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Monday, May 29, 2017

Wild Bill Kramer


Name
William "Wild Bill" Kramer Type:Daredevil Allegiance:None Origin: Low class

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

Physical: Might (2) Firearms (1) Melee (3) Endurance(2) Resistance (2)
Social:Style (1) Savvy (1) Subterfuge (1) Etiquette (2) Rapport (2)
Mental: Awareness (3) Academics (2) Engineering (5*) Science (3) Drive (4)

Backgrounds: Contacts (2) Followers (2) Reputation (2) Resources (4) Devices(See Below) Ownership* (3)

Knacks:Gadgeteer,Wheelman, Sense Memory (Cars)

Initiative(8) Soak (3/1) 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: Bill possesses an ability mastery in engineering and he can practice Superscience in this field.
Equipment: While Bill, doesn't carry a weapon on a regular basis he does carry a few pocket tools and he can occasionally be deadly with them. If he's in his Garage, he is surrounded by tools that can be turned into weapons.
Appearance/Clothing Tendencies: Bill dresses fairly well when he's not in the garage. While he is a confirmed bachelor, he doesn't mind allowing the women he sees to help him pick out clothes. He does, however, tend to wear coveralls for most of his waking hours. Bill is a sharp and clear-eyed fellow with dark hair and blue eyes. He smiles and scowls easily. His work has put a bit of muscle on him but his haphazard diet keeps a small pooch on his gut.
House, Circle, Influence: Kramer's contacts and reputation comes from his outstanding work in the field of automotive enhancements. The contacts are mostly old clients. His Followers are a group of 3 grease monkeys and a young lady who does the paperwork. Kramer's work has made him very comfortable and he would be richer if his business didn't have such ridiculous overhead. Bill Ownership is his garage, which he owns free and clear. Bill's personal vehicle is a heavily tricked-out automobile best left to the imagination. It has at least one standard modification on any vehicle he uses for himself. The Car is always outfitted with a set of hydraulic roller sleds, which give the vehicle the equivalent of the knack A Single Bound.
What has gone Before: When Bill was 6 years old. he was helping his father work on a car. The elder Kramer discovered that young William had taken apart the carburetor. The elder Kramer was unsure of his own ability to put the carburetor back together and so naturally was a bit concerned. Young William assured his father that he could put it back together...which he did. and it ran like a top. It was at this point, that William's father stopped doubting his ability to fix anything.
Bill was the sort of kid who was into science. He was also the sort of kid who took apart nearly everything he ever owned. Sometimes he would put them back together better than before. Most of the time though they would just lay around the house in pieces. He's better about that now.
This tendency naturally led to a job as a mechanic. Bill worked hard and studied equally hard. His memory of cars is encyclopedic AND kinesthetic. He discovered that he liked doing modifications to vehicles like nitrous bottles for racing vehicles and the pay was good for people who could do that sort of work. Bill soon became a partner in the garage he worked in and then bought out his partner outright when he retired.
Now, a lot of Bill's work is involved with custom modifications to vehicles for a somewhat upscale clientele. Bill doesn't ask a lot of questions about what his clients are going to use them for because he's already learned the hard way that too much nosiness loses business.(a significant amount of his work comes from rum runners. some of which he takes in trade.) He will, however, turn down work that is patently illegal. The sorts of modifications he does include: bulletproofing, nitrous bottles, engine rebuilds, false trunk bottoms, and various other work of this sort.
Story Uses
Souper Upper: Naturally, Bill Kramer is the sort of person that the characters will want to know. Able to soup up any vehicle to maximum performance, able to slap on superscience to any car, smart, capable, and respects a client's anonymity. Bill makes a dandy Ally or major Contact.
Mechanic to the Enemy: Bill is a decent, good-natured trusting individual. as such, he doesn't ask a lot of questions of people requesting modifications and might be appalled if he knew some of the uses to which his technology has been put. Maybe the players are able to track an enemy with a souped up car back to Bill. While Bill is horrified to discover that his knowledge is being used by some criminal maniac, he honestly will not be a huge fount of knowledge about the client. As I said, he simply doesn't ask a lot of questions. He might be able to offer some help though if approached well and might befriend PC's who set him straight about somebody like that.

Sunday, April 30, 2017

Nicky "The Match" Pantusso

NameNicky "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 combustible 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, 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 his 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. Not to mention, he can make YOUR engine overheat.
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 position 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 too. (maybe getting a job as a stress tester for an insurance company or as a Demo expert on a wrecking crew. If the players handled him decently, he might occasionally be willing to be a consultant. He would certainly be valuable 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.

Friday, April 28, 2017

Nikolai

NameNikolai Type: Daredevil Allegiance: Poniatowski    Foundation Origin: Outlaw

Physical
Social
Mental
Character
Inspiration:(6) Pool(6)
Strength:3
Charisma:3
Perception:3
Virtue:Hot Shot
Intuitive:2
Dexterity:3
Manipulation:4
Intelligence:4
Vice:Hot Shot
Reflective:2
Stamina:3
Appearance:2
Wits:4
Willpower:8
Destructive:2

Physical: Might (2) Athletics (4) Firearms (4) Legerdemain (3) Martial Arts (4) Melee (4) Stealth (4 ) Endurance(3) Resistance (3)
Social: Disguise(6*) Savvy (2) Subterfuge (3) Etiquette (2) Perform (4)
Mental: Awareness (4) Investigation (2) Academics (2) Intrusion (3) Linguistics (3) Survival (3) Drive (3)

Backgrounds:Ally(2) Backing (2) Cipher (6*) Reputation (2) Resources (4) Devices(6) Sanctum(4)

Knacks: Death Defiance, Indomitable Will, Instant Expert, Lightning Reflexes, One Man Army, Universally Deadly, Relentless,

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:





Additonal notes: Nikolai possesses an ability mastery in Disguise. (Which even allows superscientific advancements in disguise creations.) He also posseses the background enhancements Enigma and Stockpile.
Equipment: Carries a bewildering amount of weapons of all types. the only thing they tend to have in common is concealability. Also, carries a small disguise kit at all times. Has created a machine in his sanctum which creates a liquid latex/cellulose compound for use in creating full face and body appliances. (just like the IM force masks.)
Appearance/Clothing Tendencies: Nikolai appears to be a man of middling sized frame with light brown hair and brown eyes. His musculature appears unremarkable but it is very strong and flexible from isometric exercises. Nikolai's only revealing characteristic is that when he is impatient he fiddles with things in his hands. It is not known if any person has ever seen Nikolai's true form and lived to tell the tale.
House, Circle, Influence: Nikolai works alone, the rumors about him are many. That he is served by a small (false) army of cut-outs and go-betweens seems to be the way he takes on outside jobs. It is also rumored that he has never failed in a contract. He has a large home in Moscow which houses his truly frightening armory and his collection of props, costumes, and make-up. His 1 major ally outside of his Poniatowski handler is Hercule Beachamp (for obvious reasons.)
What has gone Before: Nikolai is the Poniatowski Foundations most secret weapon. A product of the soviet secret police, He has become since his inspiration one of the most formidable assassins of the modern age. He is a master of nearly every type of weapon, his combat and survival skills are formidable and there are few others in the world who are capable of the mastery of disguise that he has achieved. In fact, Nikolai routinely sends messages to targets telling them the exact time he is going to kill them. The Foundation uses him to rid themselves of serious threats to their operations but they also use him to create massive distractions while they carry out a dozen separate operations. Occasionally, he takes on interesting outside contracts and has been known to have an amused friendly rivalry with fellow assassins. The fellow assassins rarely are amused or friendly in return. Yoshida Himitsu and many others hate and fear him and would do much to be rid of him.
Story Uses
The Sword of Damocles: The Foundation has decided to kill a certain person and the players find out about it and have to somehow stop him from doing it. The most likely method of doing this particular storyline is if the players are members of Branch 9 and they are told that they are to protect the President from this horrific threat.
The Master has entered the Field: Any sort of employer who is hiring large numbers of talented assassins for a particular target will find Nikolai seeking him out to enter the contest. The PC's will only know that a dozen assassins are killing themselves trying to kill them and finding that someone is quietly offing them as they go. Can the players escape Nikolai's clutches?

The Nikolai Gambit: Once Nikolai has developed a certain amount of professional respect for the players he will, of course, seek them out in order to play against them. This is doubly so if they are constantly screwing up the Foundations antics. Nikolai will contact the players by phone and inform them that he has secreted 10 canisters of mustard gas, each with a time delay detonator in multiple locations around the city. The Players are free to stop them from detonating the canisters if they can find them in time. Each canister has a clue, in rhyme no less, to the next one. While the characters are tearing around trying to stop this holocaust from happening (with Nikolai watching them and pot-shooting at them occasionally) the Foundation will be hitting dozens of libraries and museums to steal objects of interest to them. If the Players put 2 and 2 together they might figure out that Nikolai and the Foundation are working together. This, of course, will give them a place to start looking for him to exact revenge.

Saturday, March 11, 2017

Father Divine

NameWilton Jacobs AKA Father Divine Type: Mesmerist Allegiance: none Origin: Low Class

Physical
Social
Mental
Character
Inspiration:(5) Pool(9)
Strength:2
Charisma:5
Perception:3
Virtue:Coward
Intuitive:1
Dexterity:2
Manipulation:4
Intelligence:2
Vice:Hedonist
Reflective:3
Stamina:3
Appearance:2
Wits:4
Willpower:7
Destructive:1

Physical: Brawl (1) Firearms (1) Melee ( 2, straight razor) Endurance(3, preach all night) Resistance ( 3, drink all night)
Social: Savvy (2) Subterfuge (3) Command (4) Etiquette (3) Perform (3) Rapport (4, gauge people quick)
Mental: Awareness (3) Medicine (3) Drive (2) Occult*(1, knows enough to get scared)

Backgrounds: Allies(1) Followers (4) Influence (1+) Reputation (3) Resources (2)

Knacks: Hypnotic Presence, Inspirational Aura, Touch of Life, Mystick Sink, Omen Sight, Sleight of Will,

Initiative(7) Soak (3/1) 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:
Small revolver
3 Lethal

pocket
in his armpit
Straight Razor
Str+2 Lethal

pocket
in his boot
Additional notes:
Equipment: Carries the above weapons at all times. carries a bible, a hip flask, and a deck of cards
Appearance/Clothing Tendencies: Tends to go in for gaucherie. thinks that a string tie is the height of fashion. if polyester existed, he'd be all over it. Snakeskin boots and slicked back black hair. Sharp eyes that miss little and a body that's running to fat.
House, Circle, Influence: His Ally is a large and possibly psychotic goon named Josiah. Josiah would cut his own throat if Father Divine asked him to. Has a large following among the poor and disaffected of the city. This following is augmented by the weekly radio show that the good father hosts every Sunday. (Influence slowly grows over the course of the chronicle) Father Divine has a reputation as a devout hot gospeller with the ability to heal by faith alone. His resources are enough to keep him and his church together. His resources would be much higher if he could keep from skimming off the church and spending it on cards, whiskey, and whores.
What has gone Before: Wilton Jacobs was a backwoods boy. He grew up nothing special and aside for a taste for moonshine and some luck with the local girls it was figured that he would live and die in that corner of the world.
A traveling tent revival changed all that. Wilton was a smart kid and realized he had the gifts to go into that line of work. and that's exactly what he did.
He left home and began a traveling revival of his own. It was successful enough that he invented a seminary degree from a seminary that didn't exist and became a doctor of divinity. He found a city where he could ensconce himself and build a church.
His own tendency towards sin would have gotten him in the end. He is a huge hypocrite and regular gambler, womanizer and heavy drinker. It would have come out eventually...Except for his powers. They came on slow. Wilton realized that he could pretty much make the crowd believe anything. he decided to test how far this extended by attempting a faith healing...and was as shocked as anyone when a fellow tossed away his crutches and got up and walked! Sometimes this happens because a person gets so ramped up but this fellow kept walking afterward...truly healed.
Is the lord working through this imperfect vessel? or has the devil merely given his favorite the best sort of tools?

Story Uses
The Scumbag: The are any number of ways that the man might come to the attention of players. Perhaps one of their allies is a devotee of his radio program or belongs to the church. perhaps they notice this ally is always broke because he's poor and giving too much to the church. Perhaps, the PC's discover the reverend's unpleasant proclivities during an unrelated investigation and expecting blackmail, he decides to strike first. Perhaps, the PC's are the sort of shady types who are aware of the Reverend. (rumor has it that those who have tried to blackmail him in the past have met with grisly ends.) Players who go after him will find themselves confronted by fanatical followers, His potent growing influence, His command of mob psychology, and his potent mesmerist abilities. he keeps his Sleight of Will a closely held secret and on at least one occasion, an investigator saw the churches cooked account books disappear from their hands into thin air.
A Soul in Torment: It is entirely possible that Wilton is a man of faith and can be played as such. true he's not a real good man of faith. His vices are many but this does not detract from the fact that he a genuinely compelling man who has brought faith into the lives of many and has the ability to heal. Perhaps the players can help the man turn it around.

Author's Note: This character is based on a real life person of the period who basically ran a church very much like this. he had a huge following and a suspect personal life. The real life Father Divine was a black man and you can, of course, cast this Father Divine as any color you choose. The race question may add an additional layer to your story and give your players an additional obstacle to overcome. (Naturally, any charges against the man can be written off by the parishioners as blatant racism.)

Thursday, March 2, 2017

Charles Powell

Name: Charles Powell Type: Daredevil Allegiance: Brotherhood of Opportunities Origin: Low Class

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

Physical: Brawl (3) Might (2) Athletics (3) Firearms (2) Resistance (2)
Social: Intimidation (3) Style (3) Savvy (3) Subterfuge (3) Command (3) Etiquette (2)
Mental: Awareness (2) Bureaucracy (3) Survival (1) Drive (2)

Backgrounds: Cipher (2) Contacts (3) Followers (5) Influence (3) Reputation (1) Resources (5) Sanctum(2) Ownership* (4/3/3)

Knacks: Indomitable Will, Steely Gaze, Lie Detector, Greased Lightning,

Initiative(6) Soak (3/1 ) 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:
Large revolver
4 lethal

pocket

Additional notes:
Equipment: Charles carries only his wallet and his large revolver
Appearance/Clothing Tendencies: Charles is tall, broad and good looking with a commanding presence and a dazzling white smile. His hair is dark and immaculately styled. His hands are large and well manicured the only thing that is slightly strange about him is that he's extremely hirsute. He dresses extremely well in proper business attire.
House, Circle, Influence: Powell went to some lengths to wipe out traces of his low origins. Reporters who go nosing into his past are going to find fear and resistance, and if they come to his attention, they might have larger problems. Powell's contacts are from his large business network, government contractors, and a few low-lifes that he kicks work to on occasion. His followers are the near army of people he has working for him in the plumbing, electrical, construction, and trash hauling trade. His influence comes from the fact that he is a powerful businessman with a lot of pull in the community. He has a reputation as a tough man. He is very, but not ridiculously, rich. He has a large mansion in New England but maintains a large penthouse in Manhattan with its own heliport. he also possesses a few small bolt holes scattered around the new york area. (old habits die hard.) Powell's owns a large plumbing manufactury, and a construction company, and a trash hauling concern. He owns each wholly.
What has gone Before: Charlie Powell was a low-class guy. he lived in squalor most of his life and had nothing but scumbags and low-lifes for friends. But he always had pretensions for a better life. He went to school at night to learn the ins and outs of business and he leveraged what he knew into a small bookmaking operation. After he had built the thing up into something serious, he sold it off and turned his venture capital into a plumbing concern with some help from some italian friends.
Unfortunately, they got greedy and decided to bust him out. When he raised a fuss they tried to rub him out. They never reckoned on the power of his will or his burgeoning inspiration. Those guys ended up in prison and Charles found that with his newfound abilities that the world of business was his oyster. Powell is now a member of the inner council of the Brotherhood of Opportunities and uses his advance knowledge of coming problems to advance his business concerns.
Story Uses
Corporate Greed Head: Charles is greedy. Real greedy. His main fault is that he never knows when to quit and this applies to his businesses. His workers are paid substandard wages. The products he makes are substandard. His acquisitiveness is legendary. If his actions cross the paths of the players it's because of his unbelieveable avarice.


Sunday, February 12, 2017

Don Armando Orzaiz

NameDon Armando D' Orzaiz Type: Daredevil   Allegiance: Sky Pirates Origin: High Class

Physical
Social
Mental
Character
Inspiration: 5 (pool 7)
Strength:3
Charisma:4
Perception:3
Virtue:Hotshot
Intuitive:3
Dexterity:5
Manipulation:3
Intelligence:3
Vice:Charmer
Reflective:0
Stamina:3
Appearance:3
Wits:3
Willpower:8
Destructive:2

Physical: Brawl (3) Might (2) Athletics (3) Firearms (3, vehicle mounted) Melee (4, Fencing )Stealth (2 ) Endurance(2) Resistance (4, whiskey)
Social: Intimidation (3) Style (5) Savvy (3) Subterfuge (3) Command (4) Etiquette (3, European manners ) Rapport (2) Animal Husbandry (3, falcons )
Mental: Awareness (3) Investigation (3) Navigation (4) Academics (4) Engineering (2) Linguistics (3) Drive (3) Pilot (6*)

Backgrounds:Cipher (2) Contacts ( 3) Followers (6*) Influence (2) Menagerie (1) Nemesis(3) Reputation (3) Resources (5) Sanctum( 4) Gadget(3, see below)

Knacks: Dramatic Entrance, Eagle Eyes, Lightning Reflexes, Perfect Poise, Steely Gaze, Barnstormer, Death Defiance,

Initiative(10 ) Soak (3/1 ( plus armor 3/3 ) 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:
Cutlass
Str+ 5L



Main Gauche
Str+2l



Built-in pistol
3L
0
1/ 3/ N/a
Concealed in handle of sword
Mace Sprayer
Special
0

Concealed in handle of main gauche
Additional notes: Spanish is his native language. Speaks German, French, and English with only a slight accent. He possess the Enhancement Legions
Equipment: Wears a reinforced flight suit and reinforced clothing when not in the air. At times he is accompanied by a pair of very well trained hunting falcons.
Appearance/Clothing Tendencies: Slim and trim with a long time fencer's build. Armando cuts a very dashing figure with his dark hair and dark eyes and his dueling scars. He can wear anything and make it look good. He is partial to tailored suits (filled with pockets for hidden weapons) people assume that he's royalty or a movie star or something.
House, Circle,  Influence: Has a force of about 30 battle hardened pilots who would follow him into the mouth of hell itself and a large household of servitors in Spain. He also has a few people scattered around Europe who maintain his network of safe houses and caches. The Spanish government is terrified of him and refuses to even try to dislodge him. Armando reciprocates this relationship by not concentrating on looting and pillaging his homeland.
What has gone Before: Intelligent people know that the Orzaiz family fortune was founded on piracy. Wise people keep their mouth shut about it. Don Armando Orzaiz has followed in the tradition of his forefathers. Charitably they could have been called privateers. Not so charitably, they could have been called cut-throats and thieves.
Much of Armando's early life was shaped by sailing. He worked on his father's ship and during the evenings he would be schooled by kidnapped tutors. When he was old enough he was packed off to university in Germany to learn as much as he could and polish his already prodigious fencing skills. it was here that he saw planes for the first and fell in love. Armando needs the wind in his hair.
Piracy is an evolving business and Armando realized that Aeroplanes were the wave of the future. As such, he schooled himself in their use and hungrily looked for each advancement in the field he could discover. He schooled his men in piloting and aerobatic maneuvers and they've managed to pull off daring raids on cargo and passenger planes in flight!
Naturally, this has caused him to run afoul of both Jake Stefokowski AND Baron Zorbo. Armando respects Stefokowski for flying ability but considers him a bumpkin boy scout with no real understanding of how the world works. Zorbo, he hates with a purple blazing passion (it's mutual) because he considers him merely a talented technician and not a real pilot at all...plus he's insane.
Armando is a Pirate (albeit a very classy one) he doesn't have Jake's morals or Zorbo's misguided altruism. On occasion though, he has allied himself with do-gooders if the cause would further Spanish interests, If he was attracted to a female P.C. or if it would stick a spoke in Zorbo's landing gear. He might even leave you with your goods and chattels intact if he liked you or you were at least polite.
If Armando has a weakness at all it's for the fairer sex and while he'll probably never settle down, he can come off as a romantic and dashing figure. He swears he has never hit a woman (This is false but he was always defending himself from a combat capable woman who sought to press that advantage.) Sadly, Armando doesn't believe in the concept of fidelity and since he's such a charmer he often lies to avoid hurting the feelings of the ladies involved.
While Armando does not possess the raw technical might that Zorbo possesses, he doesn't do too badly for himself. he has a large collection of planes of various types (also boats and cars and trucks....) His favorite plane to work with is still a single prop engine that he's bulletproofed but he can fly nearly anything. he also possesses a luxury passenger plane that he stole from an airline while it was in flight.
Armando finds killing distasteful and does it only when absolutely necessary, when pressed or when enraged.

Story Uses
Unscheduled Detour: The players are on some plane going someplace in Europe and all of a sudden the plane is fired upon by pirates. The men leap from fast single props and walk the wings until they've breached the door and then begin looting the passengers. A belaying line in clipped to the airframe and cargo goes sliding down the line. Then a pilot takes over the controls of the plane. and pirates begin off-loading parachutes onto the plane. At gun point, the pirates force the passengers to put on the parachutes and shove them out one at a time. (unless stopped of course.) If Armando takes a shine to a female character or a female NPC on board. He'll off-load her to his private plane (again, unless stopped.)

The Enemy of my Enemy: The Players run into Armando while he's in the middle of some business. If the players are currently pursuing or causing trouble for Baron Zorbo, he will look at them astonished and say.... " Oh....Well!  why didn't you say so? Rafael! Render these people all my assistance. Good luck in your endeavors!"


Competitive streak: Armando likes most people and subscribes to his own skewed code of honor so at best he will consider the player characters a group of friendly rivals. he isn't scared of prison or death and he does enjoy playing little games with those he respects but doesn't share the morality of. He might seduce your girlfriend just to see if he can do so...He'll be honestly puzzled if you get enraged over this. After all, if she were true to you...then she wouldn't have let him do what he did, right?