Monday, May 9, 2016

Project Werewolf: Dr. Gerhardt

The true heart of Project Werewolf is the research that allows the creation of superhuman soldiers. That knowledge is embodied in one person: Dr. Joseph Gerhardt. A German scientist "rescued" from a Soviet weapons development facility, he possesses more than his fair share of secrets. Secrets he will gladly sell to prolong his life. And what a long life it has been.

Dr. Joseph Gerhardt

Mad scientist and former Nazi

Gerhard
Description: late 40s, graying temples, light German accent

Defining Quirks: Leans forward, overly helpful when threatened

Aliases: The Doctor

A medical doctor, anthropologist and a biochemist, he possesses an astounding array of knowledge. His research has partially unlocked an avenue of human enhancement with potentially ground breaking status. He also makes monsters.

Many levels of secrets enfold Joseph and his past. To the world at large Dr. Gerhardt does not exist.

Peeling back a layer of secrecy, Project Werewolf knows he worked for the Russians doing essentially the job he does for them now: surgically and chemically modifying people to create supersoldiers. In conjunction with Mossad, the CIA extracted him from the facility were he had worked for decades. They turned him to their side and put him to work on a highly classified CIA program that came to be known as Project Werewolf.

But the truth lies deeper. Gerhard's past was expunged by the Soviets (and kept that way by the Russians) who hoped to use him to create supersoldiers for their use. They picked him up at the tail end of World War 2. Salvaging the Nazi's weapon research they imprisoned him and put him to work for them.

Whether his research succeeded in delivering supersoldiers to the Soviet's remains unknown. What is clear is that a byproduct of that research halted and reversed his own aging, granting him a small amount of the werewolves' vitality and power.

Operations

Gerhardt runs the medical team that creates new agents. He also conducts the training performed on the "failures". As such he almost never leaves the Castle.

The situation is not much different from his time with the Russians and in a way it makes him feel comfortable to always be at work.

Attributes

Investigative Abilities: Bureaucracy 1, Chemistry 3, Diagnosis 3, Forensic Pathology 1, Languages 1, Occult Studies 2, Research 2

General Abilities: Aberrance 6, Conceal 6, Cover 6, Hand to Hand 4, Health 6, Medic 12, Preparedness 8, Sense Trouble 6, Shooting 6, Weapons 2

Hit Threshold: 3
Alertness Modifier: +1
Stealth Modifier: +0

Free Powers: None
Other Powers: Regeneration (refreshes Health fully for each 2 points spent), Necromancy (requires medical equipment)

Banes: None
Compulsions: None

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