the Accountant F A S E R I P Res Pop Gd 10 Rm 30 In 40 In 40 Gd 10 In 40 In 40 In 40 Ty -5 *off *dex *upr *res *log *alt *will *$ *pub Ex 20 Ex 20 In 40 Rm 30 Ty 6 Am 50 Am 50 Rm 30 Fe -1 *def *bal *lwr *sta *mem *awr *cha *mat *sec Ty 6 In 40 In 40 Am 50 Ex 20 Rm 30 Rm 30 Am 50 Ty -5 Health: 120 NH: 112 Karma: 90 MH: 112 Origin: George Zimmerman, the dread Accountant, is a vampire, a once-normal human being that has been transformed by a magical curse into one of the walking dead. Of course, George is still plotting his revenge against the mage that has cursed him so. Known Powers: Animal Sympathy: George has the ability to control creatures commonly considered vermin, such as bats, rats, roaches, and wolves, at his Psyche (pre) rank +2 CS (in George's case, Amazing (50)). 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. Bio-Vampirism: the dreaded blood-sucking attack of a vampire, this allows George to, in addition to causing Edged Attack damage with his fangs, inflict additional damage due to blood loss. Possessing this power at Remarkable (30) rank, this allows him to drain normal humans dry in mere seconds, which just might kill them, thus creating another undead. Body Transformation: George has the ability to transform into three distinct forms, a power he wields at Excellent (20) rank. Each of these forms (that of a bat, a wolf, and a sickly green cloud of mists) has distinct 'powers' that come with it, based on the nature of the form. Each of George's altered states are detailed here: * Bat: while in a bat form, George can utilize a Feeble (2) ranked claw and bite attack, as well as fly about at Feeble (2) speeds (about thirty miles per hour), and make use of a bat-like sonar sense. This sense works at a rank equal to George's Intuition (alt) score (Amazing (50), in this case), as it replaces the bat's typically rotten visual sense for the duration of the transformation. * Mist: this form grants George complete (Class 1k) resistance to physical and energy attack, as well as Feeble (2) ranked flight, though it doesn't allow him to attack at all. However, George has the ability to force his misty form into the lungs of an opponent, thus gaining mind control over them, per that power; of course, the would-be victim gets an Endurance FEAT roll to resist this... * Wolf: though this form doesn't allow flight, it does offer improved attack and sensory capabilities over those of a bat. For one thing, George can utilize a wolf's sense of smell at his Intuition score +1 CS, as well as Typical (6) ranked bite attacks (which can be used concurrently with his bio-vampirism power). He can also run at Poor (4) ground speeds (thirty miles per hour) in this form. Fangs and Claws: George is equipped with retractable fangs and claws, which grow out of ordinary teeth and fingernails, and allow him to inflict Edged Attack damage in melee combat without exterior weapons of any sort. His claws can be used to inflict Remarkable (30) Edged Attack damage per strike, and the fangs can cause Excellent (20) Edged Attack damage per use. Immortality: 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 limitations for more on this). Mind Control: by achieving eye contact with a would-be victim, George can attempt to influence his mind at Remarkable (30) rank. This often makes it extremely easy for him to dine for the evening. Furthermore, if George creates 'children', or has bitten a body who he let live, he can utilize this power against them at +2 CS, as his vampiric ichor binds their will to him somewhat. Regenerative Armor: vampires are exceedingly difficult to harm, in that they heal from inflicted damage at an astounding rate, and George is no exception to this rule. He wields this power at Excellent (20) rank, allowing him to instantly recover from like damage as if he had equivalent armor instantaneously. This protection, most effective against physical attack, is outlined as follows: Ex 20 / Ty 6 / Fe 2 / Sh 0 / Sh 0 Furthermore, this power allows George to heal from damage at a rate of two Hpts, NH, and MH per turn. Alternately, if you utilize the standard Regeneration rules, this translates into a 20 Hpt gain per ten turns spent healing without injury. Similarly, if one uses the UPB regeneration method, this recovery is equal to 1.33 Hpts per turn (power rank x recovery rate per turn). Limitations: Vampiric Weaknesses: while standard immortal types are permanently slain only by total body disentigration, destruction on their home plane, or being killed by a fellow immortal, George is instead beholden to a completely different set of weaknesses. In short, he is subject to all five of these limitations, and as such, he goes out of his way to avoid such situations and stimulus altogether: * Blood Lust: George must feed upon blood to survive. For each day this sick need is denied, George's ability and power scores will drop by -1 CS. If they all drop to Shift 0, George will slip into a form of suspended animation until an immediate opportunity to feed presents itself; when emerging from such sleep, George is nearly mindless until he is sated. Now, normally twelve Hpts of blood gained is enough to sate him for a day, but if George has allowed himself to fall into a hunger-induced coma from lack of feeding, he must drain a number of Hpts from a target in blood equal to twelve times the number of days he went without feeding before he'll return to normal; each twelve points drained restores +1 CS of lost ability and power score ranks. * Direct Sunlight: if exposed to direct sunlight (not mere daylight conditions, but actual rays of sunlight), George will suffer an Amazing (50) amount of damage each turn. This is enough to turn him to dust within three turns, which is why he's typically inactive during daylight hours. Of course, sometimes he's gotta be, so when he is, he takes every possible precaution to prevent getting burnt. * Holy Symbols: George is susceptible to the will of a faithful person, focused through some sort of symbol holy to their religion. George takes an amount of damage equal to the Psyche (will) rank of an offending faithful person wielding such a device, for each turn it is brandished at him. Furthermore, the vampire can't attack this person while he's holding said symbol. * Touch of Silver: the mere touch of any silver object will cause George to recoil. Furthermore, attacks made against him with silver weapons or projectiles will pierce his regenerative armor as if it didn't exist, and such damage cannot be regenerated; it will merely heal at the normal rate for a human of his Endurance (1/15 Hpt per turn). * Wooden Stakes: if George is pierced in the heart (with a killing blow) via some wooden object, he will instantly crumble to dust unless he can pass a red Endurance FEAT roll. Even if this FEAT is made, George will be reduced to 1 Hpt, and must instantly remove the stake or die as described above. Of course, this is somewhat difficult when somebody's hammering the thing in... Equipment: Part-Time Vampires: George has acquired a small following of these deluded pseudo-gothic teenagers, from which he extracts his minimum fruits of life on a daily basis. Of course, he also feeds upon several susceptible and willing folks within the Ariel-Shijitzu company's third shift, as some of those folks have proven quite amicable to his dark needs... Quirks: Adrenal Surge: George has the unique ability to control his adrenal gland to some extent, an ability that allows him to boost his Strength score by +1 CS for 1d10 turns. Coming down from this biochemical high is somewhat strenuous, however, and George will be at -2 CS to all FEAT rolls for 1d10 turns after this boost wears off. Of course, by then, whatever necessitated this boost'll likely be resolved by then. Megalomania 3: George, though initially hating himself and his new form, has since grown to enjoy his undead nature. After he uncovered Pleasantview's Part-time Vampire crew, he has slowly began to believe himself better than humans uncursed like himself, and is beginning to have delusions of grandeur. Putting these notions aside requires a Psyche FEAT roll at -3 CS, should he need to for a time. Sadism 2: when he's not feeling like God, George instead totally dreads his current state, and likes to punish folks for it, especially those that like him for his vampiric state. In order to resist the urge to inflict pain and suffering on others during these mood swings, George must pass a Psyche FEAT roll at -2 CS; not that he really minds if he fails, though - usually, it's just a situational thing. Talents: Accounting: both before and after his transformation, George has been a master of mathematics and finances, and is, in fact, an Actuary. His Reason score in such matters ought to be considered +1 CS, as he's had over twenty years of practice in such matters; after all, it's better to stick with what you know, even if you've died in the process... Contacts: George can rely upon Roy Shijitzu for some aid, should he need it; after all, the psi went out of his way to keep George on staff once he was found out by several Agency 13 folks. Furthermore, he's on at least marginally good terms with folks like Mutilator 001, who he can't affect with his blood draining powers, and hasn't yet alienated Shijitzu's other metahuman employees by attacking them... yet. 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...