1. Personnages

Dennis McCarthy

Headhunter
"Be polite, be professional, but have a plan to kill everybody you meet." - Gen. James Mattis (Ret.)

Description & Personality

The McCarthys have run with Packs in the Jersey Pine Barrens for four generations. Not as wolves — as Wolfblooded kin, the quiet backbone that Forsaken packs depend on but rarely celebrate. They own a salvage yard and towing operation out of Chatsworth, deep enough in the Pines that the nearest neighbor is half a mile of scrub oak away. The business is legitimate. It's also been a safe house, a weapons cache, a meeting ground for Spirit negotiations, and a place to bury things that shouldn't be found.

Dennis grew up knowing exactly what he was. His grandmother made sure of that. He enlisted at eighteen, spent eight years in the Marine Corps — Scout Sniper, three deployments, two in Iraq and one in Afghanistan. The kind of work that doesn't make it into the unit histories. He came back from it intact, which is not nothing, and slid back into the Pine Barrens kin network like he'd never left.

His First Change came eighteen months after his discharge. A Pure pack hit the Hammered Iron — the Forsaken pack he was running auxiliary for that night — and Dennis watched someone he'd known since adolescence take a Rahu's jaws through the throat. He came down from a tree stand in the War form with no clear memory of the three minutes between. By sunrise he was Uratha. Six weeks later, after planning the counter-operation himself, he walked into the Forsaken camp with a canvas bag. Inside: five heads. Proof, per the old accounting.

The Burnt Oak pack alpha gave him his Deed Name on the spot.

He moved to Anchorage six months ago. The Pines are thick with pack politics and four generations of McCarthy obligation — he needed room to learn what he actually is without every older wolf in the tri-state area trying to absorb him before he'd figured himself out. Alaska is vast and sparsely held. The territory had been overrun by Pure when he arrived, which was not what he had in mind when he came here to slow down. But overrun territory has a way of making its problems everyone's problem.

a1c0f7bd-29ee-4ce5-9454-f3d66b05270e.jpgNow the war's over, He drinks with the locals at night. He guides hunting tourists during the day. He is quiet in the way that people who have done hard things tend to be quiet — not cold, not haunted, just calibrated. He doesn't perform his history and he doesn't apologize for it. He has a dark sense of humor about the things he's named and the things he carries. His rifle is called Mercy. He considers that funny.

He is not currently running with a pack. He has been making contact with the local Forsaken quietly, taking stock of the territory before committing to anything. He is in no rush. He'd approach any other operation the same way.

Role Playing Hooks

Veteran:

Eight years USMC, Scout Sniper, three combat deployments. Distinguished service with all the medals and ribbons to show for it — and the specific kind of quiet that comes from having done that work and put it somewhere livable. He's not broken. He's calibrated. Other veterans will recognize the register immediately.

Big Story for a Big Name:
Headhunter is a hell of a Deed Name to carry, and the story behind it travels. He led a Pure pack into a kill zone less than two months after his First Change, without a pack of his own, and walked out with five heads as proof. Uratha who know the name will have feelings about it — respect, wariness, curiosity, or the quiet calculation of someone who wants that kind of wolf in their corner.

New in Town
He's only been in Anchorage for six months, moved not just across the country but to the frontier. He knows the local Forsaken are out there. He's been making careful contact. He doesn't know this land yet and he knows he doesn't know it — the spirits here are different, the scale is different, the isolation is different. There's room for someone to be useful to him, and room for him to be useful in return.

Soundtrack