Monday, April 25, 2016

Project Werewolf: Special Officer Steven Lynch

While Project Werewolf may be directed from Washington, the day-to-day works needs someone more hands on. Operatives need to be handled, doctors manages, security maintained. Steven Lynch was once a skilled field agent and after his injuries grounded him they gave an even tougher assignment: manage a team of werewolves.

Special Officer Steven Lynch

Career agent, asset handler, and desked badass

Agent Lynch
Description: physically powerful, limps, deep voice

Defining Quirks: likes being on his feet, fills pauses with his opinion, hates being called Steve

A hulking African American man, Steven prefers to deal with problems directly. Once this made him an excellent operative, heavily involved in the minutia of the mission. As an administrator it makes him unliked by his subordinates.

Given that those subordinates include renegade scientists and artificially enhanced soldiers, their comfort is not a major consideration by his bosses who want to make sure nothing goes wrong at the Castle.

He obtained his limp in the line of duty, suffering devastating damage from a sniper round.

Operations

Lynch handles all day-to-day operations at the Castle, Project Werewolf's secure facility a few hours away from Landstuhl, Germany. He coordinates the missions of the werewolf operatives, overseeing their operations, support staff, and any deliveries (including the rather dangerous work of sending "the rejects" to work as hunting dogs). The rest of his time is consumed making sure Dr. Gerhard and his staff are able to continue their work. New subjects must be brought in, the failures disposed of or placed in the kennel, and any new operatives trained and conditioned.

The fact that his agents are hot-tempered and could rip out his throat makes this doubly difficult.

Attributes

Investigative Abilities: Bullshit Detector 1, Bureaucracy 1, Chemistry 1, Cop Talk 1, Criminology 2, Data Recovery 1, Electronic Surveillance 1, High Society 1, Human Terrain 1, Interrogation 2, Intimidation 1, Languages 1, Military Science 1, Notice 2, Tradecraft 2

General Abilities: Athletics 6, Conceal 4, Digital Intrusion 4, Drive 8, Explosive Device 4, Hand to Hand 12, Health 12, Infiltration 8, Mechanics 4, Piloting 4, Preparedness 6, Sense Trouble 10, Shooting 10, Surveillance 6, Weapons 6

Hit Threshold: 3 (bad leg)
Alertness Modifier: +3
Stealth Modifier: +2

Damage: -2 (fist), +1 (pistol), +0 (assault rifle)
Armor: -1 (Kevlar)

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