Please buy my Merchandise

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.

Friday, July 7, 2017

Nicky "The Match" Pantusso

Name:Nicky "The Match" Pantusso Type:Mesmerist Allegiance:Boss Grifasi Origin:Criminal

Physical
Social
Mental
Character
Inspiration:(7) Pool(7)
Strength:1
Charisma:1
Perception:3
Virtue:Hotshot
Intuitive:2
Dexterity:3
Manipulation:1
Intelligence:4
Vice:Survivor
Reflective:
Stamina:2
Appearance:1
Wits:4
Willpower:6
Destructive:5

Physical: Brawl (1) Athletics (3, run surprisingly fast) Firearms (2) ( )
Social: Disguise(1) Savvy (3) Subterfuge (2) Etiquette (1,mob etiquette )
Mental: Awareness (3) Engineering (4) Intrusion (3) Science (3, fire physics ) Drive (2)

Backgrounds: Backing (2) Cipher (2) Reputation (2) Resources (3) Devices(5) Sanctum(2)

Knacks:Flame Conjuration, Thermal Manipulation, Omen Sight

Initiative(9) 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:
Puny Revolver
3 lethal
0
2/5/pocket

Equipment: Nicky has a lab which contains nearly every sort of combustable chemical on earth. He is also a fairly competent engineer and is capable of manufacturing his own detonators and explosive devices. at any given time he might have explosives and or fire-based weapons on his person.
Appearance/Clothing Tendencies: Nicky is a skeevy little fella with a perpetual hunch. He is slightly balding, wears coke bottle thick glasses and he is missing a finger on his left hand and part of an ear lobe. He has dark piggy eyes and is surprisingly wiry.
House, Circle, Influence: Nicky enjoys the protection of the Grifasi mob and a reputation as a fella who can do any kind of arson job. other details on the guy are somewhat sketchy as he is something of a recluse.
What has Gone Before: At times, a person finds their destiny...and it's not always a good one. Nicky was an altar boy growing up and even ran a little track in school. He wasn't a muscular guy but he was smart as a whip and during the war, there wasn't a whole lot of physical requirements. Nicky ended up training for EOD in the army... He didn't get to use a lot of his acumen in the war.
...And this was a problem. Nicky was fascinated with fires. Explosions were good too. You might even say that he got off on a good fire. It excited him. He didn't know why. He just knew that this was the way his life was going to go. He briefly considered becoming a fireman but he just couldn't stand it. So he started setting fires. At first for fun. But later he realized that he could make money at it. This, of course, brought him to the attention of Boss Grifasi. Who decided to "Wet his beak." from Pantusso's burgeoning little business. In return for a percentage, and the occasional job at the Boss's behest, he would enjoy the protection of the Grifasi family and be allowed to continue living.
Story Uses
Restless Firebug: Nicky is a total nutjob. While he doesn't like to kill (and prefers to torch empty buildings) he has in the past and will again. He is a reign of terror in whatever city he is operating in. At Grifasi's request, he can make a person's life miserable by burning down their home. Maybe with them in it! Nicky is certainly not hard to disable but he is hard to catch. He runs really fast for such a little guy, Has Omen Sight so he's difficult to sneak up on. He has a high inspiration so he might slip the noose any number of ways, and if push comes to shove he'll start tossing around fireballs from mitts with a maxed destructive facet. Even in a car chase he's difficult to keep up with. Tossed grenades and a nitrous bottle attached to his engine will do that.
State's Evidence: If Nicky has a weakness, (other than his sheer punyness) It is his tendency to rat people out to save his own skin. The players might be put in the unenviable postion of having to protect Nicky from other mobsters in order to put them away.
Uninspired Threat: Hey, Nicky is plenty dangerous even without his ability to lob fire at people with his mind. If you'd rather have the players realize the threat that an uninspired person can be, just get rid of Nicky's Knacks and Inspiration. He's still capable of wreaking massive havoc if he's not stopped.
Twitchy Ally?: After a jolt in stir. Nicky might try to go straight. He might even succeed to. (maybe getting a job as a stress tester for an insurance company or as a Demo expert on a wrecking crew. If the players handeled him decently, he might occasionally be willing to be a consultant. He would certainly be valueable against another arsonist and of course he knows quite a bit about explosives, detonators, accelerants and other interesting toys. Characters who have somewhat shady pasts could also know him from the neighborhood or from their former professions. Characters who have a somewhat shady present might be babysitting Nicky on orders from the Boss.
Avatar of the Burning God: If Nicky is not stopped, He will eventually begin to change slightly. Some trauma or other could cause the skeevy little worm to have a complete psychotic break. Nicky might undergo a complete personality change and become some horrifyingly cold blooded maniac with an itch to set fires so large that the gods will notice him again. Those who have tangled with him in the past may be utterly shocked to find that instead of the rat-like little man they knew, he's become some kind of atavistic force of nature with powers to match. They''ll be shocked when he doesn't run. but only turns to enwreath them in hot, buttered Holocaust.

Wednesday, July 5, 2017

Rupert Kravitz

Name:Rupert Kravitz Type:Daredevil Allegiance:None Origin:Defender

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

Physical: Brawl (1) Athletics (2,run like hell) Melee (2) Stealth (2) Endurance(2) Resistance (3,two fisted drinker)
Social: Intimidation (2,exposure threats) Interrogation (2,subtle) Savvy (3) Subterfuge (3) Etiquette (2) Rapport (2)
Mental: Awareness (3) Investigation (3) Academics (1) Bureacracy (2) Arts (3,writing) Drive (1) Occult*(2)

Backgrounds: Allies (2) Backing (2) Contacts (4) Influence (1) Nemesis(3) Reputation (1) Resources (2)
Knacks: Lie Detector, Master of Dissimulation, Relentless,Greased Lightning, Sense memory (Newspaper Morgue)
Initiative(7) Soak (4/1 ) 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:





Additonal notes:
Equipment: Small notebook, Camera, Camera equipment, and extra film.
Appearance/Clothing Tendencies: Rupert is on the lean side with a bit of gawky thrown in for good measure. he's also short. He has the charisma and presence of Joe Pesci. He always seems to be slightly behind the curve when it comes to style and his ties bear silent witness to his lack of color sense and his inability to eat something without spilling some. His shoes have seen better days.
House, Circle, Influence: His two allies are his Landlady (Emma Drizowksi) and his editor (Paul Peyton) Between the two of them they are usually able to keep him from being tossed out into the street. His Backing and Influence comes from the newspaper he works for, His Contacts are a wide array of people he's interviewed, and assorted cops and crooks. His Nemesis is the Police Commissioner who considers him a menace. His reputation is that of a good writer with eccentricities.
What has gone Before: Some people are no damn good to themselves. Take Rupert for example. A semi-talented writer who went to school and got into the flourishing field of journalism. Too darn mulish to be a yellow journalist he never gets the breaks and too darn scattered to sit down and write the great American novel.
He works the crime beat on a down at the heels paper. He has no real friends, no special lady in his life and his prospects don't look good. He drinks too much...and he cares too much. An underdog couldn't have a better friend. which makes the next thing all the more heartbreaking.
Two years ago, While following a story about mad dog killer who only seemed to attack redheads, Rupert ran headlong into a Vampire. Rupert dropped his camera and ran like the wind (He escaped because the vampire had to stop and pick up the broken pieces of flash bulb.) Still, he couldn't escape what he had seen. Now he tilts at windmills and manages to have every freaky story cross his desk first. It's ruined his reputation, but he doesn't care because he might just crack the biggest story in the world wide open.
Story Uses
"My Friend at the Paper": Rupert is an excellent source for information. He still works the crime beat and has access to anything that the editor of the city desk knows. He has excellent ears on the street and his knowledge of his paper morgue is encyclopedic. Any character who makes friends with Rupert will find that he holds few people dear but those friends he does have are his friends for life. Of course, you will have to put up with him pestering you for favors constantly...and he'll want the exclusive.
The Shabby Crusader: Rupert is hard headed and unwilling to back down. he is a champion of the underdog and will go to the mat to fight injustice and corruption. He makes a decent friend to those with similar goals and an implacable nemesis to characters of a more shady bent.
The Kolchak Problem: Rupert knows a thing or two about the shadowy invisible world of the occult. (Although he doesn't know nearly as much as he thinks.) He is always on the lookout for supernatural trouble in the hopes that it will finally provide proof that he can publish. The only reasons that he hasn't died a million times over are his landlady, Who is a member of the White College who keeps a maternal eye on him and his own ability to run like hell when the going is too thick. Sadly, the book he eventually publishes on the occult and his experiences with it is heavily suppressed by the Aeon Society.