the Accountant Strength Agility Intellect Willpower 14x 8x 5x 12d Hand Size: 3 (17) Edge: 1 Powers: Animal Control (w): George has the ability to control creatures commonly considered vermin, such as bats, rats, roaches, and wolves, at a level equal to his Willpower score +4 (in George's case, at intensity 16). These creatures act as if they were an extension of George's existence, and will gladly do whatever he commands, even if they die in the process. * Animal Summoning (w): in addition to being able to control vermin-like creatures with ease, George can summon them forth to do his bidding, should none be readily available. Such creatures will be those commonly available to the surrounding area, however; wolves rarely, if ever, appear in an urban setting, for instance. This ability also works at intensity 16. Animal Form (a): George has the ability to shape change his body into two distinct animal forms. This intensity 8 power allows a change into at either a bat or a wolf, each of which comes with specialized 'powers', per se, that make it worth George's while. Each of these animal forms are described in greater detail here: * Bat Form (a): the easiest form for George to assume is that of a bat. This versatile form, though small, reduces his physical ability scores to intensity 1, but grants him intensity 1 flight, +1 claw and fang attacks, and intensity 8 Sonar, per that power. This, of course, makes up for a bat's downright lousy sense of vision... * Wolf Form (a): instead of changing into a bat, George can also transform into a wolf. This more powerful form reduces his physical ability scores to 4, but offers the risen fiend a +3 bite attack (usable in conjunction with the life drain power), and intensity 8 Enhanced Senses / Smell, per that power, allowing him to track a target by scent. Body Transformation / Gaseous Form (a): George has the power to transform his body into a mist-like body, one that reduces him to a strength level of zero, yet makes him invulnerable to Kinetic and Energy attacks launched against him. Also, this form grants George intensity 1 flight while in a misty state, allowing him to slowly creep away from (or up to) opponents. This is an intensity 8 power. * Bodily Occupation (s): a strange ability George possesses is the power to force his misty form into the lungs of an opponent for an aura duration. This is an average difficulty body transformation action, opposed by the target's Strength score. If George succeeds, he can utilize intensity 8 Mind Control against his victim, per that power, for the duration of his occupation of a body. Claws (s): George has the ability to shapechange his fingernails into dangerous edged instruments, instruments that can be utilized as +3 weapons against his opponents. Further, these items are retractable, in that they can simply be formed back into 'normal' nails once George has finished cutting a body up with them. Immortality (s): all vampires are essentially immortal beings, in that they no longer age whatsoever, and will eventually recover from most means of injury that would otherwise cancel the existence of mere mortal folks. However, vampires are not vulnerable to the standard means of eradicating immortal folks, really, instead having their own batch of supernatural weaknesses (see hindrances for more on this). Life Drain (i): the dreaded blood-sucking attack of a vampire, this allows George to, in addition to causing damage with his fangs, to inflict additional harm due to blood loss. Possessing this power at intensity 10, George can drain blood from his target if he passes an easy life drain action, opposed by its target's willpower score, which acts as a defense against this evil power. Now, this level of damage might just drain normal humans dry in just one or two exchanges. Luckily for humans in general, however, this power is bound by the multiple drains limitation, and as such, George must drain a body several times before they'll be transformed into an undead creature like himself. However, George can utilize this life drain power stunt, making such an act easier: * Telepathic Control (w): George can utilize intensity 13 mind control against persons he has bitten in the past, unless they've recovered all the health (or cards) lost due to his vampiric attacks. Furthermore, George can wield this power at all times against any vampire he has himself created, making such beings generally beholden to him until their 'creator' is slain. Life Support (s): vampires all wield this power at intensity 15, allowing them to go without food, water, and even air for the rest of their horrid existences. However, this power cannot cover the one thing a vampire needs to continue its life: the blood of others. The effect of a George's blood lust is covered below, in the hindrances section. Mind Control (w): this dreadful intensity 10 power, which can be achieved by eye contact, allows George to control the actions of another person if he passes an easy mind control action, opposed by the target's willpower score. If George commands a body to commit an action diametrically opposed to their morals, he must make another action to reinforce his control, lest his prey break free. Regeneration (s): highly resistant to conventional injury to begin with, George also has the benefit of healing from attacks that do hurt him incredibly fast. Wielding this ability at intensity 10, this allows George to recover one card (or an amount of health equal to the card number) upon a positive aura reading on each exchange, or a neutral aura reading as long as the card number is less than 10. However, it is important to state that George will not regenerate during an exchange if he has been damaged during the previous one at all. As such, if severely beaten, George will typically retreat until his damage has been recovered, and then launch a secondary attack (and so on) until his foes have been finally vanquished (or he has, mind you). Teeth (s): in addition to his dreadful claws, George has the ability to harm his opponents with deadly fangs, which are often a prelude to a life draining attack. These +1 instruments are quite potent, but usually aren't used to lethal effect (again, they're mostly just an opening for a life drain attack, which George can use concurrently with a teeth attack). Hindrances: George is subject to a wide variety of hindrances. While not every trick in the movies will work against George, several of them will, and each of these are listed below. It should be noted that George does everything he can to avoid being affected by these environmental factors, so it's not likely you'll see him about in daylight hours, etc... * Addicted - Blood: George must feed upon blood to survive. If he goes without drinking blood for over a day, he will be reduced to zero willpower until he does so. If in such a state, and presented with an opportunity to feed, George must pass a desperate willpower action (at the lowered intensity) to resist the urge to sate his hunger, should he want to... * Fatally Vulnerable - Direct Sunlight: if stricken with beams of light straight from the sun, George will take five points of damage (or lose one card) each exchange, against which he has no defense whatsoever. This damage will continue until he either gets under shelter or is utterly destroyed, leaving a pile of ash where he once stood (or was tied down). * Phobic - Holy Symbols: if a faithful person brandishes a symbol or object holy to him at George, he can ward the beast off to firing distance. If George attempts to enter this space, he will suffer an amount of damage equal to the faithful man or woman's Willpower score for as long as he remains too close to said person (which means he has to strike quickly). * Susceptible - Silver Weapons: George is vulnerable to silver weaponry, possessing no defense against weapons constructed of such metal, and cannot regenerate quickly from wounds caused by them. In fact, George cannot even abide the touch of silver, and can be repulsed to firing distance by any opponent that has laid a silver item upon him. * Triggered-Powerless - Wooden Stake Through the Heart: if a foe strikes George with a wooden stake in the heart (at least an average difficulty attack), he will fall to the ground powerless, his ability and power scores reduced to zero. If the stake isn't removed within one exchange, George will die, and be unable to return until the stake is removed. Skills: Finances (w): a tried and true accountant, George has taken care of business matters for years in the Ariel-Shijitzu corporation. As such, his actions in such areas should be considered one difficulty level lower than normal; after all, would an accredited Actuary have serious difficulty in any financial matters? I think not. Calling: Demolisher: having grown to mostly like his new state of being, and having given in to his evil side, George exists only to satisfy his dread urges, maiming and killing only to bring himself pleasure. Of course, he has occasional mood swings that bring about more of a Vestiges of Humanity calling in his behavior, but these are mostly temporary in nature, leaving once his followers make him feel better. Costume: George has found that he prefers to lounge about in speedos, however disgusting it may be, while he's at home with his entourage of Part-time Vampires. While at work, he wears a sensible, navy blue suit, with a pair of stretch fabric shorts underneath, in the event that he should come into conflict with any so-called 'heroes' while at work, or if Roy needs him for some special task or another. Personality: George is a dark, angry soul. He was an ordinary human for a time, and despite the god complex fostered upon him by his walking lunches, he still yearns for that state every once in a while. Of course, he has nonetheless given himself over to his personal evil, and enjoys wreaking havoc on people that have what he doesn't, or otherwise making their lives miserable, an easy task for an accountant... Real Name: George Zimmerman Occupation: accountant, mercenary Legal Status: American citizen with no known criminal record Marital Status: not applicable Alias(es), if any: none Group Affiliation: none Height: 6' Hair: jet black Eyes: jet black Weight: 175 lbs Other Distinguishing Characteristics: George has remarkably pale skin, one of the few indicators that anything is abnormal about him. Story: George Zimmerman's story is one that begins in a rather mundane fashion. To start with, he's an accountant; don't get me wrong, but the job description isn't what you'd call an exciting one. He worked for the Ariel-Shijitzu corporation for years, balancing the books through good times and bad, and was instrumental in keeping the place going during Keiko Shijitzu's hedonistic binges. Of course, her big brother eventually came home to take charge of the place, and having a good financial head on his shoulders, helped to get the place back in order in no time flat, quickly making the American arm of the company profitable once again. Of course, with that done, George could take a long vacation at last, since his accounting underlings could mind the store for a while. Having worked overtime for years, he'd saved up enough cash to warrant quite an interesting trip, heading out to go on safari in the 'wilds' of 'darkest' Africa. Not to go hunting or anything like it; he just wanted to see the sights, since he wouldn't have another chance to go exploring until he could retire several years from now. That was his first mistake. For, while on that safari, he ran across a bizarre little man calling himself Icthyon, a man who had several local villages in his thrall. He claimed to be a powerful sorcerer, but George knew better. After all, there's no such thing as magic, and before his safari moved away from the area, he decided to show the locals just how this silly little man was deceiving him. Sneaking into his 'sorcerer's hut' that night, George happened on some sort of magical ceremony, one in which Icthyon was putting the final touches on some sort of mystic device. Unfortunately, his presence disrupted the ceremony, and in a fit of rage, Icthyon placed a powerful curse upon George, a curse that would cause him to live on as a fell beast for the rest of his existence. George laughed this off, and went back to bed in his own tent. However, he didn't wake up the next day, and the folks on safari thought he'd died - but then, he did. As such, they shipped his body back to the States for a proper funeral and burial, but upon arriving three days later, George beat his way out of his coffin, wandering off into the night. He quickly realized what had been done to him, since he had this disgusting urge to drink the blood of his once-fellow man, and was far more powerful than he remembered being. He stalked the streets of Pleasantview, his home these last three years, and was eventually found by a gaggle of Part-time Vampires, weird pseudo-gothic folks that wished that they, too, were undead. George tried to set them straight, telling them how horrible it was to crave the blood of others, but they didn't listen, and even offered themselves to him, hoping he'd recreate them as vampires, as well. He was horrified, but what could he do - he was hungry! He drained them of blood, though not totally dry, not wishing to curse others as he himself had been. However, over the next week or three, they continued their virtual worship of his person and his current state, and he slowly, slowly began to like it. Oh, sure, he'd occasionally have pangs for his former humanity, but these bizarre youths made him actually grow to enjoy himself and his abilities. And, hoping he'd eventually turn them, the Part-timers stayed with him as a sort of free lunch. Hanging out with these deviant teens for a time, George managed to put together a plan to set himself up with some real power, that being a huge sum of money. As such, he eventually made his way back to his old company, Ariel-Shijitzu Systems, Inc., and tried to get his old job back. His first problem was convincing people that he wasn't, in fact, dead. This took some doing, but enough paperwork reinstated his living status, legally speaking. He then arranged for the jerk that took his job to have a horrible accident, and eventually convinced Roy to rehire him as chief accountant for the American branch of the company, though he'd have to work at night; after all, the skin condition that caused him to be ill for so long demanded that he avoid sunlight... That was two years ago, during which time George has managed to embezzle millions of dollars from the company, with none the wiser - except for Roy Shijitzu himself. A master telepath, he knew what was going on, and knowing that he had one of the undead in his midst, he let the situation continue for a time, since he wasn't sure he could defeat such a monster. However, this didn't last forever, as several feeding 'mistakes' on George's part led to an investigation of happenings by several folks from Agency 13, a group that keeps tabs on metahuman activities. They sought George out, and managed to expose his vampiric nature, though his Part-time Vampire flunkies did their best to stop the two so-called 'heroes'. When they finally caught up to George, they chased him into the A-S building, and they fought it out with him across several floors of the building. They almost had him beat cold, when Roy himself stepped in, making the two heroes believe that they'd slain the vampire - they almost had, at any rate, so this was easy enough. As they left, Roy made George a deal. In exchange for his silence, and if he didn't steal any more of his money, Roy would allow George to continue on as his accountant. Of course, he would also have to take care of certain 'special' jobs from time to time, jobs suited for a person of George's ability. Liking this new arrangement, since it involved a large increase in pay, George accepted this offer, becoming yet another of Shijitzu's lackeys. Again, though, George didn't mind, since this arrangement was mutually beneficial...