Pennamaquot Werewolves

Pennamaquot Werewolves
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 Dex:   8    Str:   7  Body:    9
Int:   3    Will:  6  Mind:    5
Infl:  8    Aura:  7  Spirit:  7
Initiative: 19  Hero Points:  30

Powers:
Analytical Smell/Tracking Scent: 7
Invulnerability: 14
Jumping: 2
Telepathy: 3

Drawbacks: Attack Vulnerability: -4 CS vs. silver weapons; Serious Irrational Attraction to vengeance upon males.

Alter Ego: varies
Motivation: Psychopath
Occupation: Werewolves
Wealth: n/a



Source: Swamp Thing Sourcebook, page 28

Foes of: Swamp Thing



Ed's Notes: OK... Got to get this out of the way up front... The "Pennamaquot Werewolves" sound more like a Single-A, Minor League Baseball team to me that a serious horror monster.  NOW, let me apologize for that, because the story that these "monsters" comes from contains some pretty powerful and profound feminist allegory and sharp commentary on the female human condition. (And in 1985 no less!)  Using them in a campaign TODAY, I would recommend that the GM use great care to keep the story balanced. Swamp Thing villains are usually more nuanced, and this lot have very sympathetic reasons motivating what they do. Are they still wrong? Still "monsters?" Perhaps. That's up to the PC's to decide, And it up to the GM to make that a challenging question for them to answer.


BTW... Why no:

Powers: Claws 
or
Drawback: Strange Appearance ...?

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