His codename refers to Eddie Quist, the serial killer villain of the movie the Howling. Like that character he is a bit unstable.
Quist (Johnny Dixon)
Unstable killing machine
Description: Exaggerated expressions, plays with knives, nervous laughDefining Quirks: adrenaline addict (dilated pupils, too fast speech) (using a Pharmacy or Diagnosis spend), slurs speech, mercurial expression
The most recent creation of Dr. Joseph Gerhard, Quist spent too long flatlined. A U.S. soldier captured by insurgents and tortured to the point of death, he slipped into a coma before being extracted to Germany. On the flight his heart stopped beating and he could not be resuscitated. His corpse was whisked to Project Werewolf where Gerhardt's team succeeded in doing the impossible. But something else came back with him. A darkness that drives him to kill and torture.
Despite his instability, he became the newest and most versatile of the werewolf operatives. Granted inhuman strength and speed, he was also the subject of some of the doctor's most radical xenotransplant enhancements. Jellyfish stingers implanted in his finger tips allow him to inflict crippling pain with a touch while highly morphic skin allows him to disguise his features as anyone of comparable size.
Unexpected developments include a natural empathy with feral werewolves, allowing him to communicate and control their fractured minds. Through simple concentration, he can summon them.
However it is only a matter of time before his mind breaks under the strain of his "gifts" and he joins the ferals. His condition requires regular doses of artificial adrenaline to hold back that eventuality. He injects it irregularly four to six times a day, supplemented with some serum sourced from the Bride's organ smuggling contacts.
Operations
Together with the Bride, Quist handles the project's organ trafficking operation. He obtains hard to source organs for the doctor's experiments as well as tissue with unusual blood types and genetic abnormalities for their mysterious patrons.Attributes
Investigative Abilities: Cop Talk 1, Flattery 1, Flirting 1, Intimidation 1, Languages 3, Occult Studies 1, Reassurance 1, Streetwise 2, Tradecraft 2, Vampirology 1General Abilities: Abberance 18, Conceal 8, Disguise 8, Driving 4, Filch 6, Hand to Hand 12, Health 14, Shooting 10, Weapons 12
Hit Threshold: 5
Alertness Modifier: + 2 (+ 3 in wolf form)
Stealth Modifier: +1
Armor: -1 (Kevlar skin)
Damage Modifiers: Augmented fist -1, Combat knife +0, Jericho 941 +1 (2 attacks per turn); wolf bite +1 (worry if hit same foe twice, can clamp down and no longer need to roll to hit, lower Hit Threshold by 1)
Free Powers: Infravision, Regeneration (all Health refreshes the next day), 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), Pain attack (Jellyfish venom, make a Health difficulty 6 test or suffer the effects of Hurt, delivered by finger tips), Shapeshift (Spend 2 to take any human or canine form of the same approximate mass), Spider Climb, Summoning (Spend 2 to summon Feral Werewolves)
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)
He is rarely far from a pack of Feral Werewolves and often has the support of other operatives of the Conspiracy.
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