Talbot (Matthew Everett)
Werewolf Version 1.0
Defining Quirks: adrenaline addict (dilated pupils, too fast speech) (using a Pharmacy or Diagnosis spend), slurs speech, expressionless
The first of Dr. Joseph Gerhard’s successes, Talbot is unique in that he worked for the agency before his transformation. Injured in the line of duty, this hardened patriot volunteered for the operation. It not only saved his life, the procedure granted him superhuman strength and speed, a bloodhound's ability to track by scent and the stamina of an elephant.
In my game, Talbot even survived being at ground zero of the explosion that took out the Castle and the rest of Project Werewolf. But it turns out that a grenade launcher shot to the chest was one explosion too much for him.
Talbot's name has become a legend in the European espionage circuit, a boogeyman that the CIA turns loose when they want someone killed, broken, or grabbed violently. To date he has never failed.
His condition requires regular doses of refined adrenaline which he injects religiously four times a day.
General Abilities: Aberrance 20, Driving 6, Hand to Hand 14, Health 16, Shooting 12, Weapons 12
Hit Threshold: 5
Alertness Modifier: +3
Stealth Modifier: +2
Armor: -2 (leathery skin and Kevlar)
Damage Modifiers: Augmented fist -1, Combat knife +0, Jericho 941 +1
Free Powers: Infravision, Regeneration (all Health refreshes the next day), Enhanced Olfactory Sense, 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)
Operations
Talbot handles jobs for the CIA personally: assassinations, retrieval, and other violence. He works alone and he is not discreet.Attributes
Investigative Abilities: Intimidation 1, Languages 1, Occult Studies 1, Streetwise 2, Tradecraft 2General Abilities: Aberrance 20, Driving 6, Hand to Hand 14, Health 16, Shooting 12, Weapons 12
Hit Threshold: 5
Alertness Modifier: +3
Stealth Modifier: +2
Armor: -2 (leathery skin and Kevlar)
Damage Modifiers: Augmented fist -1, Combat knife +0, Jericho 941 +1
Free Powers: Infravision, Regeneration (all Health refreshes the next day), Enhanced Olfactory Sense, 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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