Showing posts with label werewolf. Show all posts
Showing posts with label werewolf. Show all posts

Tuesday, September 29, 2020

Penny Dreadful - Do you believe there is a demimonde?

 

Debuting in 2014, Penny Dreadful  represented a different sort of show and was a dark contrast to how horror and period shows were done to that point. Gritty and full of references to the gothic horror that spawned it, Penny Dreadful re-imagined both the characters that were drawn from classic literature as well as the well-known folklore around such creatures. To say it was probably my favorite show of the last several decades would be an understatement. I've attempted to capture the elements of the characters in these write-ups and have a few more down the road.

Ethan Chandler (Played by Josh Harnett) - An American gunfighter hiding a deadly secret
Frankenstein's Monster (Played by Rory Kinnear) - the first creation of Dr. Frankenstein 
Sir Malcolm Murray  (Played by Timothy Dalton) - An famed explorer and man of means
Vanessa Ives  (Played by Eva Green) - A family friend of Sir Malcolm's daughter, witch, and psychic.
Dr. Victor Frankenstein (Played by Harry Treadaway) - A physician and scientist obsessed with death.
Sembene (Played by Danny Sapani) - A mysterious figure and ally of the group tied to Sir Malcolm.
Dorian Gray (Played by Reeve Carney) - A youthful immortal who is ageless and sins without regret.
Lily Frankenstein (Played by Billie Piper) - The reanimated Brona Croft - powerful and dangerous

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.

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.


Wednesday, November 5, 2014

Detective Max Dire from 'Full Eclipse'

’ I don't need to be part of this Halloween s**…

Although not an outstanding cinematic work, Full Eclipse was a pretty neat concept. A burned-out cop played by Mario Van Peeples is recruited for an elite anti-crime taskforce led by a mysterious figure who utilizes a rare drug, transforming the officers into super-cops. When revealed the mysterious leader (named Adam Garou) is in fact a werewolf whose vigilante activities include the destruction of those who become addicted to their new power. Ultimately Dire ends up in a showdown not just with the head werewolf but also himself, and what he might become.

Why Max Dire?

The ‘werewolf’ cop angle was an interesting concept, and I thought that it was just cool enough that I’d have liked to seen a sequel. I think that Max is a perfect modern horror hero. I had initially thought to do Max Dire and the Full Eclipse werewolves back during year 3, but quickly forgot and ended up bouncing the idea around for a while. I just like the idea of it, as campy as it is.


Max Dire, Werewolf Cop




Detective Max Dire
F: Gd (10)/Rm (30)
A: Gd (10)/ Rm (30)
S: Gd (10) / Rm (30)
E: Gd (10)/ In (40)
R: Typ (06)
I: Gd (10)/ In (40)
P: Gd (10)

Health: 40/130
Karma: 26/56
Popularity: 2 (Hero Cop)
Resources: Gd (10)

Talents:
Law Enforcement*
Marksman*
Unarmed Combat
Firearms
Small-Unit Tactics
Detective
streetwise

Powers:
Werewolf Enhancement: Detective Dire has been given a drug based on blood and tissue from an alpha werewolf. While using the drug or on 'the program', Dire has the following attributes:
  • Enhanced FASERIP: Dire's FASERIP scores are enhanced to reflect the changes brought on by the drug. Dire was already an exceptional cop, but those attributes are increased and are reflected in the secondary set of stats. Dire's Health and initial Karma scores are also changed by the 'bump' in attributes.
  • Invulnerability*: Dire gains increased resistance to most forms of damage to Gd (10) rank, shaking off small arms fire and other damage while on the drug.
  • Regeneration*: Dire is able to regenerate with Am (50) ability, capable of healing from near lethal wounds in seconds from exposure to the drug.
  • Recovery: While on the drug, Dire is able to recover Endurance ranks with Ex (20 )ability. In addition, Dire can recover from stun effects with a Yellow Endurance FEAT within a round.
  • Hyper Leaping: While on the drug, Dire can leap with Ex (20) ability, capable of dropping a hundred feet without an issue.
  • Hyper Running: Dire can move at Ex (20) land speed while on the drug.
  • Natural Weaponry: The longer Dire is on the drug, the more lupine aspects of his appearance emerge. Dire's teeth become sharpened and elongated, granting him Ex (20) bite. Dire also gains claws which grow from the back of his fingers and do Ex (20) slashing damage, halving effective body armor.
  • Heightened Senses: Dire's senses grant him Ex (20) enhanced senses, allowing him to track opponents, see in near total darkness, hear sub-auditory effects, and other aspects.


Contacts:
Dire has connections with the group of rogue officers known as 'The Pack' while working with them, and is assumed to have multiple connections within the police department.

Limitations:
While granting unique powers, the drug has several key side-effects:
  • Bestial: The longer the drug is used, the more bestial the person becomes in appearance and action. The reason that Adam Garou ends up killing members of 'The Pack' and moving on is that those who use the drug cannot handle the beast inside of them, and ultimately become mindless predators. In addition, as the drug changes a person into a beast, they gain a -1cs reaction bonus (except Patsy Kinset, who seems impossibly hotter). In addition, as the drug begins to affect the user, it begins to wear down the user's psyche and reasoning, suffering a -1cs to each for every week after the first full moon while constantly used.
  • Highly Addictive: The drug is highly addictive, creating a situation where the more it is used the more the user wants to use it. While Dire does not suffer withdrawal symptoms, they do clearly exist, depending on the length of use. It is assumed that should someone use the drug longer than a week, they must make a Psyche FEAT to avoid becoming dependent on it. Each week afterwards requires an additional Psyche FEAT at -1cs (to a grand total of -4cs).
  • Dependent: Adam Garou: Garou is the only source of the drug (as it is harvested from his own brain fluids and blood). As such, Garou can (for a time) control the pack. Garou also knows where those in The Pack are at all times, granting the members (such as Dire) the limitation "Watched".
  • Bloodthirsty: Members of the pack (Dire included) become more bloodthirsty as they use the drug. Depending on the situation, Dire and other members of the Pack must make Psyche FEATs or engage in over-the-top blood thirst. In such cases, Dire will spend karma to ensure that the most damage can be inflicted.

Dedicated to Justice: Dire is dedicated to justice, and while trying to stop the wanton destruction of The Pack, ends up dead.



Notes: I appreciated Full Eclipse for what it is. For the purposes of the write-up, I thought I would include the basic approach to the drug derived from Garou:

The Werewolf Drug
Extracted from the brain tissue of Adam Garou, the drug has the following abilities:
  • Grants a + 2cs to Fighting, Agility, Strength, and Endurance (Incredible Max)
  • Grants a +3cs to Intuition (Amazing Maximum)
  • Grants 'The Pack' Power set (Gd (10) Invulnerability, Ex (20) Enhanced Senses, Rm (30) Regeneration*, Rm (30) Recovery, Ex (20) Leaping)
  • Grants 'The Pack' Limitations (Bestial, Watched, Addicted, Bloodthirsty)
  • The drug is usually given prior to an operation, and usually only to the hand-picked members of 'The Pack'. The drug remains only potent for several hours (Approximately eight to ten) between doses. The drug does indeed build up in the system, causing the changes and increased dependency.

The drug cannot be stored for any significant period of time, requiring a living donor.

Wednesday, November 6, 2013

Alamo Joe from 'Werewolf' (1987)

Alamo Joe


 

 

 

 

 

 

 

 

 

 

Alamo Joe Rogan

F: Ex (20)
A: Gd (10)
S: Gd (10)
E: Rm (30)
R: Typ (06)
I: Rm (30)
P: Ex (20)

Health: 70
Karma: 56
Popularity: 0
Resources: Typ (06)

Talents:
Guns
Marksman*
Law-Enforcement
Knowledge: Bounty Hunting
Occult Lore*
Sharp Weapons
Detective
Knowledge: Southwestern United States
Knowledge: Bail Bondsman
First Aid
Shadowing
Tracking
Hunting


Powers:
Indomitable Will: Alamo Joe isn't one to give up lightly, and he seems mostly non-reactionary to the situation he has found himself in. Most importantly, even when armed with the knowledge of what he is hunting and directly confronted with it, Joe doesn't seem to care or be affected by it. Joe can make an Ex (20) intensity power effect when confronted by situations that require a Psyche FEAT, such as horrific visages and/or the supernatural. While not necessarily a power, Joe seems to be adapted quite well.

Equipment:
Joe carries a variety of firearms, but favors a six-shot .357 Colt Python or older six-shooter pistols and rifles. Joe also is readily able to adapt to face the threat of Eric Cord, casting proper silver bullets accordingly.

Contacts:
Joe has contacts throughout the Southwestern United States including California within law enforcement, bail bondsmen, and associated groups. Joe is well-known throughout the community.

Limitations:
Dedicated to bring Eric Cord in:
Although it could be argued successfully that Joe is dedicated to stopping Eric Cord, the truth is simple: Joe is seeking to bring Eric Cord to justice. Although much like Philip Gerard in The Fugitive, Joe is not certain if Cord was responsible, Joe is dedicated to bringing him in.


Note: Lance LeGault was awesome as Joe. The show was awesome, and their take on werewolves was pretty cool...not to mention Chuck Connors as a bad guy!