BACK to COTW archive index


William Biggs


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)

TOP

BACK to COTW archive index

SJG's
GURPS website | GURPSnet archives | email me at angelwerks