The first encounter was they had was with a fake werewolf. Perrin Tournay is a normal, though crazy, man who went mad with loss and grief and turned feral in his madness. This was presented to the PCs as possibly being an actual werewolf. I used a picture from !3th Warrior for the Wild Man / Werewolf
Perrin Tournay
SR 0
Might 2 Daring 2
Brawl 2 Melee 2 Ranged 0 Defense
2
Peasant 1 Woodsman 3
Lifeblood 14 Advantage 3 Fortune 3
Boons: Born Athlete,
Fearsome Looks, Hard-to-Kill, Keen Hearing, Keen Scent, Master Tracker,
Sneaky
Flaws: Absent
Minded, Hunted, Illiterate, Thinks he’s an animal (like Primitive but more
so), Unsettling,
Maneuvers: Bladework, Disarm, Bind, Parry,
Riposte
Bearskin:
1d3 (Buff Coat)
Club:
1d6+1 Dmg;
Claw:
1d3+2 Dmg; (Bear claws over fists)
Bite:
1d2+1 Dmg;
Maneuvers: Bash+4, Brawling+4, Choke+4,
Moulinet+3; Footwork (Bonus Die+2), Shove/Trip+4; Dodge;
Parry+2
|
The Wild Man / Loup Garou
Background: Perrin
Tournay was always a silent, moody lad and he withdrew even further when his
father was killed in a farming accident. After his mother's death, Tournay's
grief and brooding were slowly driving him mad, and he retreated to the
hidden cave where he now leads an animalistic existence. He catches small
game with snares or his bare hands and eats them raw. When game is scarce, he
sneaks around the village outskirts to steal food. His first victims were
killed when they caught Tournay pilfering. This spree of violence completed
his descent into madness; he truly believes he is wild beast.
Tournay is a
filthy, starvation-thin being with long, matted hair and expressionless,
staring eyes. He is usually naked but wears a rude cloak of half-cured rabbit
and squirrel pelts when it is rainy or cold. He is an expert woodman
(Woodsman 3) and is thoroughly familiar with the forest surrounding the
village. His usual tactic is to carefully stalk his victim, getting as close
as possible, and then rushing forward for a savage attack with club, hands,
and teeth. He's quite clever in staging these hit-and-run attacks. Tournay
will rarely attack in the open, using terrain and vegetation to screen
himself so the PCs can't get a clear look or shot at him. Once he's drawn out
of the cave, he'll attempt to lead the characters through a virtual minefield
of his snares, returning to slay those he's injured or trapped. He'll also
try to trick them into plunging off cliffs, tumbling down ravines or entering
gorges where he can roll boulders on top of them. Although he's an unusually
swift and vicious combatant, Tournay is not invulnerable and can be killed
like any ordinary man. (The characters don't know this; the GM should allow
them to make whatever superstitious preparations they desire, none of which
will do them any good.) He won't stand and fight in the face of overwhelming
or uneven odds, preferring to go underground until pursuit cools off. Then
he'll creep out of his hiding place and begin stalking the characters again.
One thing
the PCs have in their favor is Tournay's limited attention span. He can
concentrate on a single person or problem with diabolical patience but has
difficulty handling two threats at once.
Author: Gaston’s Hat NPC
in: L'Honneur et les Intrigues
Tomorrow morning I'll post the Adventure I ran featuring Perrin Tournay: The Werewolf of Blackwood.
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