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Saturday, July 29, 2017

Hercule Beauchamp

Name:Hercule Beauchamp Type:Daredevil Allegiance:None Origin:Criminal

Physical
Social
Mental
Character
Inspiration:(5) Pool(5)
Strength:2
Charisma:2
Perception:3
Virtue:Expert
Intuitive:1
Dexterity:4 (fine hand)
Manipulation:4
Intelligence:4
Vice:Expert
Reflective:3
Stamina:2
Appearance:2
Wits:3
Willpower:7
Destructive:1

Physical: Brawl (2) Legerdemain (3,Pick Pockets ) Stealth (3) Resistance (2, absinthe drinker) Firearms(2)
Social: Disguise(4) Savvy (4) Subterfuge (6*) Command (2) Etiquette (3)
Mental: Awareness (3) Investigation (3) Academics (3) Bureaucracy (4) Intrusion (3) Linguistics (3) Art (6*)

Backgrounds: Allies(2) Cipher (6*) Contacts (4) Followers (4) Influence (2) Resources (4) Sanctum(2) Ownership* (2)

Knacks:Criminal Genius, Complete Privacy, Forgettable, Instant Expert, Jack of all Tounges, Master of Dissimulation,

Initiative(8) Soak ( 2/0 ) Movement:Walk (Dex+2m) Run(Dex+12m) Sprint(DexX3+20m)

Bruised (-0) Hurt (-1) Injured (-1) Wounded (-2) Maimed(-3) Crippled (-4) Incapacitated,

Weapon
Damage
Accuracy modifier
Rate/Clip/ Conceal
Notes:
2-shot derringers (4)
3 lethal
0
2/5/ pocket

Additional notes: Hercule possesses ability mastery in both subterfuge and Art. He also possesses the Background Enhancement Enigma
Equipment: Hercule travels with an attache case that has many of the tools he needs for a quick and dirty I.D. job. He also carries 4 separate 2 shot derringers but only carries all four when expecting trouble. Hercule leaves much of the heavy lifting in combat to his followers.
Appearance/Clothing Tendencies: Hercule possesses a very large and varied wardrobe for the purposes of various activities but for the most part he will choose the most unremarkable suit possible for everyday wear.
House, Circle, Influence: Hercule owns a small jazz club in Montmartre which he uses as a place to relax. He has bolt holes all over Europe and a couple in North America (mostly in Toronto) He is very touchy about doing any sort of business in his club and has a couple of places that he uses to meet clients. His allies are his apprentices and his regular hired muscle. For sticky situations, he hires out and he has a network of paid people that work as a buffer between him and trouble. His contacts are people who have benefitted from his services. The Influence he possesses are used mostly to keep the French police and the French section of Branch 9 out of his hair. (not that they ever really get close.)
What has gone Before: Hercule learned something very early in his life on the streets of Montmartre. It is better if no one knows who you are. Spooky bright from a young age, he realized that anonymity could be a potent weapon. He located one of the finest forgers in France and proved to him that he was smart and worthy to study with him. He found that his ability with languages was an asset and began to work far afield for his master before eventually striking out on his own.
Hercules work is very simple. He is an extremely talented forger and has a number of labs which possess the necessary materials to create documents from just about any country in the world. Hercule's I.D.'s are very very good and will pass any visual inspection. For a much larger fee, Hercule can create a very convincing backstory that will show that new I.D. to be genuine. This usually involves an infiltration of some sort. He does this work for two reasons. It is intellectually stimulating and he makes an obscene amount of money for it.
Hercule has a few simple rules. He reserves the right to ask one favor from anyone who he's provided I.D. for. He works for anyone but doesn't talk about his other clients. (Some have tried to locate him to extract the new ID of a client from him but they never seem to find him.) Those who try to create trouble for him, fail to pay their bill or fail to repay his favor, find their new ID in the hands of multiple law enforcement agencies. Some of the basic forgery work is farmed out to his apprentices (which is not a problem as they are very talented) and he is never without a contingent of goons in case something goes sour.
Those who attempt to locate Hercule for work will find themselves working through a series of cutouts and intermediaries. dead drops and other security measures. Those who attempt to find Hercule to do him harm will find that he can disappear in five minutes flat. Set him down in Iceland or New Jersey or Baghdad and he'll disappear among the people. He is very practiced at the art of disguise and can pick up languages and dialects in very little time.
Only 4 people in the world know what Hercule actually looks like. None of his clients, followers, or contacts know his true face at all. Only his closest compatriots have seen his true face.
Story Uses
The unknown benefactor: at times it is necessary to shop someone who is causing Hercule some stress. If the PC's seem like likely sorts they'll find the intel they need in their hotel room with a small note and a business card for one of his front companies. it always pays to advertise...
The rock damming the stream: Well if finding the bad guy was easy anyone could do it. Bad people avail themselves of Hercule's services all the time. Good luck locating the guy. If you do you've really pulled something off. Thereafter, of course, Hercule will stay as clear of you as possible.
"I know a guy who can help you.": If you have a person in your group who is of a slightly shady character, it is possible that you might have need of a clean Morrocan passport. After a tortuous series of hoops to jump through, the players will find that they can really get the goods....but they'll be on the hook for a favor someday down the road.
Speaking of on the Hook...: You can always start with a character who has made for himself a fresh start (anybody with Cipher could be a good candidate for this.) With the player's permission, he can be on the hook to Hercule and his sinister cabal. It should be realized that favors that Hercule asks for are rarely dangerous, life threatening, or liable to land the player in jail. Many times it involves using the debtor as a cutout or as a means to vet new clients.

Friday, July 21, 2017

Bernie Santorelli

Name: Bernie Santorelli Type: Dardevil Allegiance: Branch 9 Origin: Low Class

Physical
Social
Mental
Character
Inspiration:(4) Pool(4)
Strength:3
Charisma:4
Perception:2
Virtue:Charmer
Intuitive:2
Dexterity:4
Manipulation:3
Intelligence:2
Vice: Caregiver
Reflective:
Stamina:3
Appearance:2
Wits:3
Willpower:
Destructive:2

Physical: Brawl (3) Might (1) Athletics (2) Firearms (2) Melee (1) Endurance(2) Resistance (2)
Social: Disguise( ) Intimidation (1) Style ( ) Interrogation ( ) Animal Husbandry ( ) Savvy (3) Subterfuge (2) Command ( ) Etiquette ( ) Perform ( ) Rapport (2)
Mental: Awareness (2) Navigation (2, local town) Academics (1) Bureacracy (1) Engineering (1) Linguistics (2,dialects) Drive (3)

Backgrounds: Allies (5) Backing (1) Contacts (5) Influence (2) Resources (2) Ownership* (3,Cab) 

Knacks:Navigational Hazard, Wheelman,Relentless, Lightning Reflexes, 

Initiative(9) Soak ( 5/2) Movement:Walk (Dex+2m) Run(Dex+12m) Sprint(DexX3+20m) 

Bruised (-0) Hurt (-1) Injured (-1) Wounded (-2) Maimed(-3) Crippled (-4) Incapacitated,

Weapon
Damage
Accuracy modifier
Rate/Clip/ Conceal
Notes:
Police Billy Club
Str+3B



Additional notes: Can speak and read Italian Idiomatically.
Equipment: Keeps the Billy club in the front seat of the cab, Keeps a small jack knife and a taped roll of quarters in his jacket pocket at all times. Keeps a small little black book and breath mints on his person at all times. Has been known on occasion to carry a shotgun in the trunk of his cab.
Appearance/Clothing Tendencies: Bernie seems to have a charisma all out of proportion with his average looks. he's kind of craggy and charming enough in his guido sort of way.he has dark hair and dark eyes and is graying a touch at the temples. He tends to wear clothing that is fine for working in his cab and is partial to a gray macintosh. He is a master of dialects and can be Prussian, Irish or whatever his fares like to hear, at the drop of the hat.
House, Circle, Influence: See below!
What has gone Before: Bernie Santorelli is the youngest son of a Catholic family containing 14 siblings. Among his siblings, There are 2 mobsters, 1 cop, 1 district attorney, 1 nun, 1 priest, 1 bona fide movie star, 1 restaurant owner, 1 English professor, 1 kindergarten teacher, 1 political activist, 1 career second story man, 1 CPA, and 1 circus acrobat. Needless to say, holidays at the Santorelli house can be interesting.
Bernie knows people. Growing up in that house, he had to learn. He became a cab driver and it's a job he genuinely enjoys. He also has a way with the ladies, and he has contacts in just about any field you could name.
The most interesting of these is in Branch 9. During the war, Bernie ended up working as a driver (what a shock) when it became known that he spoke Italian with no trace of Brooklyn accent. He sort of got drafted into working in counter intelligence. Turns out he was pretty good at it and created his own spy network entirely out of relatives. Branch 9 notices these things. To this day, he stills gets the odd letter asking him to transport a person or package with no questions asked. Sometimes these little errands get a little hairy.
Bernie even has friends he doesn't know about, who have benefitted from his driving prowess. These include Sarah Gettel and even Whitley Styles.
Bernie is a genuinely nice guy with a streak of gab a mile long. He knows how to handle himself and he can mix it up too if it comes down to that. His main gift is that he can drive anything with wheels on it as if it were growing out of his waist. More than one interesting evening has resulted from the simple phrase "...Ya know. I couldn't help over hearing...and I may know somebody who can help."
Story Uses
"Go to the corner and look for the Taxi.": The Players can meet Bernie in a number of ways but the strangest of these is through the auspices of Branch 9. If they are affiliated with the agency, occasionally, they'll use Bernie as a transport man for one of their operations. Bernie, for his part, asks no questions and does what he's asked. But then again he's not a blind shmuck. Agents who treat him well might find him helping them or even saving their bacon. Agents who treat him bad might have to find their own ride home.
" Quick Get In!": Bernie has a knack that all pulp characters kind of possess. He has a god given gift for being at the right place at the right time. He also has a tender heart which goes out to underdogs (and will probably get him in big trouble someday.) Bernie can be the much-needed rescue in the nick of time. Dramatic Editing by the players can put him on the scene of whatever trouble the players are currently experiencing.
Party Starter: Work it like this, Give each of the players a free dot in Contacts or even in Ally. This Ally or Contact is Bernie. Bernie discovers a friend has a problem, He happens to know a couple of people who might be able to help...You see how easy that is?
Bosom Buddy: Bernie is excellent to have as an Ally. He's a great driver, Knows half the town, is related to the other half, Can defend him self and maybe you too. He's a decent guy and his heart is in the right place.

Sunday, July 16, 2017

Detective Carlton Tolliver

NameDetective Carlton Tolliver Type: Daredevil Allegiance: Police department Origin:

Physical
Social
Mental
Character
Inspiration:(4) Pool(4)
Strength:2
Charisma:2
Perception:4
Virtue:Expert
Intuitive:2
Dexterity:3
Manipulation:3
Intelligence:4
Vice:Expert
Reflective:2
Stamina:3
Appearance:2
Wits:3
Willpower:8
Destructive:

Physical: Brawl (2) Might (1) Athletics (1) Firearms (3) Melee (2) Stealth (2)
Social: Interrogation (3) Savvy (4) Subterfuge(4) Etiquette (2) Rapport(2)
Mental: Awareness (3) Investigation (6*) Bureacracy (1) Intrusion (2, reverse engineering) Drive (2) Occult*(2)

Backgrounds: Allies (3) Backing (2) Contacts (3) Influence (1) Reputation (3) Resources (2) 

Knacks:Indomitable Will, Lie Detector, Criminal Genius, Relentless, 

Initiative(8) Soak ( 5/2 ) Movement:Walk (Dex+2m) Run(Dex+12m) Sprint(DexX3+20m) 

Bruised (-0) Hurt (-1) Injured (-1) Wounded (-2) Maimed(-3) Crippled (-4) Incapacitated,

Weapon
Damage
Accuracy modifier
Rate/Clip/ Conceal
Notes:
Heavy Automatic (2)
4 lethal
0
3/ 7+1/ Jacket
Multiple shots, two weapons, automatic fire.
Additional notes: Detective Tolliver has an ability mastery in Investigation.
Equipment: Carries the above pistols at all times also will bring along a shot gun for heavy work. possesses a set of lockpicks and a tackle box of evidence handling materials.There is also a camera in the trunk of his car. carries a small black notebook and a taped roll of quarters in his pocket
Appearance/Clothing Tendencies: lean and scarecrow-like with a slightly stooped posture (from paperwork.) Carlton isn't exactly photogenic but he isn't exactly hideous either. He dresses in the usual detective uniform for the era. Trenchcoat and hat, ugly but comfortable shoes, forgettable tie, and damn near colorless sports coat and trousers.
House, Circle, Influence: Carlton's personality is somewhat abrasive at times. As such, his circle of actual friends is pretty small. He has 2 really good friends on the force and is dating a nurse. He does have a wide circle of contacts and the backing of the police department. He has a reputation of being something of a genius for solving crimes. (which is entirely earned...and doesn't endear him to some of the more politically minded police.) they keep him around and occasionally humor him because he really can solve the most baffling crimes...and he never lets go. He might have a bit more influence if he didn't have such a keen contempt for the media (jackals and buzzards that they are.)
What has gone Before: Tolliver is one of those sorts whose inspiration came on slow. it just seemed like the cases he bumped into just kept getting stranger and stranger. Like that maniac vigilante and his tarot cards or that nutjob with the edible weaponry. As a result, most of the freakishly weird or patently unsolvable cases come floating across Tolliver's desk...And somehow, with patience and perseverance, he manages to solve them.
To be honest, Carlton doesn't have much in the way of a real life outside of the force. and while he has been known to turn a blind eye to nickel and dime corruption among police ranks, He won't let large thing alone. This does not always bring him the love of his fellow officers (especially the really corrupt ones who believe in police brotherhood, especially since it covers their ass.) if Carlton ever stumbles upon something going to the top (like say the movie Hollywood Confidential) He'll probably be in a world of hurt. You see, Carlton bought into the whole idea of police work as a sacred trust at a very young age. His father was a cop and he wants to be just like his old man. His old man was a straight arrow too...
(If you're looking for the best way to define this character. He is a bit of shmeld of Tommy Lee Jones's character in The Fugitive and U.S. Marshalls and also Al Pacino's character in Heat.
Story Uses
The Lawdog: Beware, ye PC's who play fast and loose with the law in the performance of their heroics. People like Tolliver exist to put you in prison. While he might be sympathetic at times, there are laws for a reason bub. Vigilantes, in particular, irritate the shit out of him and he has been known to ferret out their secret identity in order to harass them back into the straight and narrow...or bring them in if their methods are too harsh. Ability mastery in investigation can make hash out of a players Cipher score unless he possesses Enigma. Tolliver is not only legendary for being a sharp investigator but he's also legendary for being a tight ass.
The Asshole: the public has a right to the truth. Every journalist knows that, right? Sadly, most cops don't see it that way. Most police also consider private detectives and armchair sleuths to be a major pain in the ass. Tolliver could be a massive roadblock to PC's who are motivated to get involved in crimes that he feels they have no business in.
The Distinguished Opposition: For those PC's with a slightly shady character. Tolliver could easily be Nayland Smith to your Fu Manchu. But he also works well as the sort of person who might ally himself with your group because he's chasing some other criminal that your group has a grievance against. Tolliver spends some of his off hours trying to unravel this "King of the World"/Condottieri crap... He has even begun to figure out that many of these roads lead to England...
The Ally/ Contact: if the players manage to impress Tolliver, befriend him, or save his life...He may become a sort of Commissioner Gordon to their Batman, He might make an excellent major contact for a player who wishes to cultivate ties in law enforcement. Tolliver is willing to look into things for his friends. For all of his abrasive demeanor, he is a fiercely loyal person, but he'll also want his friends to handle a thing or two for him like crimes that have a distinctly international scope or some occult angle (Tolliver knows enough about the occult to know when he's in over his head.) He also might ask PC's to look into major league police corruption that he can't be seen investigating.
The Straight Arrow/ the Grey Cop: Police work has a way of making even the most idealistic person into a cynic. The tendency to see almost all people at their worst can be a poisonous thing. While Tolliver is a fairly cranky sort now, He might be much worse down the road. Players might get to see him metamorphose into a cop who plays a little fast and loose with the rules himself. Maybe he starts to drink too much...Maybe his marriage to the little nurse he used to be so sweet on goes bad. Maybe he gets a little sick of scum walking free. Maybe he gets a little sick of burying friends lost in the line of duty. Maybe he gets a little tired of being constantly decorated but passed over for promotion. Maybe he might begin to see criminals killing one another as a good thing. While Tolliver will never cross the line and completely join the dark side...He will walk the edge someday...and maybe he'll fall. can your player characters do anything about it? Only time will tell.

Saturday, July 15, 2017

Judgment

Name:Judgment Type:Mesmerist Origin:Defender Allegiance:none Virtue:Fanatic Vice:Paragon

Strength (3) Dexterity (3) Stamina (3)
Charisma (2) Manipulation (3) Appearance (1)
Perception (3) Intelligence (2) Wits (3)

Physical: Brawl (4) Might (3) Athletics (3) Firearms (4) Melee (3) Stealth (3) Endurance(2) Resistance (2)
Social: Disguise(6*) Intimidation (4) Interrogation (3) Savvy (3) Subterfuge (3) Command (2) Rapport (3)
Mental: Awareness (2) Investigation (4) Academics (2) Bureaucracy (2) Intrusion (2) Drive (2)

Backgrounds: Cipher (3) Contacts (3) Followers (3) Influence (2) Resources (3) Devices(6*) Sanctum(2)

Knacks:Brain Skimming, Marked Man, Cloak of Dread, Cloud the Mind, Omen Sight

Willpower (8) Inspiration (5) Initiative(6) Soak (3/1 +reinforced clothing= 3/3 )

Inspiration Pool (5) Intuitive ( ) Reflective (1) Destructive (4)

Movement:Walk (Dex+2m) Run(Dex+12m) Sprint(DexX3+20m)

Bruised (-0) Hurt (-1) Injured (-1) Wounded (-2) Maimed(-3) Crippled (-4) Incapacitated,

Additional notes: Has the Background enhancement Stockpile.Has ability mastery in Disguise
Equipment: A pair of matched pistols, a pair of matched daggers, a harness with many pockets for holding small gear of all sorts. 4 smoke grenades, 4 gas grenades, Gas mask, Goggles, a small tool kit. Has a long sword in a sheath on his back.Etc...
Appearance/Clothing Tendencies: Is never seen in his civilian I.D. Goes for the black cloaked avenger look.
House, Circle, Influence: Has a few people who he has saved in the past who do favors for him and send him tips. The means by which this is accomplished is tortuously byzantine and involves dead drops, brush passes, cutouts, etc...
What has gone Before: There are a number of legends involving the man known as Judgement. It is thought he was a lawyer. Some have reported that he is horribly scarred under the half mask he wears. He seems to have a lot of inner rage and an interest in the Tarot. No one can say for sure who he is or where he comes from but Judgement has shown up in the darndest places usually with an unstoppable mission to destroy those who have done evil.
Gary Dalton was an up and coming defense attorney with an excellent track record. While he didn't seek out business with the mob, he wasn't squeamish about taking that work either. After all, he had a wife and two daughters to feed.
He was tapped to defend a capo on racketeering charges. The DA had a more or less open and shut case but Gary went in and gave it his all. As things began to look more and more dire for his client. His client instructed him to offer bribes to the judge and jury. When Gary refused, The mobster beat the hell out of him and swore that his family would suffer.
Someone in the jury squealed, Gary got disbarred, and was sent home pending an investigation. The mobster was sentenced to life, and the same night that he went into the joint, somebody threw a molotov cocktail into Gary's home.
Smoke inhalation claimed the lives of his two girls, His wife was killed as she fled into the street by a gunman who was to make sure that no one got out. Gary suffered horrible burns but finally burst from the house and managed to kill both of the men. who had taken everything from him.
One month later, they found the mobster hung in his cell. on his person was a tarot card "Judgement."

Story Uses:
Taciturn Bacon Saver: If your players are contending with the sort of rogues that Judgement will seek, they might find themselves fighting for a common cause. Judgment for his part will be extremely uncommunicative and will show no interest in joining forces in a more permanent fashion. he'll merely tip his hat, swirl his cloak and be gone.
Potential Time Bomb: Judgment is a deeply scarred individual who has suffered the most serious trauma that a man can face. It has turned him into a taciturn relentless fanatic...and sooner or later he's going to fall apart. While many police and some people have quietly supported his crusade against those the justice system can't touch. Some have begun to notice that his judgments have taken a darker turn. He has slain a few people and posed them in attitudes reminiscent of Tarot symbology. While the police can't exactly figure it out, they do know that it's creepy as hell. While Judgment will probably never go to the extremes of blowing up a building to get at one person, one of these days he's going to be less than careful and really hurt somebody. Then the police will start treating him like a real vigilante.
Mix and Match: take both elements of the above and use them. Nobody ever wants to believe that a hero has gone bad. least of all other heroes. Can the group save the man who has saved them in the past? or will they be forced to bring him to book?

Wednesday, July 12, 2017

Fat Angelo Grifasi

Name:Fat Angelo Grifasi Type:Daredevil Allegiance:Contedorri Origin:Low Class

Physical
Social
Mental
Character
Inspiration:(5) Pool(5)
Strength:3
Charisma:2
Perception:3
Virtue:Leader
Intuitive:1
Dexterity:2
Manipulation:4
Intelligence:2
Vice:Leader
Reflective:2
Stamina:3
Appearance:2
Wits:3
Willpower:8
Destructive:2

Physical:Brawl (3) Might (2) Firearms (3) Melee (2) Endurance(2) Resistance (2)
Social: Intimidation (4) Interrogation (2) Savvy (4) Subterfuge (3) Command (4) Etiquette (3)
Mental: Awareness (2) Investigation (1) Bureacracy (2) Linguistics (1) Drive (2)

Backgrounds: Allies (3) Backing (3) Cipher (2) Contacts (3) Followers (4) Influence (3) Nemesis(?) Reputation (3) Resources (4) Sanctum(2) Ownership* (5, See below)

Knacks:Indomitable Will, Resilient, Steely Gaze, Criminal Genius, Doughboy,Target's Luck

Initiative(6) Soak (5/2 ) Movement:Walk (Dex+2m) Run(Dex+12m) Sprint(DexX3+20m)

Bruised(-0),Bruised (-0) Hurt (-1) Injured (-1) Wounded (-2) Maimed(-3) Crippled (-4) Incapacitated,

Weapon
Damage
Accuracy modifier
Rate/Clip/ Conceal
Notes:
Heavy Automatic(x2)
4L

3/7+1? Jacket
Multiple shots, two weapons, autofire
Straight Razor
Str+2L



Sap Gloves
+2B to Str



Additonal notes:Speaks american accented Italian.
Equipment: Beyond the above weapons which he rarely without, He carries a small black notebook which holds the notes and phone numbers he needs to remember. The text is written in Italian.
Appearance/Clothing Tendencies: As you might imagine, Angelo Grifasi has to have suits tailored to his somewhat sizable girth. Angelo is balding on top and has piggy little eyes and multiple chins.
House, Circle, Influence: Angelo's sphere of influence is broad and getting broader. His allies are an inner circle of like-minded Capo's, his Contacts and Followers are a huge group of criminals, slime, and lowlifes. His Influences comes from people who he has either bribed or blackmailed. Angelo owns a 3 point nightclub called Di Terrazzo and a small Italian cafe called Bella's (this is the other 2 points.) he's always looking to expand into other businesses.
What has gone Before: Angelo was always a menace. He grew up quick and has been fairly heavy all his life. he bullied younger kids and as he grew older he realized that he was unlikely to be an Alpha wolf unless he made himself into one. he gathered a group like-minded young punks around him and went into business for himself as a leg breaker.
Time and good living have caught up to Angelo. He certainly not as fast as he used to be but he's still fairly tough. and his mind has gotten very sharp over time. It's very likely that you'll have to beat up an army of goons before you get anywhere near him.
Angelo dabbles in a little bit of everything. He leans towards violent stuff like protection rackets, loan sharking, murder for hire and the like but he's also been known to get involved with hijacking, prostitution, drug trafficking, numbers, and gambling operations. he leaves most straight businesses to other Mafiosi who are kidding themselves about giving something back to the community.
Story Uses
The Nemesis: Naturally, Angelo makes a really good long term bad guy. Sure he doesn't have access to superscience, and his knacks are hardly flashy or anything. he's not a combat monster and he can't snap your mind like a dry twig. But that doesn't mean that he and his gunsels can't get you or get AT you. Angelo will go after anyone who crosses him or impedes his path to the top. Angelo Grifasi is a great fat spider with the body and temperament of a Bull. He understands about Inspiration and in truth is always on the lookout for Inspired people to recruit or suborn. For people on the right side of the law, he stands for everything they abhor. For people on the wrong side of the law, he is an unpleasant and treacherous bastard who will deal himself into your business and make you go broke from wetting his beak.