Showing posts with label Shapeshifter. Show all posts
Showing posts with label Shapeshifter. Show all posts

Wednesday, September 9, 2020

True Blood (HBO Version)

 

 
Based on The Southern Vampire Mysteries, HBO's adaption True Blood represented both a departure from the standard horror fair for television and the constraints of broadcast television. During the course of its seven season run. Both with a serious horror and tongue-in-check vibe, True Blood  competed with its own genre constraints introducing a variety of modern issues cleverly disguised as fiction.

I've done several write-ups on True Blood characters over the the last decade for Halloween, and have a few more lurking:



 
Bill Compton - A vampire who becomes involved with Sookie Stackhouse early on and the main source of her romantic tensions. 
Pam Swynford De Beaufort -  Manager/Co-Owner of 'Fangtasia' - A vampire bar in Shreveport
Russell Edgington - One of the most dangerous vampires encountered and a snappy dresser.
Sookie Stackhouse - The main female protagonist, a telepathic waitress who becomes involved with the vampire world.
True Blood Vampires: How True Blood handles their vampires is very interesting



Thursday, February 28, 2019

Dren from 'Splice'


Dren







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

Health: 100
Karma: 80
Resources:  Shift 0*
Popularity: -0

Talents:
Dren has no real talents.

Powers:
Created Biological Lifeform
Dren is a created lifeform, which was created from samples of human, kangaroo, manta ray, horse, salamander, frog, bird, and fish among others. Dren is an amalgamation of those creatures, possessing additional abilities to further mutate and change, granting Dren the following abilities:
  • Environmental Adaptation: Dren can grow and adapt in her environment, growing gills and the ability to breath water, etc. This does not mean that Dren cannot adapt to hostile environments, but rather her adaption is constant – drawing on the various DNA strands that she is made up of.
  • Aquatic Adaptation: Dren is already adapted for marine life, allowing her Gd (10) Water Freedom and Gd (10) Hyper Swimming.
  • Poison Stinger: Dren is equipped with a stinger which grants her a 9’ reach and is equipped with a stinger which mirrors a manta ray. Dren’s stinger can inject Ex (20) intensity poison which will do 20 pts of damage a round for 1 – 10 rounds, requiring an Endurance FEAT vs. poison intensity each round. On a critical result, the poison will do -1cs to Endurance each round until it runs its course. In addition, the stinger/tail is prehensile, allowing Dren to manipulate it as if it were a limb.
  • Natural Weaponry: Dren possesses claws that seem retractable and can-do Ex (20) edged damage, halving effective body armor.
  • Enhanced Senses: Dren’s senses are considered to be superhuman, allowing Dren to track opponents through smell, see in near darkness, hear subsonic sounds, and sense body heat with Ex (20) ability.
  • Flight: Dren later develops wings, capable of Gd (10) flight.
  • Shapeshifting – Limited: Dren’s body adapts as necessary to the situation, allowing Dren to change at one point from female to male. As of the movie, Dren’s shape shifting is related to permanent changes linked to its Environmental Adaptation ability.
  • Enhanced Speed: Dren has the ability to move with quick sudden movements and bursts of speed. Dren is considered to have Gd (10) hyper-speed for one round at a time.


Contacts:
For a time, Dren could count its creators as contacts, but that quickly became impossible. Dren had no other contacts.

Limitations:
Dren had several limitations that progressed as Dren evolved. These limitations included:
  • Driven by instincts. Dren was remarkably smart, but was driven by instincts which would overwhelm Dren’s normal nature. Dren could be provoked or react to situations and as such, Dren would have to make a Psyche FEAT at -1cs.   
  • Unusual Appearance: Dren has a very unusual appearance, including reversed knees, a tail, eyes slightly apart, and other distinctive features. Dren suffers a -1cs to social interactions due to her unusual nature.
  • Non-Verbal: Dren communicates through trills and expressive reactions, but for the most part is non-verbal. Dren’s only words were ‘Inside You’, and even that required effort. Dren does seem to understand English and communication, but cannot usually speak.
  • Aging: Dren ages very quickly, growing from development to an adult in a matter of weeks. It could be assumed that Dren will continue to age quickly and suggest a shorter lifespan, but that is only a possibility. It is more accurate to think that Dren simply grew fast to adulthood, but it is a matter for the Judge to determine.
t.

Thursday, October 4, 2018

Pennywise from 'It'

They all float down here...







It, Pennywise the Dancing Clown, various other aliases

F: Depending on Form*
A: Depending on Form*
S: Depending on Form*
E: Depending on Form*
R: MN (75)
I: Un (100)
P: Cl1000*

Health: The health of *IT* depends on several factors - What form *IT*s currently in, what are the conditions around it, and if it is resting or active. See below for more details.
Karma: 1175
Popularity: 0* (See Below), - 30 (To mystics, similar entities, and to those who walk between).
Resources: Mn (75)

Talents:
IT has lived for hundreds of millions of years, amassing skills and abilities during its time since its creation and since it crashed in Maine. With its near-limitless lifespan and ability to read/eat/assume/subsume intelligence, thoughts, and experiences.

Powers:
Entity: *IT* is an entity that crashed landed in the region of Derry Maine, slowly recovering while the people built around it. In essence, *IT* has control within the region and maintains a sort of predator position while subconsciously affecting the citizens with Derry. For the most part, *IT* is immortal and immune to most effects (See Limitations below), such as disease, toxins, aging, and most normal attacks. *IT*s power are contained within *IT*s own environment and abilities suggest that like a spider, it must feed in order to continue to live, and that the impact with Derry in prehistory severely damaged *IT*.

*IT* preys upon children, not out of a specific need - but more out of a preference - as it was said, the fear is sweeter and acts as 'salting the meat'. *IT*'s truest form is that of an immense and ugly spider, located under the center of the town of Derry itself. The creature's abilities are difficult to gauge, but they seem to stem around three central areas:

Micro Reality Control - Regional *IT* has complete awareness of the region it's in, from the passing thoughts of someone on the street to the direction of how certain things will be done in its construction. Within the region, *IT* can affect the laws of physics and create realistic illusions that if not disbelieved with certain are effective reality. *IT*'s powers allow it to use *IT*'s massive telepathic powers to read the thoughts of all who enter the region, drawing out their fears, wants, desires, and others abilities and making them manifest. *IT* can control devices (such as turning lights/devices on and off), and affect the environment such as creating massive storms, clear days, or appropriate conditions. *IT* can subsume weak-willed individuals, either controlling their actions or providing means to do so. When *IT* is awake, nothing happens that *IT* is not aware off.

Telepathy: *IT* is a master telepathic presence, possessing at least Un (100) ability to read the thoughts of others. Through using it's Micro Reality control with its telepathic control, *IT* can create several effects, such as:

  • Hallucinations*: *IT* can create realistic illusions which remain in effect and actually will become real if not disbelieved in certain ways. These illusions include Pennywise appearing off of a page, the images of multiple deceased individuals emerging from the storm drains, and other key moments.
  • Mind Probe: *IT* can read minds and determine the wants, desires, and fears of a person. *IT* tailors its shape to those fears, and occasionally uses those thoughts to divide and conqueror groups and individuals.
  • The 'Dead Lights': More of a side-effect of its true presence in normal reality, the Deadlights are the bleed from it's form - capable of acting as Mind Drain and Fascination all at once. The Deadlights are capable of rendering anyone with Psyches below Gd (10) stunned and catatonic for long periods of time, and anyone with Typ (06) Psyche must make a follow-up psyche FEAT or be driving insane, permanently.

Shape-Shifting *IT* is a shapeshifter, able to change *IT*s form into any being that can be conceived. *IT* is capable of taking on any aspects of the creatures it becomes, such as gaining strength or agility depending on the creature it changes into (hence the variable FASE score, which will determine the creature's direct Health, depending).

The creature is bound to the form it takes, so specific form-limitations would apply. For instance, if it were a werewolf, it could be killed in that form (As stated in the novel). *IT* can be killed in its physical form under certain conditions (See Limitations), and it has been suggested (even by Stephen King) that the death of the creature physically may not kill it completely.

*IT*'s main FASE and 'real' form is akin to a giant spider, which has the following abilities:

F: MN (75) A: MN (75) A: In (40) E: MN (75)
Health: 240

  • Armored Carapace: Mn (75) protection against physical/energy attacks. Cannot be halved. The carapace seems weaker based on creature's limitations (see below) and is only Ex (20) beneath it.
  • Natural Weaponry: Talons: In (40) Damage, halves effective armor
  • Natural Weaponry: Bite: Am (50) damage, can shear bone and limbs with a Yellow FEAT
  • Webbing: Although not necessarily stated, it was definitely present in the movie adaptation. It as assumed *IT* can spin webs up to Rm (30) intensity
  • Gigantic: *IT*'s FASE is due to its' large size, granting those people fighting it a +2cs to hit.
  • Deadlights: Under the belly of *IT* are the deadlights, which are explained above.


Favorite Form #2: Pennywise the Dancing Clown

F: Rm (30) A: Am (50) S: Ex (20) E: Am (50)

Health: 150

Powers:
  • Teleportation*: Ex (20)
  • Natural Weaponry: Bite: Ex (20) damage, halves effective body armor/resistance


Contacts:
*IT* has no contacts, although *IT* manipulates the people of Derry and often those connected around Derry.

Limitations:

*IT* has several limitations tied to its very nature:
  • *IT* is extremely overconfident - to the point that it puts itself in danger by not recognizing the true threat against *IT* posed by the Losers. *IT* is at -4cs in underestimating *IT*s enemies, and often-times cannot understand or improvise as easily due to this arrogance. *IT* believes itself supreme in many ways.
  • Limited Range: Despite *IT*s power, it is limited to a geographic range in which *IT*s powers can work. While it can affect those *IT* has encountered previously, *IT* cannot use its powers outside of the Derry region.
  • Belief: Most of *IT*s powers and the resistance to them is more akin to belief and dedicated purpose. For instance, the Losers use silver rounds against it because the losers truly believe that silver will kill *IT*. Because of this, when the Losers use the silver, they nearly succeed. It isn't the rank of the attack or the material, it's the collect belief of the assembled group. When facing a group, *IT*'s effective Psyche is limited to Mn (75). The group however unifies their collected Psyches as an attack, so if you had seven children with Good (10) Psyche, they would be doing 70 points of damage per round when they *hit*. Belief can even nullify certain effects (such as the catatonia of Bill's wife after exposure to the Deadlights and even the deathblow to *IT*). *IT* simply cannot resist damage done in this means, and must make an Endurance FEAT in whatever form it is currently in when faced with successful attacks. (Note, usually only one person in a group can effective attack *IT*, such as Beverly in the first encounter and Bill in later encounters. This is more based on the unification of the group through a single person)
  • Power Limitation: Shape shifitng: As stated before, *IT* takes on the FASE of the forms it thinks will be most terrifying. *IT* is limited to the physical strengths and most importantly limitations while in those forms. As King said, 'Once *IT* is whatever it becomes, it has those problems'.
  • Enemies: *IT* has many enemies, such mortal foes like the collected members of the Losers, to the great entities like the Turtle. As such, *IT* must be careful when it acts.
  • Cyclical: *IT* follows a specific cycle which wakes from its slumber to feed and to act. If encountered in its lair between cycles, it is considered 'inert', although great acts of violence and bloodshed may wake *IT*. Normally it is only active for a period every thirty years.

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, August 19, 2018

Eddie Quist from 'The Howling' (1981)


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.
T.C. and Martha Quist: Eddie’s brother and sister.

Limitations: 
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.