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Sunday, August 27, 2017

Ilse Von Haupt

Name: Countess Ilse Von Haupt Type: Stalwart Allegiance: The Hellfire Club Origin: Criminal

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

Physical:Brawl (4, grappling) Might (4) Athletics (4) Firearms (2) Melee (2) Endurance(4) Resistance (2)
Social:Intimidation (3) Savvy (3) Command (3) Etiquette (2)
Mental:Awareness (2) Engineering (2) Linguistics (1) Survival (1) Drive (3) Pilot (4, close order manuevers)

Backgrounds:Backing (4) Cipher (2) Reputation (2) Resources (4) Devices(3, Pegasus Autgyro)

Knacks:PowerLifter,Piledriver,Body of Bronze, Pillar of Stone,

Initiative(9 ) Soak (6/4 ) 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 pistol
4L
0
2/6/jacket

Additonal notes:Native language is Austrian.
Equipment: Carries a sidearm out of habit but rarely needs it. Rarely without her riding crop. Has a Pegasus Autogyro.
Appearance/Clothing Tendencies: A tall and broad woman with an extremely muscular frame. Long blond hair and slate grey eyes. While Ilse is extremely handsome she'll never be beautiful because she never smiles. Looks perfectly at home in a flight suit and a bomber jacket and boots.
House, Circle, Influence: Personal "Attack Bitch" of Sir Gerald Guinness and therefore seldom far from his lordship unless looking to crush someone for his purposes. Her own influence is limited by the fact that she is taciturn, violent, and frankly scary.
What has gone Before: Countess Ilse Von Haupt is from an obscure branch of Austrian nobility. Raised in Vienna, She grew tall and strong and excelled in all forms of athletics. It is thought that she could have been an Olympic competitor had she not met the first great love of her life...Baron Zorbo while at university. The rest, as they say, is history.
Ilse served Zorbo as his good right hand but there was always the problem of the fact that she was filled with an inchoate rage that found its expression in violence. In other words...She was too hard to control. Zorbo finally had to get rid of her. Feelings were hurt, shots were fired, aircraft were stolen. It was all very sordid.
A woman like Ilse can't remain idle for long. something in her make-up makes her seek out men that can surpass her. She went through a number of lovers (some still haven't recovered) until she met Gerald in Cairo. Gerald seemed to know her inside out. He seemed to know that in order to really dominate someone...You had to be dominated...at least once. Once he had managed that, she was his forever.
Ilse has a fierce psychotic love for Gerald.and considering her incredible strength and power. There is very little that can stop her if Gerald wants something smashed.
Story Uses
Hulk Smash!: Ilse has a dogged Darth Maul, pit bull like energy when attacking the people the Gerald tells her to. She won't stop unless she broken...and maybe not even then.

Tuesday, August 22, 2017

Sir Gerald Guinness

Name: Sir Gerald Guinness Type: Mesmerist Allegiance: The Hellfire Club Origin: High Class

Physical
Social
Mental
Character
Inspiration:7 (pool 10)
Strength:3
Charisma:4
Perception:3
Virtue:Hedonist
Intuitive:2
Dexterity:4
Manipulation:5
Intelligence:5
Vice:Leader
Reflective:2
Stamina:4
Appearance:3
Wits:3
Willpower:9
Destructive:3

Physical: Might (2) Athletics (4) Firearms (3) Martial Arts (3) Melee (4, Fencing, Whip,) Endurance(3) Resistance (2)
Social: Intimidation (3) Style (3) Interrogation (3) Animal Handling (2) Savvy (3) Subterfuge (5) Command (4) Etiquette (3) Perform (4, piano, violin) Rapport (4, Psychic Rape)
Mental:Awareness (3) Academics (3) Bureaucracy (3) Linguistics (4) Arts (2) Drive (2)

Backgrounds: Cipher (3) Contacts (3) Followers (3) Influence (4) Menagerie (2) Resources (6*) Sanctum(4) Ownership(4)

Knacks:Brain Skimming, Command Voice,Telluric Resonance,Hypnotic presence,Cloud the mind, Psychic Control, Call to Darkness,

Initiative(9) 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:
Swordcane
Str+4L
N/a
N/a

Matched derringers
3L
0
2/2/ pocket
in a jackass rig
Additional notes: Gerald possesses the background enhancement Wealth Beyond Avarice
Equipment: Always carries a pair of matched derringers in hidden holsters and a very sturdily constructed sword cane. Gerald's menagerie consists of a large pack of trained attack dogs that roam about on his estate.
Appearance/Clothing Tendencies: Never in anything that hasn't been custom tailored to his frame. Has personal tailors on staff. Gerald is a lean and hawkish man with slightly receding black hair and a potent ice blue stare. His smile is one that promises unguessed at depravities. He has lean tapering hands that are equally at home caressing his piano's keys or wringing cries from his Stradivarius. He has the build of a champion fencer
House, Circle, Influence: Owns many homes and businesses all over the world. His Influence is extremely deep and pervasive in England and in some of their colonies. Has his hooks sunk deeply into English government and is, in fact, capable of extracting information from England's intelligence agencies.
What has gone Before: What is it about some people? How can they grow up with every single advantage in the world and turn into one of the basest shadowy despots? Sort of knocks that whole "Abused child= bad person" argument into a cocked hat.
At a very young age, Gerald was an extremely intelligent boy. He was an only child and if anything his parent spoiled him rotten at nearly every turn. Perhaps in some ways, Gerald has stayed a child in so far as he perceives every single living thing as a toy to be played with and then broken when their novelty wears off.
Gerald would be a marginal player on the world stage at best if it weren't for the fact that he learned the value of discipline at a young age. If Nietzsche had been writing during this period his ideas and Gerald's would have dovetailed nicely. Gerald forged himself into a virtual Superman in a number of ways...His Inspiration was almost redundant. His mind already razor keen and very well schooled in the follies of human nature became a sharp tool for peeling away the defenses and exposing those frailties to the light of day.
Gerald's powers have enabled him to create an entire empire built on nothing more than fear and blackmail. Argentine De Winter fears him and rightly so. If they were to meet head to head...well it would be close. Would he destroy her or woo her? Argentine isn't sure she knows which is worse.
Gerald does what he wants when he wants. God help those who try to balk him. He views his own brand of Evil not as some holy crusade nor does he rationalize his actions. He is utterly amoral and hews to the creed of "There is no right and wrong, only fun and boring." Gerald likes the games so much better when the toys don't want to be played with.
Story Uses
The Spider: Gerald sits at the center of an ever expanding web of favors, influence, and blackmail. one tug sends tremors through the world in whatever way Gerald desires. Don't count yourself lucky though, if you manage to work your way through the layers of deception and bad people in between you and him. You'll find out first hand that when Gerald takes a personal hand in someone's destruction, it is usually fairly definitive.
The Favor: As previously mentioned, Argentine De Winter considers this man a threat. Legend has it that he has managed to use Call to Darkness on even the great Max Mercer. DeWinter is terrified of the possibility of losing the hard fought control she has achieved. Those who are in the awkward position of needing a favor from the criminal underground might be tapped to try to assassinate Lord Guinness. or at least crab his action so he's distracted.
The Power Behind the Throne: The players discover that some important person in power is under Lord Guinness's thumb and try to dislodge his power over the man, only to discover how far the Hellfire Club's influence really reaches.

Saturday, August 5, 2017

Nicholas Banks

Name:Nicholas Banks Type:mesmerist Allegiance:Condottieri Origin:Low Class

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

Physical: Brawl (1) Athletics (2) Firearms (2) Ledgerdemain (2) Melee (1) Stealth (2) Endurance(3) Resistance (2)
Social: Intimidation (2) Interrogation (2) Savvy (3) Subterfuge (3) Etiquette (2) Rapport (3)
Mental: Awareness (3) Investigation (2) Academics (3) Survival (2) Drive (1) Arts(3) Occult*(1)

Backgrounds: Backing (2) Cipher (3) Contacts (3) Reputation (2) Resources (3) Nemesis(2)

Knacks: Brain Skimming, Perfect Translation,Psychic hand,Omen Sight, Impressions.

Initiative(6) 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:
Light Revolver
3 Lethal
0
2/5/pocket

Additonal notes:
Equipment:Carries his pistol and a sketch pad to record certain visual images.
Appearance/Clothing Tendencies: Slim and trim with the musculature of a swimmer, Nicholas stands about 6' 2" his hair is short and brown, formerly in a military cut. He tends towards dark and neutral colors and casual clothing. He most often wears a gray sweater which he is fond of. He has the sly fox look of a career spy about him. He projects a quiet air of competence about him which tends to vanish as soon as real trouble emerges.
House, Circle, Influence: His backing comes from a few Condotierri types who vouch for his power and finesse. His Cipher comes from a concerted effort on his own part to get rid of official records about him. He has a few criminal and mystical contacts through his work. He makes decent money but can't seem to stay on the gravy train permanently. He lives just a bit too high. He has a reputation as a sharp customer and is regarded as one who will do what he says. His nemesis is a Scotland Yard investigator
What has gone Before: Nicholas grew up in Birmingham, England. in a fairly rough neighborhood. As a teen, he was smarter than the rest of the local toughs, which was good because he was always a little puny. He had his ways of getting back at them though. He was smart enough to make very good grades in school and even won a scholarship to Oxford. Then the war broke out and all those plans were put on hold.
Something happened to Nicholas over there. He won't talk about it. But he returned with an amoral streak and a willingness to put his considerable intellect to mercenary use. He became an advisor to some of the rougher types making their way in postwar Britain.
Nicholas discovered that he had developed psychic powers during a jailbreak. He had been sent down for fraud and was being transferred to the bus to take him to Wormwood Scrubs. When his mates broke him out. Somehow one of the guards got off a shot and he deflected it with his mind. A long vacation on the continent gave him ample time to discover and refine the rest of his abilities. When he returned, he billed himself. as a psychic for hire and set out his shingle to the criminal types he knew. He's been working that ever since. He protects himself by creating dossiers on his employers so that if they try to screw him their own thoughts betray them to the police. As a result, other criminals deal straight with Nicholas. It's too dangerous not to.
Story Uses
One Step Ahead: As a nemesis, Nicholas can be a real pain in the ass. he's usually there before you. He has ways of getting information out of you, and while he's not hard to capture he's damn near impossible to keep locked up. He's cultured and British and never resorts to violence first but he is capable of violence if moved to extremes. as mentioned before, he has a deeply amoral streak and doesn't have a lot of friends.
The Distinguished Opposition: Nicholas doesn't think of himself as a bad person. He's actually a bit lonely and has trouble connecting to people (a life of crime and psychic powers can do that to you.) As such, he'll probably start a bit of joking rivalry with anyone he runs across a number of times. He'll consider himself a friend even if the players kind of hate and distrust the guy. the sorts of irritating fellow hunters that Sydney Fox runs across on Relic Hunter have the same sort of vibe. Nicholas might even help the players out on occasion as long as it doesn't involve sticking his neck out.

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.