videos</category>
            <pubDate>Tue, 29 Sep 2026 15:35:10 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?3,86921,86921#msg-86921</guid>
            <title>Batman vs.  Doctor Doom. (9 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?3,86921,86921#msg-86921</link>
            <description><![CDATA[ A Marvel/DC crossover I would absolutely pay to see:<br />
<br />
Batman vs. Doctor Doom.<br />
<br />
Two men who lost their parents at a very young age. Both became extremely wealthy. Both are brilliant. And both are honorable—but according to their own code.<br />
Obviously, Doom has the advantage in raw power. If this were simply a matter of who could obliterate the other, Batman wouldn't stand much of a chance.<br />
But that isn't what would make this battle interesting.<br />
<br />
The real battle would be their minds, egos, and tactics.<br />
<br />
I'd give Doom the edge big edge in intelligence, but Batman the edge in tactics, preparation and keeping his ego under control.<br />
<br />
Willpower? That's a draw.<br />
<br />
The story could be even better if neither man is actually trying to kill the other. They are forced into an alliance because each needs something only the other can provide.<br />
<br />
The deal?<br />
<br />
The winner gets a favor from the loser.<br />
<br />
And by the end of the story, both men find themselves in a situation where they desperately need that favor. And neither can do it by themselves.. the have failed many times.<br />
<br />
Who wins?<br />
<br />
Honestly, I don't even need to know before I buy the comic / see the movie. <br />
<br />
I'd pay $20 to read it and $50.00 to see it.]]></description>
            <dc:creator>Taarna</dc:creator>
            <category>General Discussion</category>
            <pubDate>Sun, 04 Oct 2026 04:58:42 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?9,86917,86917#msg-86917</guid>
            <title>WHy is there Stat Bloat and Power Creep in HOMEBREW???????/ (1 reply)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?9,86917,86917#msg-86917</link>
            <description><![CDATA[ I noticed in ( more than 50% ) half the Homebrew write-ups of niche , obscure or well known Comic Book characters <br />
there seems to be high levels of increased stat abilities , powers, ranks ( which means more Health and Karma ) <br />
<br />
and overall Kick-Ass - ness ,<br />
<br />
??? ---- Perhaps the fan is a fan and wants to power up the character or maybe the use of the Imbalanced Ultimate Powers book used for some Characters and not others , or maybe " that one time at band camp in that ONE issue Hero X did a thing so they stat that for the Hero X forever???<br />
<br />
Everyone seems to have Amazing Fighting or Agility or whatever ......]]></description>
            <dc:creator>G.A.W.</dc:creator>
            <category>Your Favorites &amp; Game Revisions</category>
            <pubDate>Sun, 27 Sep 2026 00:07:03 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?3,86915,86915#msg-86915</guid>
            <title>Ex- RPG Artists who got into Comics !!! List: (1 reply)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?3,86915,86915#msg-86915</link>
            <description><![CDATA[ For those who have multiple hobbies I give you the 1st batch of artists who worked on tabletop RPG material but<br />
later broke into comic books !!!!!!!!!!!!!<br />
<br />
1- Flint Henry , I discovered his interior art in the 3rd party module Cloudland [<a href="https://en.wikipedia.org/wiki/Cloudland_(adventure" target="_blank"  rel="nofollow">en.wikipedia.org</a>])<br />
[<a href="https://dc.fandom.com/wiki/Category:Flint_Henry/Penciler" target="_blank"  rel="nofollow">dc.fandom.com</a>] <br />
<br />
2- Bill Willingham , his D&amp;D art is legendary and his work in comics like The Elementals and Fables are also well known!!!<br />
[<a href="https://www.pinterest.com/daggerlongshanks/bill-willingham/" target="_blank"  rel="nofollow">www.pinterest.com</a>]<br />
<br />
3- Tim Truman , The guy who co-created Grimjack and Scout who also did cool work for Conan !!<br />
[<a href="https://www.pinterest.com/search/pins/?q=Tim%20Truman%20D%26D&amp;rs=typed" target="_blank"  rel="nofollow">www.pinterest.com</a>]<br />
<br />
keep it going if , like me , you were into RPG's and Comics <br />
<br />
PS-side note: I did not include works by Larry Elmore or David A. Trampier only because most of their comic work was collected strips from Dragon Magazine]]></description>
            <dc:creator>G.A.W.</dc:creator>
            <category>General Discussion</category>
            <pubDate>Sat, 26 Sep 2026 19:58:38 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86909,86909#msg-86909</guid>
            <title>The Batman Who Laughs...before he became ridiculous (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86909,86909#msg-86909</link>
            <description><![CDATA[ These are the stats of the Joker-infused Batman from Earth -22. In my opinion he started out as a good character before they made him into a ridiculous God-killing character. So for a very challenging villain for your campaign, here is the deadly Batman.<br />
<br />
<span style="font-size:large">BATMAN WHO LAUGHS</span><br />
<br />
<b>STATISTICS</b><br />
<br />
<b>F )</b>     AM (50)<br />
<b>A )</b>     AM (50)<br />
<b>S )</b>     EX (20)<br />
<b>E )</b>     RM (30)<br />
<b>R )</b>     RM (30)<br />
 <b>I )</b>     AM (50)<br />
<b>P )</b>     IN (40)<br />
<br />
Health:  150<br />
Karma:  120<br />
Resources:  AM (50)<br />
Popularity:  -6<br />
<br />
Height:  6’2”<br />
Weight:  210 lbs.<br />
Eyes:  Blue<br />
Hair:  Black<br />
<br />
<b>BACKGROUND</b><br />
Real Name: Bruce Wayne<br />
Occupation: Serial Killer<br />
Legal Status: US citizen of alternate dimension<br />
Identity: Secret<br />
Place of Birth: Gotham City, NJ<br />
Marital Status: Single<br />
Known Relatives: Thomas (father, deceased), Martha (mother, deceased)<br />
Base of Operations: Gotham City<br />
Group Affiliations: Justice League<br />
<br />
<b>EQUIPMENT</b><br />
<i>Bat-suit</i>:  EX (20) resistance to physical, TY (6) to energy attacks, RM (30) vs Fire, Heat<br />
<br />
<i>Dark Metal Visor</i>: Using the visor, Laughs could peer through the membrane to the Dark Multiverse and see things which people most feared and desire. The visor, which was made of Dark Metal, was able to filter out the dark energy and the noise in order to focus on what he wanted to see. It also acted as the Batman Who Laugh’s tether to the Dark Multiverse, as without it, he would cease to exist in the normal multiverse.<br />
<br />
<i>Stealth</i>:  EX (20) in shadows<br />
<br />
<i>Iron Will</i>:  GD (10)<br />
<br />
<br />
<b>TALENTS</b><br />
Martial Arts A,B,C,D, &amp; E; Wrestling; Acrobatics; Tumbling; Detective/Espionage(+3CS); Disguise/Actor; Resist Domination; Marksman; Weapons Master; Weapon Specialist: Batweapons; Computers; Forensics; Psychology; Kit bashing; Pilot: Helicopters to Jet Fighters; Horsemanship; Escape Artist; Leadership; Tracking; Medicine; First-Aid; Law; Law-Enforcement; Criminology; Intimidation/Interrogation; Engineering; Biology; Chemistry; Physics; Biochemistry; Computer Engineer; Electronics; Business/Finance; Languages: English, French, Spanish, Russian, Japanese, Mandarin, Cantonese, Filipino, Korean, Arabic, Turkish, Polish, German, Latin, Greek, Italian, Portuguese, French, Hebrew, Thai, Vietnamese.<br />
<br />
<b>CONTACTS</b><br />
Alfred Pennyworth, his Robins<br />
<br />
<b>ROLE-PLAYING NOTES</b><br />
The Batman Who Laughs is a twisted and malevolent soul. Born from the fusion of Batman and his arch-nemesis, the Joker, he possesses the strategic genius of the Dark Knight combined with the chaos and unpredictability of the Clown Prince of Crime. The Batman Who Laughs is characterized by his sadistic and nihilistic worldview, reveling in chaos and destruction as he seeks to spread his nightmarish vision of reality across the multiverse. Despite his dark and monstrous nature, he retains a chilling sense of humor and cunning intellect, making him a formidable adversary.<br />
<br />
<b>HISTORY</b><br />
The story of the Batman of Earth -22 was not much different from that of any other version of the Caped Crusader. When he was a boy, Bruce Wayne watched his parents get murdered in an alleyway. Vowing vengeance against crime, he trained for years and became the hero Batman, fighting super villains in Gotham City.<br />
<br />
Batman took on many sidekicks as a vigilante, including Batgirl, Nightwing, Red Hood and Red Robin, as well as a son he had sired named Damian Wayne.<br />
<br />
Bruce was a member of the Justice League. When the Lex Luthor of his world decided to become a hero and tried to convince the League to let him join, Batman was the only one to oppose his acceptance, as he knew Luthor didn't really believe in being a hero but only was interested in himself.<br />
<br />
Everything went sideways for Batman when the Joker started a killing spree across Gotham City; the clown had discovered that he was dying from the same chemicals that had turned him into what he was and wanted to take everyone with him. He murdered all of Batman's enemies including the Penguin, Catwoman, Killer Croc and the Ventriloquist. The Joker also killed Batman's friend Commissioner Jim Gordon, who accidentally sprung an acid trap in his notebook and melted his face off.<br />
<br />
Batman was later drugged by Joker, temporarily paralyzing his body but not his mind, so he could witness the chaos he caused without being able to do anything about it. The Joker bombed a hospital in front of Bruce and, to make it personal, shot dead the parents of many young children in front of him before proceeding to inject the children with an incurable, irreversible strain of Joker Venom. According to the Joker, he did this in order to create a hybrid of both Batman and the Joker.<br />
<br />
Batman eventually regained movement and, so traumatized and angry over what he had witnessed, grabbed the Joker and broke his neck. Unbeknownst to Batman though, the Joker exhaled a toxin contained in his heart, which infected anyone close to him if he died. In this case, it was Batman.<br />
<br />
Two days after the murder of the Joker, Batman and Superman talked about what had happened. Though he felt no guilt, he affirmed that he was not planning to make killing a regular thing. Superman assured him that the S.T.A.R. Labs branch in Metropolis had agreed to take care of all the kids who had been infected by the Joker Venom. When Superman mentioned how one of the children bit one of the doctors, Batman let out a small laugh which surprised both of them.<br />
<br />
Three days later, Batgirl, Nightwing, Red Hood and Red Robin were training in the Batcave and talked to Bruce about his worsening condition. Though they all offered to help the Bat however they could, Batman rebutted that he didn't want any help and revealed that the real reason he called them was that he knew they would be the first to notice something was wrong with him and warn the other heroes, something he couldn't allow to happen. And then he surprised them by doing something they were unprepared for: pull out a pair of hidden machine guns and shoot them all dead.<br />
<br />
Bruce later convinced his son Damian to join his side and transformed the boy with Joker Venom to be like him. He also retrieved all the Joker-transformed children from the original attack and turned them into his new army of pet Rabid Robins.]]></description>
            <dc:creator>davidrpaige</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sat, 26 Sep 2026 16:08:57 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86908,86908#msg-86908</guid>
            <title>The Penny Plunderer (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86908,86908#msg-86908</link>
            <description><![CDATA[ <span style="font-size:large">The Penny Plunderer</span><br />
<br />
<b>STATISTICS</b><br />
<br />
<b>F</b>	PR (4)<br />
<b>A</b>	GD (10)<br />
<b>S</b>	PR (4)<br />
<b>E</b>	TY (6)<br />
<b>R</b>	TY (6)<br />
 <b>I</b>	EX (20)<br />
<b>P</b>	PR (4)<br />
<br />
Health:  24<br />
Karma:  30<br />
Resources:  PR (4)<br />
Popularity:  0<br />
<br />
Height:  5’6”<br />
Weight:  130 lbs.<br />
Eyes:  Green<br />
Hair:  Black<br />
<br />
<b>BACKGROUND</b><br />
Real Name: Joseph Coyne<br />
Occupation: Criminal<br />
Legal Status: US citizen<br />
Identity: Public<br />
Place of Birth: Gotham City, NJ<br />
Marital Status: Single<br />
Known Relatives: None<br />
Base of Operations: A Penny Arcade in Gotham City<br />
Group Affiliations: None<br />
<br />
<b>KNOWN POWERS</b><br />
<i>Penny Power</i>: GD (10) ability to shoot bursts of pennies from his fists. Each burst consists of 100 pennies that can be tuned to hit either a concentrated mass (such as a ball or fist) or spread out like buckshot.<br />
<br />
He may also spread the pennies on the floor in front of an unprepared foe to present a slipping hazard that requires an Agility Feat to avoid falling and becoming prone for one turn.<br />
<br />
<b>TALENTS</b><br />
None<br />
<br />
<b>CONTACTS</b><br />
None<br />
<br />
<b>ROLE-PLAYING NOTES</b><br />
Penny Plunderer is driven by a narrow, obsessive fixation that borders on compulsion. Once an otherwise ordinary criminal, his psyche fractures around a symbolic attachment to pennies, which he elevates into a personal motif and justification for his crimes. He tends to be single-minded, ritualistic, and somewhat delusional, viewing his penny-themed gimmicks as clever or poetic rather than absurd.<br />
<br />
<b>HISTORY</b><br />
Growing up penniless, Joseph Coyne worked as a newspaper boy to earn money for himself, selling papers for a mere penny. As an adult, Coyne was fired after he got caught gambling with pennies. He then attempted to rob a store but found only pennies in the register and was caught. In prison, Joe Coyne decided to theme himself around pennies and go by the alias Penny Plunderer.<br />
<br />
After exiting prison, The Penny Plunderer built a penny arcade as his secret base. He planned to use a giant penny to kill Batman, but was defeated when he found out he was unable to use a pay phone to call his henchmen for help, as it required a nickel when the Penny Plunderer only had five pennies. Penny Plunderer thus surrendered to Batman and was arrested; a penny newspaper later announced that a Gotham court had sentenced the Penny Plunderer to jail. The giant penny was subsequently given to Batman and is currently displayed as a trophy in the Batcave.<br />
<br />
He later escaped jail with a few other convicts. One happened to be a wizard, and in payback for helping him escape, he cast a spell on Joe that let him manifest pennies in a variety of ways. The Penny Plunderer committed new penny-themed crimes with his new abilities. He has not been successful in any of his schemes.]]></description>
            <dc:creator>davidrpaige</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sat, 26 Sep 2026 00:16:21 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86904,86904#msg-86904</guid>
            <title>Mystery Inc (Scooby-Do and gang) (3 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86904,86904#msg-86904</link>
            <description><![CDATA[ <span style="font-size:medium">Norville "Shaggy" Rogers</span><br />
<br />
<b>STATISTICS</b><br />
<br />
<b>F</b> TY (6)<br />
<b>A</b> EX (20)<br />
<b>S</b> TY (6)<br />
<b>E</b> GD (10)<br />
<b>R</b> TY (6)<br />
<b>I</b> EX (20)<br />
<b>P</b> TY (6)<br />
<br />
Health: 42<br />
Karma: 32<br />
Resources: TY (6)<br />
Popularity: 6<br />
<br />
Height: 6’0”<br />
Weight: 160 lbs.<br />
Eyes: Black<br />
Hair: Brown<br />
<br />
<b>BACKGROUND</b><br />
Real Name: Norville Rogers<br />
Occupation: Student<br />
Legal Status: US citizen, legal minor (17 years old)<br />
Identity: No dual identity<br />
Place of Birth: Citrusville, FL<br />
Marital Status: Single<br />
Known Relatives: Colton (father); Paula (mother)<br />
Base of Operations: Citrusville<br />
Group Affiliations: Mystery Inc.<br />
<br />
<b>KNOWN POWERS</b><br />
<i>Eldritch Luc</i>k: EX (20) if fail a Dodge/Evade/Escape roll, Power FEAT to succeed<br />
<br />
<b>TALENTS</b><br />
Stealth; Evasion; Acrobatics; Improvised Weapons; Cooking; Animal Handling; Investigation (Situational)<br />
<br />
<b>CONTACTS</b><br />
Mystery Inc.; Scooby-Doo; Jennifer Kale; Colton [Health Food Restaurant Owner (“Green Bite Café”)]; Paula (Veterinary Technician)<br />
<br />
<b>ROLE-PLAYING NOTES</b><br />
Shaggy is easygoing, kindhearted, and deeply loyal, though easily frightened by anything remotely supernatural. Despite his fear, he consistently shows bravery when his friends — especially Scooby — are in danger. His humor and laid-back attitude help relieve tension, and his instincts often lead the group into unexpected discoveries.<br />
<br />
<b>HISTORY</b><br />
Norville Rogers has lived in Citrusville his entire life, spending much of his childhood wandering near the outskirts of the swamp with his loyal dog Scooby-Doo. Known at Citrusville High for his relaxed attitude and love of food, Shaggy never expected to become involved in dangerous<br />
mysteries.<br />
<br />
His first brush with the strange came after encountering bizarre creatures and illusions near the swamp while camping, events later connected to distortions from the Nexus of All Realities. Seeking safety in numbers, he joined Fred, Velma, and Daphne in investigating further incidents.<br />
<br />
Although terrified of monsters and ghosts, Shaggy’s survival instincts and quick reflexes make him an essential member of Mystery Inc, frequently stumbling upon clues while trying to escape frightening situations.<br />
<br />
<br />
<hr class="bbcode" />
<br />
<span style="font-size:medium">Scooby-Do</span><br />
<br />
<b>STATISTICS</b><br />
<br />
<b>F</b> TY (6)<br />
<b>A</b> EX (20)<br />
<b>S</b> GD (10)<br />
<b>E</b> EX (20)<br />
<b>R</b> TY (6)<br />
<b>I</b> EX (20)<br />
<b>P</b> TY (6)<br />
<br />
Health: 56<br />
Karma: 32<br />
Resources: FE (2)<br />
Popularity: 10<br />
<br />
Height: 3’0”<br />
Weight: 165 lbs.<br />
Eyes: Brown<br />
Fur: Brown<br />
<br />
<b>BACKGROUND</b><br />
Real Name: Scooby-Doo<br />
Occupation: Pet<br />
Legal Status: None, 7 years old<br />
Identity: No dual identity<br />
Place of Birth: Citrusville, FL<br />
Marital Status: Not applicable<br />
Known Relatives: Old Man Harper (breeder)<br />
Base of Operations: Citrusville<br />
Group Affiliations: Mystery Inc.<br />
<br />
<b>KNOWN POWERS</b><br />
<i>Eldritch Luck</i>: EX (20) if fail a Dodge/Evade/Escape roll, Power FEAT to succeed<br />
<i>Limited Speech</i>: TY (6) communication with humans<br />
Fear Sense: Intuition FEAT to detect danger before humans notice.<br />
<br />
<b>TALENTS</b><br />
Tracking (Scent); Stealth; Acrobatics; Comedy; Alertness; Animal Empathy<br />
<br />
<b>CONTACTS</b><br />
Shaggy; Mystery Inc.; Paula Rogers (Shaggy’s mother) Vet Clinic; “Old Man” Harper<br />
<br />
<b>ROLE-PLAYING NOTES</b><br />
Scooby-Doo is affectionate, food-motivated, and prone to panic, yet fiercely devoted to Shaggy and the rest of Mystery Inc. Though easily scared, his loyalty pushes him to face danger when his friends need help. Scooby’s expressive personality and uncanny instincts often alert the team to threats before they fully understand what they are facing.<br />
<br />
<b>HISTORY</b><br />
Scooby-Doo is a highly intelligent Great Dane who has lived with Shaggy’s family in Citrusville since he was a puppy. Growing up near the<br />
swamp exposed Scooby to unusual environmental energies emanating from the Nexus of All Realities, which may explain his unusual intelligence and limited ability to communicate with humans.<br />
<br />
After accompanying Shaggy on a camping trip that led to a terrifying encounter with swamp phenomena, Scooby became an unexpected participant in the group’s early investigations. Despite his fear of monsters and ghosts, Scooby repeatedly proves courageous when protecting his friends.<br />
<br />
As Mystery Inc began tackling increasingly strange cases involving dimensional disturbances and mysterious creatures around Man-Thing’s<br />
swamp, Scooby emerged as both mascot and essential team member — especially when his instincts sense danger long before others do.]]></description>
            <dc:creator>davidrpaige</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sat, 26 Sep 2026 00:00:19 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?3,86896,86896#msg-86896</guid>
            <title>How to roll up Multi-Class Origin hero/villain Characters??? (7 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?3,86896,86896#msg-86896</link>
            <description><![CDATA[ If one were not using the UPB and was using core rule books how to have a <br />
*** small chance of rolling up a Multi-Origin ( D&amp;D term: multi class ) character??<br />
<br />
Dice Roll -- Origin<br />
01-30       Altered Human<br />
31-60       Mutant<br />
61-90       Hi-Tech<br />
91-95       Robot<br />
96-00       Alien<br />
<br />
Roll ones origin as usual but if the last number qualifies in it's % bracket the player rolls again for a second origin!!<br />
<br />
Example - player 1 rolls on a d100 a 30 so that is an Altered Human but can roll again and gets 77 Hi-Tech <br />
<br />
some thoughts : How would you handle taking the best and possibly the limitations of each to blend them together ?<br />
<br />
Triple Class Origin or more ???????????<br />
<br />
what if player 2 rolls 95 Robot then Rolls  60 Mutant and gets another roll of 74 Hi-Tech ?? origin of Hi_tech, Mutant / robot<br />
sounds a bit like Marvels CABLE !!!]]></description>
            <dc:creator>G.A.W.</dc:creator>
            <category>General Discussion</category>
            <pubDate>Sun, 27 Sep 2026 23:41:31 -0600</pubDate>
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        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86882,86882#msg-86882</guid>
            <title>Buckaroo Banzai - reimagining the icon (2 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86882,86882#msg-86882</link>
            <description><![CDATA[ So I decided to tweak the idea of Buckaroo Banzai: I made him a teenager. Now his Hong Kong Cavilers are a garage band that is hoping to start hitting clubs and college parties soon. Penny is a more active influence to Buckaroo beyond a "tragic suicide rescue" character she is in the movie. She is a grounding force for Buckaroo. Perfect Tommy is his robotic bodyguard companion. Enjoy the reimagine: <br />
<br />
"BUCKAROO" BANZAI<br />
STATISTICS<br />
<b>F</b> EX (20)<br />
<b>A</b> RM (30)<br />
<b>S</b> TY (6)<br />
<b>E</b> EX (20)<br />
<b>R</b> AM (50)<br />
<b>I</b> IN (40)<br />
<b>P</b> IN (40)<br />
<br />
Health: 76<br />
Karma: 140<br />
Resources: RM (30)<br />
Popularity: 0<br />
Origin: Natural<br />
Motivation: Thrill of Adventure<br />
<br />
Appearance: GD (10)<br />
Height: 5’8”<br />
Weight: 135 lbs.<br />
Eyes: Black<br />
Hair: Black<br />
<br />
BACKGROUND<br />
Real Name: Buchanan Banzai<br />
Occupation: Student prodigy<br />
Legal Status: dual UK/US<br />
citizen, legal minor (15 years old)<br />
Identity: Public<br />
Place of Birth: London, England<br />
Marital Status: Single<br />
Known Relatives: Dr. Masado Banzai (father, deceased); Dr. Sandra Willoughby (mother, deceased); Professor Hikita (legal guardian)<br />
Base of Operations: Tucson, AZ<br />
Group Affiliations: Hong Kong Cavaliers<br />
<br />
KNOWN POWERS<br />
None<br />
<br />
EQUIPMENT<br />
Electric guitar &amp; amp: GD (10)<br />
Hacker rig / personal computer: RM (30)<br />
Six-gun: GD (10)<br />
Used tour van / garage lab access: RM (30)<br />
Oscillation Overthruster prototype: EX (20), Limited (unstable; not field-reliable)<br />
<br />
TALENTS<br />
Physics; Computers / Hacking; Biology / Medicine (developing); Music (guitar, pocket trumpet, songwriting); Martial Arts A; Driving<br />
(developing); Languages: (English, Japanese, French; others conversational); Leadership (developing)<br />
<br />
CONTACTS<br />
Perfect Tommy; Penny Priddy; Dr. Sidney Zweibel; Professor Hikita; The Cavaliers<br />
<br />
ROLE-PLAYING NOTES<br />
Restless, curious, slightly formal for his age, loyal to the people who stay, already carrying a quiet vendetta against Xan. He quotes cowboy movies, writes songs in multiple languages, and treats theoretical physics the way other kids treat video games. Penny keeps him human;<br />
Perfect Tommy keeps him company when the rest of the world is too slow.<br />
<br />
HISTORY<br />
Born Buchanan Banzai to physicist parents, Dr. Masado Banzai and Dr. Sandra Willoughby, whose work on dimensional travel was sabotaged by Hanoi Xan. After their deaths he was raised by Hikita, who treated the world as a classroom. The Wild West movies he watched with his<br />
father stuck; the science never left. By his mid-teens he is already a multi-focus prodigy: physics papers, garage-band gigs, late-night hacks, and serious thoughts about medical school. The Hong Kong Cavaliers start as a band and become the first circle of adventurers. New Jersey<br />
appears as the adult who helps turn scattered civilian helpers into the Blue Blaze Irregulars.]]></description>
            <dc:creator>davidrpaige</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Mon, 07 Sep 2026 10:05:17 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?3,86878,86878#msg-86878</guid>
            <title>Just when you thought it was safe for canon write-ups in October... (1 reply)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?3,86878,86878#msg-86878</link>
            <description><![CDATA[ Well...five years without Halloween write-ups....<br />
<br />
Guess I had better do a few.....<br />
<br />
<br />
31 new write-ups (although two are new versions) in October. <br />
<br />
I posted a pre-Halloween write-up without serious formatting....still working out some things here...but yeah, I've got a few planned out.]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>General Discussion</category>
            <pubDate>Mon, 07 Sep 2026 06:27:55 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?4,86877,86877#msg-86877</guid>
            <title>A little warm-up for Halloween: David Norliss from The Norliss Tapes (1973) (no replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?4,86877,86877#msg-86877</link>
            <description><![CDATA[ Howdy all. <br />
<br />
Been a while, I'm planning to do some write-ups for the first time in a good bit for Halloween. <br />
<br />
This is more of me trying to shake rust off....<br />
<br />
<b><i>The Norliss Tapes</i></b> was a TV series created by Dan Curtis (of Dark Shadows fame) and featured a missing investigator, David Norliss whose disappearance was tied to an investigation he was conducting into the supernatural....and one of the tapes might reveal what happened. <br />
<br />
So...David Norliss<br />
<br />
<br />
<b><span style="font-size:x-large"> David Norliss</span> </b><br />
<b><i> “I started out to prove that the supernatural didn’t exist. I was wrong.” </i></b><br />
<br />
<br />
David Norliss<br />
F: Gd (10)<br />
A: Gd (10)<br />
S: Ty (06)<br />
E: Gd (10)<br />
R: Ex (20)<br />
I: Rm (30)<br />
P: Ex (20)<br />
<br />
Health: 36<br />
Karma: 70<br />
Resources: Gd (10)<br />
Popularity: 5<br />
<br />
<b>Talents:</b><br />
David Norliss has displayed the following skills:<br />
<br />
<ul><li> Journalism</li><li> Investigation</li><li> Detective</li><li> Occult lore*</li><li> Criminology</li><li> Area Knowledge: Northern California</li></ul>
<br />
<b>Powers:</b><br />
<br />
<b><i> Investigator of the Unknown </i></b><br />
<br />
David Norliss possesses no true superhuman abilities. His effectiveness comes from his intelligence, observational skills, experience with the supernatural, and unusual willingness to pursue evidence after ordinary explanations have failed him.<br />
<br />
<ul><li> Paranormal Investigation: Norliss has Rm (30) ability when investigating supernatural events, hauntings, occult murders, unexplained deaths, or incidents involving seemingly impossible phenomena. This ability may substitute for Reason or Intuition when gathering evidence, recognizing patterns, or determining that an event does not fit conventional explanations.</li><li> Skeptic Turned Believer: Norliss began his investigations intending to debunk supernatural phenomena. As a result, he is unusually resistant to jumping immediately to supernatural conclusions. Norliss gains a +1cs when attempting to distinguish genuine supernatural activity from fraud, hysteria, coincidence, or mundane criminal activity.</li><li> Follow the Evidence: Once Norliss acquires physical evidence that contradicts an ordinary explanation, he may make an Intuition FEAT to establish a working theory. On a successful FEAT, Norliss gains +1cs on all Investigation, Research, and Occult-related FEATs concerning that case until evidence disproves his theory.</li><li> Occult Research: Norliss has developed considerable familiarity with obscure occult texts, folklore, ritual practice, and supernatural legends. Given access to a library, private collection, museum archive, or similar source of information, Norliss may make a Reason FEAT at Ex (20) to identify the probable nature of a supernatural threat. Particularly obscure entities may require Yellow or Red results.</li><li> Persistent Investigator: Norliss is extremely difficult to discourage once he believes a genuine supernatural event is taking place. Norliss may spend Karma normally on any FEAT directly related to solving an active supernatural investigation. If Norliss voluntarily abandons such a case while innocent people remain threatened, he loses 20 Karma.</li><li> Notice the Wrong Thing: Norliss has an exceptional ability to recognize small details that contradict the apparent situation. When confronted with a staged scene, false identity, disguised supernatural activity, or altered evidence, Norliss may make an Intuition FEAT at Rm (30). Success does not automatically reveal the truth, but alerts Norliss that something is wrong.</li><li> Prepared Researcher: If Norliss has had at least several hours to research a known supernatural threat, he may declare that he has obtained one reasonable piece of specialized equipment, information, or protective material appropriate to the threat. This may include religious materials, historical records, cameras, recording equipment, unusual chemicals, or information regarding a weakness. The Judge determines availability based upon Norliss’ Resources and circumstances.</li><li> Supernatural Exposure: Norliss has directly encountered genuine occult activity and therefore does not suffer automatic disbelief penalties when faced with ghosts, demonic manifestations, vampiric creatures, living corpses, or similar supernatural phenomena. He may still suffer Fear or Psyche FEATs normally when warranted.</li><li> Recorded Evidence: Norliss habitually documents his investigations. Photographs, tape recordings, written notes, and collected evidence may provide a +1cs bonus to later Reason FEATs when another investigator attempts to reconstruct one of Norliss’ cases.</li></ul>
<br />
<b>Contacts:</b><br />
<br />
Norliss has contacts among journalists, publishers, police officials, researchers, librarians, photographers, and individuals connected to cases he has investigated. His reputation as a writer and investigator allows him to gain access to information that would otherwise be difficult to obtain.<br />
<br />
Norliss may make a Popularity or Reason FEAT to gain temporary access to newspaper archives, public records, police information, museums, libraries, or academic specialists.<br />
<br />
<b>Limitations:</b><br />
<br />
Despite his experience, David Norliss remains a normal human being confronting threats considerably more powerful than himself.<br />
<br />
<ul><li> Normal Human: Norliss possesses no enhanced durability, healing ability, or supernatural defenses. Physical confrontation with most supernatural entities is extremely dangerous.</li><li> Compelled to Investigate: Once Norliss becomes convinced that an unexplained death or event has a supernatural cause, he has considerable difficulty abandoning the investigation. Norliss must make a Psyche FEAT to willingly leave a case when he believes additional victims remain in danger.</li><li> Evidence First: Norliss normally attempts to understand what he is confronting before acting. Until he has acquired credible evidence of a supernatural explanation, Norliss will generally pursue mundane explanations first. This can occasionally give a supernatural threat additional time to act.</li><li> Limited Resources: Norliss is an independent writer and investigator rather than a government agent or wealthy adventurer. Expensive equipment, specialized weapons, and rare occult materials must normally be located through investigation rather than simply purchased and usually requires a -2cs Resources check.</li><li> Missing Investigator: The framing of <i>The Norliss Tapes</i> establishes that Norliss eventually disappears while continuing his investigation into supernatural phenomena. At the Judge’s discretion, particularly significant supernatural cases may therefore involve information recovered from Norliss’ recordings rather than direct contact with Norliss himself.</li></ul>]]></description>
            <dc:creator>thejackolantern</dc:creator>
            <category>Canon Character Write-ups</category>
            <pubDate>Sun, 06 Sep 2026 18:54:44 -0600</pubDate>
        </item>
        <item>
            <guid>https://classicmarvelforever.com/phorum/read.php?3,86869,86869#msg-86869</guid>
            <title>Doctor Doom in Marvel Verse (7 replies)</title>
            <link>https://classicmarvelforever.com/phorum/read.php?3,86869,86869#msg-86869</link>
            <description><![CDATA[ The potential of Marvel most famous villain....  Downey can do the pride, the intellect, the wounded grandeur. It is not the actor, it is the script that will decide if the movie is merely  good or great.  The script has to decide whether Victor von Doom is a person with a specific history or a delivery system for spectacle and multiverse plot.The good news in the footage is that the Reed rivalry is already being treated as personal, not generic. Sue’s voice-over isn’t “he’s a megalomaniac.” It’s “he used to be kind.” Reed standing in the wreckage asking “Victor, did you do this?” only works if they have years of shared history behind it. That’s the college-lab-accident-to-lifelong-obsession version of Doom, not the random cosmic tyrant. If they keep that as the engine instead of a footnote, the movie has a chance to be a character study wearing an event-movie costume.The mystic side is the other half that usually gets shortchanged. Classic Doom is not “scientist who also does magic.” He is a man who decided the universe’s rules were insufficient and went looking for older ones. The green energy, the casual dismissal of Stormbreaker, the way he speaks of hell answering to him those are the right signals. Whether they actually let him be a sorcerer (rituals, bargains, the arrogance of someone who has stared into the Dark Dimension and found it wanting) or just give him glowing hands for the trailer is the real test.Doombots (or Sentinels pressed into the same role) are perfect for this version of him. They’re not just cannon fodder. They’re the physical expression of his control issues: if the world will not bend, he will build a thousand versions of himself that will. Using them as both army and psychological tell would be smarter than another city-leveling CGI brawl.Blocking Thor's  hammer with a finger is  eye candy. It’s the kind of shot that looks great in a trailer and means nothing if the next scene doesn’t show why he can do it and what it costs him. Doom’s power should always feel like compensation. Every impossible feat should quietly remind you of the scar under the mask and the family portrait he keeps staring at.If the writers treat the mysticism, the bots, and the Reed hatred as three expressions of the same wound instead of three separate power sets, they can deliver both the event movie and the character study. That’s the version worth hoping for. The December release will tell us whether they had the discipline to stay there or whether the collision of universes ate the man again.  And not to far down the line is Secret Wars.]]></description>
            <dc:creator>Taarna</dc:creator>
            <category>General Discussion</category>
            <pubDate>Mon, 14 Sep 2026 21:35:16 -0600</pubDate>
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