Monday, April 11, 2016

Project Werewolf: Kessler

With the crazies out of the way, it is time to meet the more professional agents of Project Werewolf. This week we deal with the sniper Kessler, a survivor and loner, he finds himself in an uncomfortable position: being the only agent truly suited and trusted for team missions.

Kessler's code name comes from An American Werewolf in London.

Kessler (Marvin Kenyon)

Sniper and Lone Wolf

Kessler
Description: Never blinks, keeps his distance, hates being indoors

Defining Quirks: adrenaline addict (dilated pupils, too fast speech) (using a Pharmacy or Diagnosis spend), slurs speech

The second successful werewolf agent by Dr. Joseph Gerhard, Kessler's background differed from the other "successes". His personality changes post-procedure only accentuate that difference. He served as a special forces sniper in Iraq before being wounded and pinned down in the deserts outside an insurgent stronghold. Always a loner, he withdrew even more, spending almost all of his free time alone in isolation.

The damaged he suffered included significant blood loss, dehydration and other trauma from exposure, and burns due to an incendiary device. The doctor repaired the damage but the treatment left his hair bleached white. His destroyed eyes were replaced with synthetic versions granting him superhuman vision.

Besides his aversion to human contact, Project Werewolf's psychological evaluations have concluded he is in perfect mental health. As long as he is given time in isolation on a weekly basis, he operates well within a team unlike their original agent, Talbot. His personality has been called coolly distant with a touch of warmth. Project Werewolf uses Kessler in an assassination missions and an overwatch capacity. As such he is perhaps the busiest agent, dedicated to support missions for any number of operations.

His condition requires regular doses of synthetic adrenaline which he injects carefully three times a day.

Operations

Kessler does not lead missions. He executes them personally or provides backup. Left to his own devices, he will end up attempting to do things entirely on his own.

While at the Castle, Project Werewolf's main facility, he manages surveillance for the surrounding region.

Attributes

Investigative Abilities: Electronic Surveillance 2, Photography 1, Reassurance 1, Notice 2, Tradecraft 2
General Abilities: Aberrance 18, Driving 4, Hand to Hand 12, Health 12, Shooting 16, Surveillance 8, Weapons 8

Hit Threshold: 4
Alertness Modifier: +3
Stealth Modifier: +2

Armor: -1 vs. bullets (Kevlar) or -2 vs. bullets, -1 from cutting and stabbing weapons (tactical vest)
Damage Modifiers: Augmented fist -1, Combat knife +0, M24 sniper rifle +3 (specialized)

Free Powers: Infravision, Regeneration (all Health refreshes the next day), Telescopic vision, Unfeeling
Other Powers: Inhuman Strength (spend 2 for impressive actions or to add +1 to damage), Inhuman Speed (free extra attack, spend 2 to gain +1 Hit Threshold for a scene or to Jump in), Spider Climb

Banes: Nickel Allergy (+ 2 damage), Beta-blockers (instant; Health difficulty 5 test, Minor: -5 Aberrance, Hurt, lasts until the werewolf's next injection; Severe: -10 Aberrance, +2 damage; -2 Aberrance and -1 Health every hour until treated)
Compulsions: Daily drug regime (otherwise devour freshly killed humans)

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