Showing posts with label Cursed. Show all posts
Showing posts with label Cursed. Show all posts

Sunday, August 30, 2020

Barbabus Collins from 'Dark Shadows'

Barnabas Collins



 


 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

F: Ex (20)
A: Rm (30)
S: Rm (30)
E: In (40)
R: Gd (10)
I: Rm (30)
P: In (40)


Health: 120
Karma: 80
Popularity: -5 (As the mysterious killer)/ 10 in Collinsport
Resources: Rm (30)

Talents:
Mystic Origin*
Martial Arts A
Occult Lore: Demonology
Resist: Domination
Occult Lore: I-Ching
Multi-Lingual
Mystic Potential*

Powers:
Vampire: Barnabas Collins is a vampire of the traditional Hollywood sort, displaying many of them both in the show in the comics. As a vampire, Barnabas has the following powers:

  • Bio-Vampirism: Barnabas requires blood to survive, and can pass his curse onto others.
  • Hyper-Speed: Barnabas can move with Good (10) speed (As seen in the Gold Key comic)
  • Hypnotism: Ex (20) ability to hypnotise individuals who make eye contact with individuals.
  • Natural Weaponry: Fangs: Ex (20) damage when biting
  • Animal transformation: Bat: While not often seen in the show, Barnabas often changed into a bat in the Gold Key Comic.
  • Invisibility: Ex (20): Barnabas can disappear and reappear at will.

Sorcery: Barnabas is a talented sorcerer, capable of using a variety of spells but shown to be able to perform several key spells:
  • Exorcism: Ex (20)
  • Mystic Detection: Ex (20)
  • Time Travel: Through using the I-Ching, Barnabas can send his spirit back in time to occupy his own body in the past. Barnabas can only travel to periods he exists in.

Contacts:
The Collins Family
Dr. Julia Hoffman
Willy Loomis


Limitations:

Barnabas has the following limitations:

Vampire: Barnabas has the traditional limitations of a Hollywood vampire, such as crosses, garlic, and requiring an invitation to enter among others

Dark Secret: Barnabas is posing as his own descendant, and as such, his vampiric nature is not widely known outside of a small circle of contacts

Enemies: Barnabas has many enemies, from the Leviathan cult to his most famous adversary, Angelique. As such, all of enemies of Barnabas know to use his allies against him.

Tuesday, October 2, 2018

Ginger Fitzgerald from 'Ginger Snaps'







Ginger Fitzgerald

F: Pr (4) / Typ (6) / Gd (10) / Ex (20)
A: Pr (4) / Typ (6) / Gd (10) / Ex (20)
S: Pr (4) / Typ (6) / Gd (10) / Ex (20)
E: Gd (10) / Ex (20) / Rm (30) / In (40)
R: Typ (6) / Typ (6) / Typ (6) / Pr (4)
I: Typ (6) / Gd (10) / Ex (20)/ In (40)
P: Typ (6) / Pr (4)

Health: 22 / 38 / 60 / 100
Karma: 18 / 20 / 48
Popularity: 0
Resources: Typ (6)

Talents:
Student*

Powers:

Werewolf: Ginger is infected with Lycanthropy, slowly transforming into a werewolf over the course of several days and stages. Ginger slowly will change fully into a large wolf, and along the way will inflict damage and violence in her wake. Ginger, much like the previous write-up of imhotep, gains powers during the slowly stages she transforms:

  • Stage One: Initial Stage, no change
  • Stage Two: (Reflected in the second set of FASERIP), Gains Heightened Senses Pr (4), Regeneration Pr (4), and slowly physically begins to transform. She also gains Natural Weaponry: Claws Gd (10), and infect individuals with lycanthropy.
  • Stage Three: (Reflected in the change in FASE) Gains Heightened Senses Gd (10), Regeneration Gd (10), Recovery Gd (10), Natural Weaponry Claws Ex (20),
  • Stage Four: (Reflected in the change in FASE), All powers go to Ex (20), gains Natural Weaponry: Bite RM (30).

Contacts:

Brigitte Fitzgerald

Limitations:

  • Monk's Hood: Ginger is capable of being cured by the herb Monk's Hood
  • Unusual Looks: As the changes progress, Ginger becomes less and less human. The changes are occasionally painful and are very noticeable.

Tuesday, September 25, 2018

Ethan Chandler from 'Penny Dreadful'







Ethan Lawrence Talbot








F: Ex (20)/Rm (30)
A: Rm (30)/In (40)
S: Gd (10)/Ex (20)
E: Ex (20)/In (40)
R: Gd (10)/Pr (04)
I: In (40)
P: Ex (20)*

Health: 46
Karma: 110
Resources: Rm (30)
Popularity: 0*/40 (In occult circles, especially extra-dimensional circles)

Talents:
Ethan has developed many skills in his life, including but not limited to:

Mystic Origin*
Marksman*
Firearms
Knowledge: History (American West)
Heir to Fortune*
Hunting/Tracking
Brawling
Sharp Weapons
Knowledge: Religion
Knowledge: Multi-Lingual (English, Apache, Latin, and Spanish)


Powers:
Curse of Lycanthrope:
Ethan is cursed with lycanthrope, becoming a werewolf on the nights of the full moon. As a blessing and a curse, Ethan has several advantages as being a werewolf, including his increased skill, dexterity, endurance, and strength. Ethan’s abilities include:

  • Tracking: Ethan can track with Rm (30) ability.
  • Natural Weaponry: Claws: Ethan can rend flesh with Ex (20) ability, halving effective body armor. Ethan’s attacks are considered mystical and slashing.
  • Hyper Running: Ethan can move at Gd (10) land-speed when transformed.
  • Natural Weaponry: Bite: Ethan can do Rm (30) edged damage with a bite, and may be able to spread lycanthrope with such. Ethan’s bite requires the victim to make an Endurance FEAT vs. Rm (30) intensity or contract the disease/curse.
  • Berserker: Ethan has no control of himself while transformed, rending friend and foe alike when the beast takes over. Ethan has only faintest memories of what he has done while a beast, and may indeed be responsible for several murders in London and definitely responsible for the Mariner Inn massacre. The only person who seems to be able to calm Ethan at any level is Vanessa Ives.
  • The God’s Wolf (Wolf of God): Ethan is recognized as something special and is dangerous in the presence of the night comers and infected. As such, Ethan does +1cs damage when facing either while transformed.
  • Predatory Senses: Ethan’s senses are slightly greater while in human form, partially allowing for his impressive reflexes, reactions, and sight. Ethan is considered to have Pr (04) enhanced senses while in human form, and Ex (20) enhanced senses while in his transformed state.
  • Affinity with wolves: Ethan can seemingly bond and perhaps even control wolves with Gd (10) ability.

Contacts:
Ethan has few contacts that he’ll rely on. Sir Malcolm Murray sees Ethan as a surrogate son, Sembe while alive would consider Ethan a friend. Ethan was close to Dorian Gray at one time and Victor Frankenstein, but one would assume that neither are as close after the last events of the Penny Dreadful series. Kaetenay would be considered a contact, Hecate Poole if she had lived. Ferdinand Lyle, a director for the British Museum seems rather taken with Ethan, but Ethan’s best contact would be Vanessa Ives.


Limitations:
  • Cursed: Ethan is cursed with Lycanthrope, and has no control of himself at any level when transformed. Ethan is bound to the lunar cycle, and has often lost control with no memory of his actions.
  • Hunted: Ethan is hunted by his father, who has sent bounty hunters to return him to the United States. As such, Ethan is pursued and assumes several identities. Ethan’s father has Rm (30) resources to spend on such a thing (in Victorian times, In (40) in modern day) to bring Ethan home.
  • Wanted: Ethan is wanted for his actions in the Mariner Inn Massacre and the belief he is tied to subsequent killings. As such, Ethan is considered a person of interest in several murders and actively pursued by Scotland Yard.
  • Loyal:Ethan is extraordinarily loyal to Vanessa Ives, and would do anything for her.


Lawrence Talbot, the Wolf-man (2010 movie version)

”I am what they say I am... I'm a monster. “






Lawrence Talbot

F: Gd(10)/Rm (30)
A: Gd (10)/Rm (30)
S: Typ (06)/Rm (30)
E: Gd (10)/In (40)
R: Typ (06)/Pr (04)
I: Gd (10)/Am (50)
P: Ex (20)/Typ (06)

Health: 130
Karma: 60
Resources: Gd (10) (Personal)
Popularity: 10/-10 (As a stage actor of the day, and as later the ‘werewolf murderer’)

Talents:
Lawrence has the following talents:
Heir-to-Fortune*
Nobility*
Performer: Stage Actor
Knowledge: Victorian Society
Knowledge: American Society circa 1890
Knowledge: Current Events in London
Firearms
Sharp Weapons




Powers:

Curse of the Wolfman
After being bit by the werewolf in the moors, Lawrence suffers the curse of the werewolf, transforming every full moon into a man-beast who rampages throughout the countryside and for the most part does not care who gets in his way. The curse provides Lawrence with certain abilities, which include:


  • Predatory Senses: Lawrence has superhuman senses when transformed, granting him Rm (30) heightened senses that allow him to track with Ex (20) ability. In addition, the wolfman can sense body heat, hear faint sounds such as heartbeats, and see in total darkness with Ex (20) ability.
  • Immunity: While the Wolfman, Talbot cannot be hurt by normal weapons shrugging them off as if they were inconveniences. The Wolfman took an entire volley of normal gunfire without stopping by trained officers. Silver is the only thing which can kill the Wolfman, otherwise, the Wolfman is for the most part invulnerable to standard damage. Special damage and mystical damage would be assumed to do full rank against the Wolfman, and he can still be slammed and stunned through normal means (although he can recover from a stun in a single round).
  • Hyper Running: The Wolfman can move with Ex (20) speed, capable of pushing that speed up to Rm (30) with an Endurance FEAT by running on all fours. The Wolfman can cover extraordinary amounts of distance in a short time.
  • Hyper Leaping: The Wolfman can bound and jump with Ex (20) ability, covering distance upwards and gaining altitude quickly with a series of Agility FEATs by jumping object to object. The Wolfman cleared 20’ in a single bound without effort during the London rampage.
  • Natural Weaponry: claws: The Wolfman’s claws do Rm (30) slashing damage, halving armor and acting as a mystical slashing attack. The Wolfman can damage other lycanthropes at rank damage, bypassing their normal defenses.
  • Natural Weaponry: Bite: The Wolfman can bite and rend with its teeth for damage, up to In (40). The Wolfman prefers to rend, and those bit by the wolfman can lessen the damage with an Agility FEAT. Those bit by the Wolfman are usually infected with lycanthropy. A victim must suffer 50% of their health damage from such an series of attacks in a single round. If the victim does so, the victim must make an In (40) Endurance FEAT and an Rm (30) intensity Psyche FEAT or become lycanthropes themselves.
  • Stealth: The Wolfman is extraordinarily stealthy when hunting, granting him Gd (10) stealth.
  • Enhanced Healing: The Wolfman can heal from deadly wounds quickly, the only part of the curse which carries over to Lawrence Talbot while in human form. Wounds heal with Gd (10) regeneration, and endurance ranks are regained at 4X the normal rate.

Contacts:
Prior to the events in the moors, Lawrence was well-known on the stage. After such, The only real contact Lawrence had was with Gwen Conliffe, the former fiancé of his brother Ben.


Limitations:
  • Curse of the Werewolf:Lawrence is cursed with lycanthrope and cannot control himself on the nights of the full moon. The only known cure for the curse is to be killed by a silver bullet, which ends the suffering of the curses victim. During the three nights of the full moon Lawrence has no control over what he does or how he acts, although it is suggested that those who have hurt Lawrence may bear a greater brunt of the beast’s rage, and those that Lawrence cares for can be spared it. Due to the nature of the curse and the heavy weight of it, Talbot cannot earn karma while under the effect of the curse.
  • Enemy: For the most part, Lawrence was not aware that his greatest enemy was the werewolf who infected him – His father John Talbot. John Talbot murdered Lawrence’s mother and brother, and framed Lawrence for the murders in the area. As John Talbot is well-connected and his father, Lawrence has major issues in dealing with his enemy.
  • Vulnerability: Talbot, like most werewolves, is vulnerable to silver and the attacks of other Lycanthropes. In the case of silver, Talbot has a fatal vulnerability. If struck by silver or shot by silver bullets Talbot must immediately make an Endurance FEAT at -6cs and make a Red Result. If Talbot fails he immediately begins the dying process, losing an Endurance rank every round until dead. Talbot immediately reverts to human upon being mortally wounded.


Sunday, March 12, 2017

U-198 and crew from 'The Night Boat' (1980)



You glimpsed Hades, Moore. You saw the place of eternal torture and damnation. And yet you are a fool to think it was a nightmare, to think you are safe, because the things you fail to understand cannot reach you. But I tell you, they can!.”

Robert McCammon’s 3rd published novel back in 1980, The Night Boat had a very interesting premise – Nazi zombie submariners freed from 50+ years at the bottom of the ocean, the result of a voodoo curse which kept them between life and death, but still decaying and thirsting for both revenge and flesh. While not the greatest horror novel (and certainly not my favorite McCammon book…that write-up is for a later date), I found that The Night Boat offered something different and memorable. The zombies weren’t the traditional or typical undead, but a mixture of ghoul, spirit, and malicious tangible hate.



U-198 and crew


U-198:

U-198 is a German u-boat of the German VIIC, armored and able to withstand pressure and depth as well as armored with both torpedoes, an 8.8 cm cannon, a 28mm fixed cannon, and 2 C30 20mm cannons. Due to the damage and corrosion of being on the bottom of the ocean, the cannons are initially inoperable, but when capable are able to shell from ten areas away hitting two square areas for Am (50) damage. The light cannons and the fixed gun do from Rm (30) to In (40) damage, halving effective armor protection.

U-198 is initially unable to utilize its external weaponry, but its twin torpedo tubes are functional when unsealed.

 
 
 
 
 
 
 
 
 
 
 
 
The U-198 has the following stats:

Control: Gd (10)/ Pr (04)
Speed: Gd (10)/Pr (04)
Body: Rm (30)

U-198 is considered to be externally damaged when encountered initially, hence the secondary stats. Once access to materials for repair, it can be repaired within 24 – 72 hours by trained mechanics (as seen in the book).


The Crew of U-Boat 198






 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
F: Gd (10)
A: Gd (10)
S:  Ex (20)
E:  Ex (20)
R: Typ (06)
I: Typ (06)
P: Typ (06)

Health: 60
Karma: 18
Resources: Fe (02)
Popularity:  -10* (See Limitations)

Talents:
The crew of U-198 have the same skills as they had in life, including:

Military
Navigation
Sailing
Vehicle Operations and Repair: Submarine
Firearms

As a result of their curse, the crew are considered to have Mystic Origin*


Powers:
Undead
Due to their actions during the war, the crew of U-198 were condemned to undeath, trapped in the bowels of U-198 for over forty+ years, rotting away and growing hateful towards the living. The crew’s perpetual state and cursed nature grants them their higher strength and Endurance, while their rotting nature has actually done very little to slow them down. As effectively cursed zombies, the crew are immune from poisons, toxins, disease, and normal environmental effects. The crew does not need to eat or breathe, nor do they require rest. The desire to eat the flesh of the living is more to do with the hate they possess and the curse they are under rather than a requirement.

The crew of U-198 shrug off most normal attacks below Gd (10), except for direct head-shots and fire, which can destroy them.  Due to their putrid nature, the Crew of U-198 are easily detected by smell, giving them a -1cs to all stealth checks. Finally, the Crew of U-198 are immune from effects which control or curse undead, as they are held in check only by their captain. The crew of U-198 only pause when their captain orders them to, and seemingly only listen to him.

Horrifying Appearance
Due to their rotting appearance, whenever a person first encounters the crew of U-198, they must make a Psyche FEAT vs Ex (20) intensity and require a yellow success or higher. Failure results in a round of abject terror from the sight of the creatures. In addition, each encounter with the crew of U-198 only lessens the effect only by degrees, requiring only a Psyche FEAT vs. Gd (10) intensity only requiring a Green result.

Group Attack:The crew usually attack in numbers of 3-4 or more, and are adept at using group tactics to attack and hunt. As such, unless impaired or wounded they will all act on the same initiative and attack as a coordinated group.

Contacts:
The crew of U-198 had various contacts in life, in death they have none.


Captain Wilhelm Korrin


The captain of U-198, Captain Korrin is the leader of the undead crew, cursed to wait at the bottom of the  trench until inadvertently freed.

F: Gd (10)
A: Gd (10)
S: Ex (20)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: Rm (30)

Health: 40
Karma: 70
Resources: N/A
Popularity: - 10* (See Limitations)

Talents:
Military
Leadership*
Firearms
Knowledge: U-boat operations
Knowledge: Allied shipping routes
Knowledge: Ships
Navigation
Mystic Origin*

Powers:
Captain Korrin has the same abilities and powers of the others of his crew.

Contacts:
During Life, the Captain had contacts within the German Navy. In death, the Captain has no contacts.

Limitations:

The crew and captain of the U-198 share the same limitations, born out their curse:

Cursed:The captain and crew of U-198 were cursed after their attack on the island of Coquina during WWII. While U-198 was sunk, the curse prevented the crew from dying, instead keeping them in a rotting undead state, trapped below the undersea shelf across an abyssal until freed. The crew cannot easily be killed, requiring the destruction of the U-boat in order to end it, although individual members of the crew were able to be destroyed by reducing their active health to ‘0’. The crew will continue to exist and are bound to continue their war until destroyed, and will focus purely on repairing U-198 and continuing their attack.  Due to the nature of the curse, Exorcism and similar powers do not work to free the crew…they must be destroyed individually or through the destruction of U-198. 

Hideous: While a benefit in some ways (terrorizing as it is), the hideous and putrid nature of the crew gives them a permanent -2cs reaction bonus for any interactions. Even those who knew the crew if are affected. 


Flesh for life: The Crew are not required to feed on the flesh of the living, but do so as if possessed by spirits and will kill and devour anyone who they can during their forays and attacks.   

Tuesday, November 6, 2012

Dr. Adam Spektor from 'The Occult Files of Dr. Spektor'




Adam Spektor

F: Ex (20)
A: Ex (20)
S: Gd (10)
E: Ex (20)
R: Gd (10)
I: Rm (30)
P: In (40)

Health: 70
Karma: 80
Resources: Ex (20)
Popularity: 15 (In Occult Circles)

Talents:
Occult Lore*
Sharp Weapons
Demonology
Ritual
Knowledge: Ancient Cultures
Knowledge: Ancient Languages
Knowledge: Forbidden Knowledge
Knowledge: Multi-Lingual
Knoweldge: Monsters (Occult and Other)
Medicine*
Psychology
Wrestling
Blunt Weapons
Guns
Marksman*
Martial Arts : A
Martial Arts: C
Martial Arts: D
Martial Arts: E
Alchemy
Chemistry

Powers:
Capable Occultist: Dr. Spektor is a very capable Occultist, having vast resources and a library of occult lore at his fingertips. While not a magician in the traditional sense, Spektor maintains a vast assortment of books, artifacts, and resources dealing with the occult. As an action, Spektor can consult his library which grants him an additional Reason FEAT in learning about obscure and/or specific information.

Occult Armory and Lab: Spektor has been collecting mystical artifacts for some time, and has a wide range of traditional and mystical weaponry and items which he can draw upon. Spektor has such mundane things as blessed wooden crosses as well as silver bullets, as well as mystical items such as magical spheres capable of producing flame or alchemical formulas to cure vampirism and/or lycanthrope (Although, not initially). Spektor can draw upon his resources during an adventure by spending 1 full turn, and produce an artifact or weapon specific to the investigation (Although limited to Rm (30) ability). Afforementioned mundane items are always accessible.

Contacts:
Spektor maintained several allies during his investigations:
- Elliot Kane
- Lakota Rainflower
- Anna Sara Spektor
-Lui San

In addition, Spektor had various contacts in the occult world, including various monsters and mystic beings.


Limitations
  • Overzealous: Spektor is always overzealous in dealing with a threat, preferring a 'Hands On' approach to resolving issues. As such, Spektor usually is directly involved in fighting the forces of evil, and is known for it.
  • Enemies: Spektor has made several powerful enemies during his time as an Occult Investigator, many of them long-term adversaries.
  • Former Werewolf: For a short time, Spektor was infected with Lycanthropy before being cured. As a Werewolf, Spektor had no control of his actions.

Note: Although Dr. Solar appeared in two issues and left as a friend, I didn't include him as a contact.

Irina Gallier from 'Cat People' (1982)






F: Gd (10)
A: Ex (20)
S: Typ (06)
E: Gd (10)
R: Typ (06)
I: Ex (20)
P: Gd (10)

Health: 46
Karma: 36
Resources: Typ (06)
Popularity: 0

Talents
Mystic Origin* (although Irene is not aware of the history of her people initially, nor does she immediately possess any occult lore)

Powers
Were-Panther: Irene and her brother Paul are from a long-line of were-panthers, in which they are destined to transform into a panther when sexually active. As a were-panther, Irena has some benefits, which include:
  • Heightened Agility: Irena is able to deftly avoid danger as shown in the film by being able to scale a large tree with little effort.
  • Hyper-Climbing: Irena seems more than capable of climbing with Pr (04) ability in human form.
  • Heightened Senses: As slightly indicated in the movie, Irena's sense of smell is greater, granting her Gd (10) heightened senses. It is implied that Irena also can see in near darkness, and is often comforted by it.
  • Stealth: Again, as indicated in the movie, Irena is shown to be somewhat stealthy, granting her Pr (04) stealth.
  • Transformation: If sexually active with anyone except her brother, Irena will transform into a large female panther. Irena will remain a panther until she takes a human life, which she is very reluctant to do. As a panther, Irena maintains a majority of her intellect and awareness. Irena's stats as a panther are as follows:

    F: Ex (20) A: Ex (20) S: Gd (10) E: Ex (20): R: Pr (04) I: Rm (30) P: Typ (06)
    Health: 70
    Karma: 42
    Resources: Fe (2)
    Pop: 0

    Natural Weaponry: Claws Gd (10), Bite Ex (20)

Contacts:
Paul - Brother (while he was alive, although Irena will be very, very reluctant to contact him after she learns the truth)
Oliver Yates

Limitations:
  • Curse of the were-panther: Irena suffers the curse of her ancestors - She will transform into a panther, requiring a human death in order for her to become human. Sexual activity with anyone outside of her familial line will hasten the transformation, and only by breeding with a member of her family can she stop the transformation. As such, Irena has been ignorant of her true nature for most of her adult life, and as such, attempts to deny her legacy.
  • Reluctant to Kill: Even though it means her humanity and happiness with Oliver, Irena chooses to become a panther permanently rather than to kill another. Irena will not willingly hurt someone else, granting her a Psyche FEAT when provoked into situations where she might have to.
  • Loyalty: Irena is extraordinary loyal to Oliver, and recognizes him even as a panther. Irena's one concession to her nature is if Oliver was in danger of being hurt.
  • Animal Nature: Irena's were-panther nature is apparent to any other animal, causing occasionally violent reactions. Animals (especially other cats) suffer a -1cs reaction to Irena.

Monday, October 12, 2009

The Wolf Man from 'The Wolf Man' (1941)

Even a man who is pure in heart and says his prayers by night, may become a wolf when the wolfbane blooms and the autumn moon is bright.



The Wolf Man




 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

Lawrence "Larry" Talbot


F: Gd (10)/Ex (20)
A: Typ (6)/Rm (30)
S: Typ (6)/Rm (30)
E: Gd (10)/In (40)
R: Gd (10)/Pr (4)
I: Gd (10)/Am (50)
P: Ex (20)/Gd (10)

Health: 32/120
Karma: 40/64
Popularity: 3/-15
Resources: Ex (20)/Pr (4)

Talents:
(As Talbot)
Hunting
Business/Finance
Nobility*
Occult Lore (By the film House of Frankenstein)

Powers:

The Curse of Lycanthropy: After being bitten by a werewolf, Larry Talbot is forced to undergo a transformation from man into beast-man, possessing little intellect and driven purely by savage instinct. Talbot's curse prevents him from dying through conventional means, but he can be 'killed' through being attacked with weapons made of silver. Talbot cannot die through any other means, and even when struck by silver, shot by silver, or what have you, Talbot can return to life through the light of the full moon.

As a Wolf Man, Talbot has the following abilities:

  • Tracking: Rm (30)
  • Natural Weaponry: Claws: Ex (20) (acts a a mystical attack)
  • Natural Weaponry: Bite: Rm (30), victim must make an Endurance FEAT versus the severity of the bite or risk contracting lycanthrope. If the Victim is reduced to 0 health or Shift 0 Endurance, they will most assuredly contract the disease, no role.
  • Hyper Running: Gd (10)
  • Regeneration: Ex (20)
  • Stealth: Ex (20)
  • Functional Immortality; Talbot can be reduced to 0 health, but will not die, instead entering a death-like trance due to the nature of his curse and will begin to regenerate. Only a weapon forged from pure silver will kill him, and even then, it must be absolutely pure.
  • Berserker: The werewolf will go berserk when injured, causing it to forget pain and raising it's attributed by +1cs while reducing it's reason and psyche.


Contacts:
Sir John Talbot: Father
Gwen Conliffe: Love Interest

Limitations:

  • Uncontrollable Change: Talbot is forced to transform into the Wolf Man whenever the moon is full. Under these transformations, the wolf man is purely bestial, and remains a savage killer
  • Disease Carrier: Talbot is the carrier of the curse of lycanthropy
  • Dark Secret: Few people know that Talbot is the Wolf Man.