MARVEL RPG STATS:
NAME: UNKNOWN
GROUP AFFILIATION: CABAL
ATTRIBUTES:
FIGHTING: TYPICAL [06]
AGILITY: EXCELLENT [20]
STRENGTH: GOOD [10]
ENDURANCE: EXCELLENT [20]
REASON: REMARKABLE [30]
INTUITION: REMARKABLE [30]
PSYCHE: EXCELLENT [20]
HEALTH: 58
KARMA: 80
POWERS: FUGUE NO LONGER PHYSICALLY OCCUPIES A HUMAN HOST, THOUGH HIS SPIRITUAL ESSENCE, AS WELL AS HIS CONSCIOUSNESS, REMAIN IN EXISTENCE, A NEARLY INVISIBLE BLUISH HAZE OF PARTICLES THAT CANNOT BE SEEN WHEN DIRECTLY GAZED UPON, BUT SENSED IN THE PERIPHERAL. HIS GASEOUS FORM IS MORE OR LESS CONTAINED WITHIN THE LEAD-BASED RADIATION SUIT THAT HE WAS WEARING AT THE TIME OF THE ACCIDENT. FUGUE IS TECHNICALLY NEAR-IMMORTAL. WHEN HIS HEALTH IS REDUCED TO ZERO, THE ARMOR COLLAPSES AND HIS PARTICLES DISPERSE INTO THE ATMOSPHERE.
ILLUSION CASTING: FUGUE'S ABILITIES LIE IN THE INABILITY OF HUMAN AND ANIMAL BRAINS TO ADEQUATELY RATIONALIZE HIS PRESENCE ON A PSYCHIC LEVEL. VIEWING HIM IN HIS PARTICLE STATE TRIGGERS A YELLOW PSYCHE FEAT IN ANYONE WHO SEES HIM, WITH FAILURE RESULTING IN MENTAL DISTRESS. VICTIMS SUFFER HYSTERIA AND MADNESS, AND WITNESS HORRIFIC HALLUCINATIONS, IMAGES THAT THE MAN THAT WAS TO BECOME FUGUE EXPERIENCED IN THE LAST SECONDS OF HIS LIFE BEFORE THE RADIATION BREACH OVERCAME HIM AND HIS CO-WORKERS. THE MADNESS LASTS 1-10 MONTHS, AND CAN BE HALVED IN DURATION WITH INTENSE PSYCHOLOGICAL RECONDITIONING.
SPIRIT VAMPIRISM: ONE OF THE REASONS SO MANY CITIZENS WERE REPORTED DEAD AFTER CROSSING FUGUE'S PATH WAS THAT IN CLOSE PROXIMITY, HE ABSORBED THEIR LIFE ESSENCE. THIS EFFECT WAS GRADUAL AND INVOLUNTARY FOR EITHER PARTY. IN GAME TERMS, PHYSICAL CONTACT WITH FUGUE REQUIRES THE VICTIM TO MAKE A GREEN ENDURANCE FEAT OR BEGIN LOSING HEALTH, 10 PTS PER TURN, UNTIL REMOVED AT LEAST 10 AREAS AWAY FROM FUGUE. THESE HEALTH POINTS ARE ABSORBED BY FUGUE, RESTORING LOST HEALTH, IF NEEDED, BUT OTHERWISE MERELY MERGING WITH HIS OWN LIFE ESSENCE, THEORETICALLY PROLONGING HIS OWN EXISTENCE. NOTE: WHEN HIS EXISTING ARMORED FORM IS DESTROYED, FUGUE'S NON-CORPOREAL GASEOUS FORM WILL DISPERSE INTO THE ENVIRONMENT UNTIL IT CAN OCCUPY ANOTHER CONTAINMENT SOURCE, EITHER ARMOR, UNIFORM, OR THEORETICALLY, A LIVING BODY.
LEVITATION: FUGUE DOES NOT WALK, AS HIS ARMOR ONLY PROTECTED HIS ARMS AND TORSO. HE MOVES BY A FORM OF LEVITATION, WITH A MAXIMUM LEVITATING ALTITUDE OF 2 AREAS.
DISORIENTATION CLOUD: FUGUE CAN GENERATE A CLOUD OF DILUTED PARTICLES INTO THE ATMOSPHERE AROUND HIM, EMINATING FROM HIS FINGERTIPS AND GAPS IN HIS ARMOR. THE RANGE OF THIS CLOUD IS 3 AREAS, AND VICTIMS CAUGHT WITHIN IT MUST MAKE GREEN PSYCHE FEAT ROLES OR BE RENDERED DISORIENTED AND SEMI-CONSCIOUS FOR 3-10 TURNS.