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Part Two of the Hallowe'en Edition of COTW is a trio of
characters for Horror and Horror-Fantasy campaigns, the
first of whom is a werewolf who uses his lycanthropy for
profit. This is the Second of Six COTW posts this week.
William Biggs; werewolf bully
(c) copyright 2000 Brandon Cope
Total Points: 31 Points
Age mid-20s; 5'8"; 160 pounds; an average-looking man with
tanned skin, and dark hair worn long (relative to the time
period).
ST 11 [10] - thrust 1d-1, swing 1d+1
DX 12 [20] - basic speed 5.75, move 5, dodge 5
parry
(brawling) 9
IQ 10 [-]
HT 11 [10]
WL 12 [-]
ADVANTAGES: Strong Will +2 [8]; Werewolf
[15].
DISADVANTAGES: Manic Depressive [-20]; Secret
(Werewolf) [-30].
QUIRKS: Bully; Hates being called "Billy". [-2]
SKILLS: Area Knowledge (village and surrounding
countryside)-12 [4]; Brawling-13 [2];
Guns/TL6 (Rifle)-14 [2]; Intimidation-12
[6]; Tactics-9 [2]; Stealth-13
[4].
LANGUAGES: English (native)-10 [0].
EQUIPMENT
William carries little or nothing, and wears normal
clothing. (If one notices, it is not very expensive or
restricting, the perfect wear for a were.)
BIOGRAPHY
Biggs was born in an isolated village on the western coast
of England. His parents were lycanthropes, as were their
parents. But unlike many other weres, the family didn't view
this as a curse, nor were great pains taken to hide it from
the locals, since it inspired fear and respect from the
villagers. Those that stood up to the family - or tried to
alert outsiders - disappeared.
William served briefly in the Great War when he was drafted
into the British infantry; the war had only a few weeks
left, but his unit was ambushed and wiped out during its
first mission. Only his ability to assume wolf-form saved
him.
Since then, Biggs found that his skills and wereform were
aptly suited for the role of thief.
ENCOUNTERED
William is usually found in or around his home village. Most
of the time, he works alone; he has trouble finding and
keeping partners since he is prone to severe mood swings at
irregular intervals. If he has found a new partner in crime,
he may go to one of the larger towns or cities - generally
in the box formed by
Ilfracombe-Plymouth-Weymouth-Bristol.
CANONICALITY
William Biggs has -50 points in Disadvantages, but otherwise
conforms to standard GURPS rules.
WHAT IF?
Biggs is intended for a Horror campaign set in the 1920s,
but would work just as well in earlier historical settings.
(Perhaps better, since the activities of his family would
have been easier to conceal from the authorities.)
ADVENTURE SEED:
Little Red Riding Hood: An NPC with some connection to a one
of the PCs - preferably not a Dependent, since the NPC will
likely die - vanishes while near William Biggs' home town.
(The NPC should have some reason for being there: a
government official or reporter checking into other
disappearances, or a simple tourist who took the wrong path,
etc..) The PCs show up to investigate the most recent
disappearance, and find the locals oddly reluctant to
cooperate. What's going on? What secret does the village
conceal, and why are the locals unwilling to help?
- written by Brandon Cope (copeab@hotmail.com)
- editted and formatted by andi jones
(andi@angelwerks.com)
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