I'm gonna
give you a piece of my mind….
The infamous
serial killer ‘Eddie the Mangler’, Eddie Quist and the rest of his pack served
as the antagonists for 1981’s The Howling, sharing both the bloodlust and
curse of Lycanthrope between them. Unlike the others of the pack, Eddie left
and entered the city, killing dozens as an infamous serial killer until finally
stopped by the police and reporter Karen White...Apparently. Quist remains
difficult to kill, and returns at crucial moments with an infamous quote while
removing a normal bullet from his head.
Why Eddie
Quist?
There are
three reasons I wanted to feature Eddie. First and foremost, Eddie is often a
forgotten figure in horror, undeservedly so. Eddie was a conceptually a very
terrifying figure whose uniqueness was without a doubt, how he was introduced
directly. A good chunk of the movie we don’t see Eddie, but his actions and
activities are ever-present.
The second
reason was I wanted to do something featuring the werewolves from
The Howling and had wanted to for a
little bit. I have a soft spot for The Howling even though I know it is cheesy
by today’s standards.
The third
reason is that Robert Picardo does an incredibly job making Eddie menacing, and
it’s one of those portrayals that is really defining and sadly overlooked.
So, Eddie
Quist.
Eddie Quist,
the Mangler
Eddie Quist
F: Gd(10)/Ex (20)
A: Typ
(06)/Ex (20)
S: Gd(10)/Rm
(30)
E: Ex (20)/In (40)
R: Typ (06)
I: Ex (20)/In (40)
P: Ex (20)
Health: 52/110
Karma: 46/66
Resources: Pr
(04) at best
Popularity: (as
the Mangler) – 2, (As Eddie Quist after ‘Death’)0
Talents:
Mystic Origin*:
Werewolf
Hunting
Knowledge:
Greater Los Angeles Area
Knowledge:
Area around the Colony
Knowledge:
Human Nature
Intimidation*
Powers
Werewolf:
Eddie Quist is a werewolf possibly since birth and shares his affliction with
those he either bites or is related to. Quist is able to transform willingly
between his werewolf and human forms, is able to tap into his additional
FASERIP abilities, and cannot be killed through conventional means. Quist is
able to fully regenerate damage (not caused by fire or silver) within a matter
of hours, and can even return from the dead if killed through traditional
means. Quist’s abilities include:
- Transformation: Quist can transform from his normal human state to a large bipedal wolf-form within three rounds. The transformation itself can be a visceral experience, and can have an effect on those who witness it, forcing anyone with a Psyche below Gd (10) to make a FEAT or be paralyzed and/or horrified during the course of its effect. One a person has witnessed the transformation they seem prepared for it, and as such, do not have to make an additional FEAT in the future. If a person fails their FEAT and are not killed by Quist, they will have no immediately memory of what they witnessed (as seen with reporter Karen White). When Quist is fully transformed, his FASERIP gain the adjusted values and Quist’s health actually increases. Quist’s transformation can be interrupted or even delayed through damage – Forcing Quist into a difficult hybrid form which he’ll remain until the source of the damage is removed or healed from. It is important to note that the transformations are not based on the phases of the moon, but on choice: All werewolves in The Howling can change at will.
- Lupine Nature: Quist maintains a certain degree of feral nature in human form, including a need to hunt, a desire for fresh meat, and feral characteristics shared by his brother and sister. With a Psyche FEAT Quist can utilize his feral nature to his advantage and even drawn upon his lupine abilities.
- Tracking: Quist can track by smell and scene with Ex (20) ability
- Natural Weaponry: Claws: When Quist is transformed he has claws which can do Ex (20) edged slashing damage, halving effective armor and material strength.
- Natural Weaponry: Bite: Quist gains another natural attack, a bite which has several key properties. First, the bite acts as a Rm (30) edged attack which halves effective armor, resistance, and material strength. Secondly, on a successful Yellow FEAT, the bite could infect the target with lycanthropy. The target must make an opposed Psyche FEAT (not Endurance) vs. Rm (30) intensity. If failed, the target will contract lycanthropy within 1 – 3 days and will change accordingly in both personality (becoming more feral), appearance, and nature. Quist will not willingly infect people, preferring simply to murder them.
- Werewolf Regeneration*: Quist can regenerate with Rm (30) intensity any damage not caused by silver. Quist can regrow limbs and more importantly recovery lost Endurance ranks as if he also possessed the Recovery power.
- Lycanthropic Immunities: Quist is immune to certain things as part of being a lycanthrope. First, Quist is immune to normal toxins and diseases, but not corrosives (He was famously burned by acid), or fire-based attacks. Quist is immune to most normal temperature and environmental effects, and more importantly takes no real damage from lethal or kill results in the traditional means: Quist can be reduced to 0 health and appear dead in most examinations, but unless killed with silver, Quist will return within 12 – 24 hours of being ‘killed’, and will be able to fully recover within that period. As said during The Howling movie itself, a werewolf cannot be truly killed unless either by fire or prominently by silver. Quist was shown to be able to move and function for some time with a bullet lodged in his brain once he ‘returned’ until he himself removed it.
- Enhanced Senses: Although not expressly stated in the film, it is assumed that Quist has sharpened senses like all of the werewolves of the colony in human form at Ex (20) ability.
- Stealth: Quist is able to move around and completely disappear with Pr (4) ability, gaining the drop on many victims and able to surprise victims. Eddie relishes the ability to get the drop on intended targets.
Contacts:
Eddie has
the following contacts:
The Colony: Eddie’s home and pack.
The Colony: Eddie’s home and pack.
T.C. and
Martha Quist: Eddie’s brother and sister.
Fatal
Vulnerability to silver: Eddie and all werewolves from The Howling suffer a fatal vulnerability
to silver. Silver weaponry bypass any resistances and/or protections immediately
and start the dying process if a successful Yellow intensity attack FEAT
occurs. Silver is so toxic and dangerous to lycanthropes like Eddie that a
single shot can kill them.
Well-known
serial Killer: Eddie Quist is known as the Mangler and is
well-known if not hunted by LAPD authorities. It is suggested in the film that
Eddie is also responsible for a number of other killings around the country.
Noticeable
Features: Eddie has distinctive feral-like features,
including a bullet wound in the center of his forehead for the majority of the
film. Eddie is considered instantly recognizable in human form.
Notes:
As I said in
the beginning, I think Eddie is an underrated horror villain within the genre.
I placed his attributes and abilities based on his actions within the film and
what others were saying about Eddie’s activities. I also think that for the
most part, the lycanthropy Eddie possesses is as much a psyche-based affliction
as it is a disease – That’s why I decided contraction required a Psyche FEAT
rather than an Endurance based FEAT.
Eddie’s
FASERIP I think best represents both his ‘normal’ and altered stats. I also
included several skills which can debated. First, I think that Mystic Origin*
is most probable, but I also felt as I continue to feel that Mystic Origin*
isn’t a good catch-all and should be specified in what sort. Secondly, I
included hunting as a talent, it’s clear that T.C. and Marsha have it so why
not Eddie. I also included a knowledge skill called ‘human nature’. I don’t
think Eddie would qualify for psychology, but it’s clear he understands human
nature and exploits that in his hunting. I think that Eddie is often seemingly
portrayed as less intelligent than he is, and it’s clear from both narrative in
the movie and the conversations in The Howling that Eddie is far smarter than he lets on.
The
Werewolves from ‘The Colony’
Part of a secluded community in called ‘The Colony’, the
pack is made up of several werewolves led by Dr. George Wagner. For the most
part, the Colony remains secluded and doesn’t seek to involve themselves in
outside groups or activities, but this is due primarily due to the desire to
remain undiscovered – For the most part, werewolves are thought to be myth. The
Colony is selective about its membership and when new members join, and
narratively work to draw those who might have knowledge of their existence or
actions to be dealt with.
Lycanthropy in The Howling
All members of the colony are lycanthropes, which can be
passed through a bite or serious wound to uninfected parties. A Psyche FEAT vs.
Rm (30) intensity is required for a victim to become a werewolf. Once the
process has started, the victim will fully transform within 1-3 days. During
this time the behavior and personality of the victim changes: The victim become
more feral, craving meat and becoming aggressively violent (as seen with Bill
Neill during his transformation. Once the victim has transformed, they become
part of the pack, although maintaining their human appearances when not
transformed. The newly created werewolves seem devoted to the pack (again, as
seen with Bill Neill), and will not side against it.
Pack Members share the same powers, abilities, and
limitations as Eddie Quist, including the ability to transform at will and the
fata vulnerability to silver. In addition, Pack members gain certain FASERIP
advantages as follows when in werewolf form:
F: +1cs
A: +2cs (Max
Rm)
S: +2cs (Max
Rm )
E: +2cs
R: No Change
I: +2cs (Max
In)
P: No Change
Colony
members gain adjusted Health based on their adjusted FASERIP depending on what
form they are in. Within the context of The Howling there is no cure for lycanthropy. For the purposes
of MSH, Resist: Disease of Rm (30) or higher will prevent contraction as will a
successful Psyche FEAT upon first attack. A cure for this kind of lycanthrope
will require additional resources including occult/mystical powers.
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