Characters

A horrific murder in London’s East End leads to a new assignment for the Seekers of Enlightenment. But there could be something even worse than a crazed killer on the loose…

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Characters

Post by HoneyDog »

Please post your characters once you have updated them.

If you're rolling a new one, here are the rules and skills:

We're using 6th edition.

Character creation rules:

STR, CON, POW, DEX, and APP are rolled using 3D6, while EDU is rolled using 3D6+3, and INT and SIZ are determined by rolling 2D6+6. Dice rolls are made and distributed as you desire.

Minimum age is EDU+6 years.

Starting at age 40, an investigator loses 1 point from STR, CON, DEX, or APP for every 10 years of age. However, an older investigator gains 1 point of EDU for every additional 10 years of age, starting at age 30.

INTx5 for Idea; POWx5 for Luck; EDUx5 for Know. Sanity = POWx5; Hit Points = CON+SIZ/2 rounding up any fraction; Magic Points = POW.

STR+SIZ = Damage Bonus
2 to 12 = -1D6
13 to 16 = -1D4
17 to 24 = None
25 to 32 = +1D4
33 to 40 = +1D6

Lower Class occupations: Cab Driver, Laborer, Servant.
Lower to Middle Class occupations: Adventuress, Artist, Author, Craftsman, Criminal, Entertainer, Inquiry Agent, Journalist, Policeman, Shopkeeper, Soldier.
Middle Class occupations: Clergyman, Consulting Detective, Professor/Scholar, Scientist.
Middle to Upper Class occupations: Antiquarian, Dilettante, Ex-Military or serving Officer, Explorer, Lawyer, Physician, Spy.
Upper Class occupations: Aristocrat.

If you don't have the Gaslight handbook and you're not sure what skills go with which occupation, please let me know.

Income by Social Class (£):
Lower Class = 1D2x100
Lower to Middle Class = (1D2+1)x100
Middle Class = (1D3+2)x100
Middle to Upper Class = (1D6+6)x100
Upper Class = 1D10x1000

Credit Rating base skill = 5% per £100 of income, except Upper Class = 65%.

EDU×20 additional points for occupational skills, and INT×10 additional points for personal interest skills.

Skills:
Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%)
Astronomy (01%)
Bargain (05%)
Biology (01%)
Chemistry (01%)
Climb (40%)
Conceal (15%)
Craft (05%)
Credit Rating (various)
Cthulhu Mythos (00)
Disguise (01%)
Dodge (DEX x2)
Drive Carriage (20%)
Electr. Repair (10%)
Fast Talk (05%)
First Aid (30%)
Geology (01%)
Hide (10%)
History (20%)
Jump (25%)
Law (05%)
Library Use (25%)
Listen (25%)
Locksmith (01%)
Martial Arts (01%)
Mech. Repair (20%)
Medicine (05%)
Natural History (10%)
Navigate (10%)
Occult (05%)
Opr. Hvy. Mch. (01%)
Other Language (01%)
Own Language (EDUx5%)
Persuade (15%)
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot Balloon (01%)
Pilot Boat (01%)
Psychology (05%)
Ride (05%)
Sneak (10%)
Spot Hidden (25%)
Swim (25%)
Throw (25%)
Track (10%)

Firearms:
Handgun (20%)
Machine Gun (15%)
Rifle (25%)
Shotgun (30%)

Melee:
Fist (50%)
Grapple (25%)
Head (10%)
Kick (25%)

Some example hand weapons:
Sword Cane (20%)
Rapier (10%)
Cavalier Sabre (15%)
Small Knife (25%)
Cosh (40%)
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Philulhu
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Re: Characters

Post by Philulhu »

Victoria ‘Vic’ Miller

Image

Born into a wealthy Northumbrian family, Vic was presented at Court at the age of 18, where she caught the eye of a charming young man and they were betrothed to be married. Unfortunately, her husband-to-be turned out to be what they called a Gentleman of Four ‘Outs - without wit, without money, without credit, and without manners - and the wedding was called off just weeks before the big day.

Bruised by events, Vic has sworn off men, and has been living off her father’s largesse while trying to find her path through life. Her great-grandfather - General Sir John Miller Ayde - is a friend of the Armstrong family and of late, Vic has spent a fair amount of time at Lord Armstrong’s home in Rothbury, where she has taken advantage of all the estate has to offer; learning to drive a carriage around the estate, grouse shooting and perusing his extensive library. She is also taking an interest in the engineering projects that he is developing...

Vic is an inquisitive, lively and attractive young woman, with collar-length blonde hair, fashioned in the latest style. She wears tweed trouser suits - most unbecoming for a young lady according to the prevailing standards of the day, not that Vic cares - and can often be found getting stuck into jobs around the estate, working alongside the gardeners, farriers and engineers, keeping the estate running smoothly.

STR 11
CON 13
SIZ 8
DEX 10
APP 14
INT 17
POW 12
EDU 15

Idea 85
Luck 60
Know 75
Sanity Points 70 61 70
Magic Points 12
Hit Points 11
Damage Bonus - none

Age - 23

Upper Class
Income - £200 per annum

Occupation skills - 300. Personal interest skills - 170.

Adventuress skills: Bargain, Credit Rating, First Aid, a Continental Language, Oratory, Pick Pocket, Psychology, Ride, Sing, one other skill.

Skills:
Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%)
Astronomy (01%)
Bargain (05%) 35%
Biology (01%)
Chemistry (01%)
Climb (40%)
Conceal (15%)
Craft (05%)
Credit Rating (10%) 55%
Cthulhu Mythos (00) 2%
Disguise (01%)
Dodge (DEX x2)
.Drive Carriage (20%) 40%
Electrical Repair (10%)
Fast Talk (05%)
First Aid (30%) 51%
Geology (01%)
Hide (10%) 40%
History (20%)
Jump (25%)
Law (05%)
.Library Use (25%) 60%
.Listen (25%) 45%

Locksmith (01%)
Martial Arts (01%)
.Mech. Repair (20%) 50%
Medicine (05%)
Natural History (10%)
Navigate (10%)
Occult (05%)
Opr. Hvy. Mch. (01%)
Oratory (01%) 21%
Other Language - German (01%) 41%
Own Language (EDUx5%) 75%
.Persuade (15%) 45%

Pharmacy (01%)
Photography (10%)
Physics (01%)
Pick Pocket (01%) 36%
Pilot Balloon (01%)
Pilot Boat (01%)
Psychology (05%) 50%
Ride (05%) 40%

Sing (01%)
.Sneak (10%) 40%
Spot Hidden (25%) 35%
Swim (25%)
Throw (25%)
Track (10%)

Firearms:
Handgun (20%)
Machine Gun (15%)
Rifle (25%)
.Shotgun (30%) 45%

Melee:
Fist (50%)
Grapple (25%)
Head (10%)
Kick (25%)

Update

Since the events at Forby House, Vic decided to make her move to London a more permanent one. She has found lodgings and has begun to acquire a circle of friends, although she is still living on her families largesse and hasn’t quite made the move into financial independence that she had planned to do.

She’s a regular visitor to meetings of the Seekers of Enlightenment and she’s keen, although a little bit wary, to find out what they will get involved in next.

Possessions

Having moved into lodgings, she’s had a trunk of her belongings sent from home. The dresses her mother insisted on sending are still folded in the bottom of the trunk but her books, tools and correspondence litter her room. As a hobby, she’s taken to picking up old locks, which she then takes apart to see how they work.
Last edited by Philulhu on Tue Mar 09, 2021 12:10 pm, edited 7 times in total.
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Raiko
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Re: Characters

Post by Raiko »

Player: Raiko
Name: Melody Flores
Age: 26
Sex: Female
Occupation: Servant (Housekeeper)
Colleges, Degrees: n/a
Birthplace: Limehouse, London
Social Class: Lower

Image
Melody

Characteristics:
STR: 9
CON: 11
SIZ: 11
DEX: 12
APP: 17
INT: 12 (Idea - 60)
POW: 15 (Luck - 75)
EDU: 14 (Know - 70)

Sanity: 75
Phobias/Mental Disorders: None
Maximum Sanity: 99
Hit Points: 11
Magic Points: 14
Damage Bonus: ±0

Background:

Melody was born in Limehouse, London on 2nd November 1854, and is the youngest of seven children. Her seamstress mother Amelia - originally from Inverness, Scotland - is the daughter of a soldier who survived a musket wound at Waterloo in his youth and rose to the rank of Colour Sergeant in the Scots Guards. Her father Charles Flores was raised in Liberia on Africa's Pepper Coast, but as the eldest son of a free-born black family from Virginia repatriated by the ACS in 1825, he never really felt at home in Africa. And so he voyaged to England on the crew of a British merchantman - inspired by tales of the Queen Victoria and her magnificent capital city from where she ruled the world.

Three of Melody's siblings died during the cholera epidemic of 1858 and although both her parents survived, her mother had been grievously ill and never fully recovered her strength. This placed a great burden upon her father to support his surviving family, almost impossible on the poor wages paid to workers at the East India docks. As a result he had little choice but to return to sea, in order to earn a better wage.

Lacking any formal education other than Sunday school, Melody none-the-less is literate and her mother made sure that she had a good grasp of arithmetic, qualities that, together with her skill as a cook, have allowed her to make an excellent housekeeper. She enjoys her work and the company of Doctor Campbell, she goes about her business of keeping his house quietly, so as to not distract from his work. Much of the Doctor's works are far beyond her capacity to understand, but thanks to her own skill with numbers she has picked up a rudimentary understanding of the basics his scientific theories.

Unlike Doctor Campbell, Melody is superstitious; as a child she loved nothing more than listening to her mother recounting folk tales of kelpies, bean-nighe and other spirits and ghosts said to haunt the lochs and highlands of Scotland, and spooky urban myths exaggerated by the other children of London's East End - better yet, on his rare returns home from sea her father would tell tales of myths, legends and sea serpents from every corner of the world. Doctor Campbell finds her belief in ghosts and bogeymen amusing, and she suspects that a part of the reason for him inviting her to the society meetings so that he can try to prove to her that there's no such thing as ghosts - just science.

Image
Melody and Doctor Campbell

Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *)
Accounting (10%): 50%
Animal Handling (10%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%): 15%
Biology (01%):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Craft(Cooking) (05%): 45%
Credit Rating (05%):
Cthulhu Mythos (00%):
Disguise (01%):
●Dodge (24%): 40%
Drive Carriage (20%):
Electrical Repair (01%):
●Fast Talk (05%): 55%
First Aid (30%): 65%
Geology (01%):
Hide (10%): 50%
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Listen (25%): 75%
Locksmith (01%):
Martial Arts (01%):
Mechanical Repair (20%):
Medicine (05%):
Natural History (10%):
Navigate (10%):
●Occult (05%): 15%
Operate Heavy Machine (01%):
Other Language (01%):
Own Language: English (EDU x 5%): 70%
Persuade (15%):
Pharmacy (01%):
Photography (10%):
●Physics (01%): 10%
Pilot Balloon (01%):
Pilot Boat (01%):
Psychology (05%):
Ride (05%):
Sneak (10%): 75%
●Spot Hidden (25%): 60%
Swim (25%):
Throw (25%):
Track (10%):

Hand-to-Hand:
Fist/Punch (50%):
Grapple (25%):
Head Butt (10%):
Kick (25%):

Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (25%):
Shotgun (30%):

Income: £100

Update:

Image

Since the incidents at Bargrove Hall, Melody has had to take some time off from her housekeeping duties to care for her mother, who has never really been in good health since suffering cholera in the 1858 epidemic, when Melody was only a young girl. She was away during the Society's most recent investigation, but has returned now that her mother is in better health. She worries though that her frail mother will likely not survive another winter.

Melody struggled to understand the events at Bargrove Hall. Although she was relieved that young Urula was rescued, she was shocked by Doctor Campbell's injuries and more so by the disappearance of Captain FitzWilliam. She had a bit of a crush on the captain, and was quite sure that a military man of his experience would be able to keep both himself and the rest of the society quite safe.

She has always believed in fairies, of course, but even in the spookiest of her mothers folk tales, fairies don't burn children alive.

Clothes Worn & Possessions Carried:

Housekeepers uniform - black dress, white apron
Grey Coat and Hat.
Handbag containing: Bandages, ointments, salves, witch-hazel and smelling salts for first aid; a large pair of pointy scissors; one box of lucifer matches; 2 candles; sewing needle & thread; Purse with 2 pounds.
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aine
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Re: Characters

Post by aine »

Image

Name: Isolde Beauchant
Age: 27
Gender: Female
Occupation: Governess/Medium
Social Class: Middle

STR 9
CON 10
POW 9
DEX 12
APP 13
EDU 15
INT 16
SIZ 8

Idea 80
Luck 50
Know 75
Sanity 49 46 44 41 55

Hit Points 9
Magic Points 10 5 10
Damage Bonus 0
Income £300

EDUx20 = 300, INTx10 = 160

Background:
Isolde Beauchant was a governess at Godington House, Kent for the Toke family. Three years ago, Isolde found she had a natural gift for communing with spirits when the household ghosts suddenly began a period of great activity after the third son was born. The family were so grateful when Isolde managed to calm the the situation after many wakeful nights that they introduced her to other similar accosted families and Isolde began a frenetic few years as a medium as her fame spread.
Isolde now has a firm reputation as an accomplished medium, has little income but many lavish gifts and has a full diary.

Update
Isolde is presently residing at Half Moon Street, Picadilly, just up the road from where The Seekers of Enlightenment regulary meet. She has had many supernatural experiences but she now realises there are strange and ghastly phenomena occuring in this, the mundane plane too. At Bargrove Hall and, just recently Forby House, these phenomena have been tangible and deadly; Isolde has now engaged a fencing tutor to teach her some rudimentary skill With which to protect herself.

Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%) 55%
Astronomy (01%) @ 8%
Bargain (05%)
Biology (01%)
Chemistry (01%)
Climb (40%)
Conceal (15%) 45%
Craft: Music(05%) 55%
Credit Rating 15% 16% 21% 26%
Cthulhu Mythos (00)12%
Disguise (01%)
Dodge (DEX x2) 24%
Drive Carriage (20%)
Electr. Repair (10%)
Etiquette 51%
Fast Talk (05%) 25%
First Aid (30%)
Geology (01%)
Hide (10%)
History (20%) 70% @ 75%
Jump (25%)
Law (05%)
Library Use (25%) 75%
Listen (25%) 26% 33%
Locksmith (01%)
Martial Arts (01%)
Mech. Repair (20%)
Medicine (05%)
Natural History (10%)
Navigate (10%)
Occult (05%) 41% 48% @
Opr. Hvy. Mch. (01%)
Other Language: French (01%) 51%
Own Language (EDUx5%) 80%
Persuade (15%) 45% 52%
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot Balloon (01%)
Pilot Boat (01%)
Psychology (05%) 45% 53%
Ride (05%)
Sneak (10%)
Spot Hidden (25%) 32% 40%
Swim (25%)
Throw (25%)
Track (10%)

Firearms:
Handgun (20%)
Machine Gun (15%)
Rifle (25%)
Shotgun (30%)

Melee:
Fist (50%)
Grapple (25%)
Head (10%)
Kick (25%)
Last edited by aine on Tue Mar 09, 2021 9:40 pm, edited 7 times in total.
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Snapper
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Location: Australia
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Re: Characters

Post by Snapper »

[dice]0[/dice] = 12
[dice]1[/dice] = 7
[dice]2[/dice] = 15
[dice]3[/dice] = 14
[dice]4[/dice] = 10
[dice]5[/dice]+3= 12
[dice]6[/dice]+6= 13
[dice]7[/dice]+6= 16

Income
[dice]8[/dice]+6= 7 x £100 = £700
Last edited by Snapper on Sat Sep 26, 2020 9:55 am, edited 3 times in total.
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Post by Snapper »

Name: Captain Aloysius Crozier
Age: 51
Gender: Male
Occupation: Ex-military (RN)
Social Class: Middle
Clubs: Athenaeum (Liverpool), Naval and Military (London)

Image

STR 14
CON 10
POW 12
DEX 15
APP 5 (-2 aging)
EDU 14
INT 13
SIZ 16

Idea 65
Luck 60
Know 70
Sanity 67

Hit Points 13
Magic Points 12
Damage Bonus +1d4
Income £700

EDUx20 = 280, INTx10 = 130

Background:
Crozier was a younger son of a well established, Liverpool based family involved in merchant shipping. With good family connections he joined the Royal Navy as a 12 year old cabin boy and in a few short years was promoted to midshipman. Crozier saw action in naval engagements during the Crimean War, and was eventually commissioned as an RN lieutenant.

After 20 years' service, Crozier resigned his commission and commenced a new career in merchant shipping as a deck officer, ultimately as a ship's master and captain. Crozier has led an adventurous life, sailed the seven seas, and loved many fair ladies not wisely but too well.

Crozier is well over 6' in his socks and solidly built. He is heroically ugly with the weather-beaten skin of a lifelong sailor. The trace of a Liverpool accent can always be heard when he speaks. He has a thick mane of gingery-white hair and thick mutton-chop whiskers.

Skills:
Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%)
.Astronomy (01%) 36%
Bargain (05%)
Biology (01%)
Chemistry (01%)
Climb (40%) 50%
Conceal (15%)
Craft (05%)
Credit Rating (35%) 55%
Cthulhu Mythos (00)
Disguise (01%)
.Dodge (30%) 40%
Drive Carriage (20%)
Electr. Repair (10%)
Fast Talk (05%)
First Aid (30%) 40%
Geology (01%)
Hide (10%)
History (20%)
Jump (25%)
.Law (05%) 25%
Library Use (25%)
Listen (25%)
Locksmith (01%)
Martial Arts (01%)
Mech. Repair (20%)
Medicine (05%)
Natural History (10%)
Navigate (10%) 60%
Occult (05%)
Opr. Hvy. Mch. (01%)
Other Language - French (01%) 41%
Own Language (70%)
Persuade (15%) 35%
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot Balloon (01%)
.Pilot Boat (01%) 26%
Psychology (05%) 44%
Ride (05%)15%
Sneak (10%)
Spot Hidden (25%) 50%
.Swim (25%) 40%
Throw (25%) 32%
Track (10%)

Firearms:
Handgun (20%) 50%
Rifle (25%) 40%
Shotgun (30%)

Melee:
.Fist (50%) 75%
Grapple (25%)
Head (10%)
Kick (25%)

Cavalier Sabre (15%) 30%

Possessions:
.45 British Bulldog Revolver
Pocket telescope
Cigars and matches
Hip flask of whisky
Captain's uniform
Last edited by Snapper on Wed Mar 10, 2021 10:15 pm, edited 25 times in total.
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Mr. Handy
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Dr. Alexander Campbell

Post by Mr. Handy »

Player: Mr. Handy
Name: Dr. Alexander Campbell
Age: 34
Sex: Male
Occupation: Scientist
Colleges, Degrees: B.Sc., Physics, Cambridge, 1867; M.Sc., Physics, Cambridge, 1869; D.Sc., Physics, Cambridge, 1877
Birthplace: Edinburgh, Scotland

Image

Characteristics:
STR: 9
CON: 12
SIZ: 11
DEX: 10
APP: 8
INT: 16 (Idea - 80)
POW: 16 (Luck - 80)
EDU: 18 [includes +1 from age] (Know - 90)

Sanity: 97
Phobias/Mental Disorders: None
Maximum Sanity: 97
Hit Points: 12
Magic Points: 16
Damage Bonus: -+0

Background: Dr. Alexander Campbell is a brilliant Scottish inventor who has always been fascinated with technology. A child prodigy, he always excelled in his education, and he was admitted to Cambridge at 16. He continued his studies and research after graduation, always keeping up with the latest scientific advances. He now has a laboratory in London, where he works tirelessly to invent the next big thing. The invention of telephone has inspired him, and he wonders if there is perhaps a way to transmit sound without wires. Alexander is a rational man, believing that everything has a scientific explanation. He doesn't have much of a social life, being consumed by his work, and he never married. The only person he has regular contact with is his housekeeper/assistant. He doesn't know what he'd do without her.

Skills: (Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *)
Accounting (10%):
Animal Handling (10%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Chemistry (01%): 56%
Climb (40%):
Conceal (15%):
Craft(Engineering) (05%): 60%
Credit Rating (25%): 32%
Cthulhu Mythos (00%): (+1+1) 2%
Disguise (01%):
Dodge (DEX x 2%): 20%
Drive Carriage (20%):
.Electrical Repair (01%): 71%
Fast Talk (05%):
.First Aid (30%): 60%
Geology (01%):
Hide (10%):
History (20%): 40%
Jump (25%):
Law (05%):
Library Use (25%): 64%
.Listen (25%): 55%
Locksmith (01%):
Martial Arts (01%):
Mechanical Repair (20%): 60%
Medicine (05%):
Natural History (10%):
Navigate (10%):
Occult (05%): 05% (+1) 06%
Operate Heavy Machine (01%):
Other Language (01%):
Own Language: English (EDU x 5%): 90%
Persuade (15%): 62%
Pharmacy (01%):
Photography (10%):
Physics (01%): 76%
Pilot Balloon (01%):
Pilot Boat (01%):
Psychology (05%):
Ride (05%):
Sneak (10%):
Spot Hidden (25%): 67%
Swim (25%):
Throw (25%): 31%
Track (10%):

Hand-to-Hand:
Fist/Punch (50%): 50% (+8) 58%
Grapple (25%):
Head Butt (10%):
Kick (25%):

Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (25%):
.Shotgun (30%): 71%

Equipment:
Shotgun
Kit with scientific instruments and tools
Magnifying glass
Notebook
Pens and pencils
Lantern
Matches
Rope
Knife
Toiletries
Change of clothes
Doctor Who/CoC Campaign:
(viewforum.php?f=176)The Terror Out of Time
(viewforum.php?f=191)]The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
The Masque of Nyarlathotep
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Mephistophilis
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Location: Dublin
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Re: Characters

Post by Mephistophilis »

Player: Mephistophilis
Name: Henry 'Harry' Brown
Age: 32
Sex: Male
Occupation: Inquiry Agent
Colleges, Degrees: None
Birthplace: Southwark, London

Image

Characteristics:
STR: 17
CON: 15
SIZ: 14
DEX: 9
APP: 7
INT: 8 (Idea 40%)
POW: 10 (Luck 50%)
EDU: 11 (inc +1 from age) (Know 55%)

Sanity: 66
Phobias/Mental Disorders: Automatonophobia (fear of wax figures, humanoid robots, or other figures designed to represent humans)
Maximum Sanity: 97
Hit Points: 15
Magic Points: 10
Damage Bonus: +1d4

Social Class: Lower to Middle
Income: £200

Background:
Harry grew up in the lower class parts of Southwark near the river. He always intended to make something of himself and didn't let anything stand in the way. Whether that was showing the other children in the street who was boss or later providing muscle as a bailiff collecting debts. Acquiring a reputation for efficiency and pragmatism he secured work as an inquiry agent and soon developed a line in discretely assisting gentlemen who might have 'mislaid' incriminating items.

Harry has few friends and generally little sentimentality but spent his whole life living with and supporting his mother until her death three years ago. He still grieves her passing and has found solace in spiritualism which he clings to unquestioningly. Harry is confident he can use his particular talents to assist his fellow believers.

Skills:(Non-default skills BOLD, Professional Skills ITALICS, Hobbies preceded by a DOT. Checked skills followed by a *)
Accounting (10%)
Anthropology (01%)
Archaeology (01%)
Art (05%)
Astronomy (01%)
Bargain (05%)
Biology (01%)
Chemistry (01%)
Climb (40%)
Conceal (15%)
Craft (05%)
Credit Rating (10%): 14%
Cthulhu Mythos (00): 2%
Disguise (01%)
Dodge (18%)
Drive Carriage (20%)
Electr. Repair (10%)
Fast Talk (05%): 55%
First Aid (30%)
Geology (01%)
.Hide (10%): 52%
History (20%)
Jump (25%)
Law (05%)
Library Use (25%)
Listen (25%): 50%
Locksmith (01%): 61%
Martial Arts (01%)
Mech. Repair (20%)
Medicine (05%)
Natural History (10%)
Navigate (10%)
Occult (05%)
Opr. Hvy. Mch. (01%)
Other Language (01%)
Own Language (55%)
Persuade (15%)
Pharmacy (01%)
Photography (10%)
Physics (01%)
Pilot Balloon (01%)
Pilot Boat (01%)
Psychology (05%): 13%
Ride (05%)
Sneak (10%): 76%
Spot Hidden (25%): 67%
Swim (25%)
Throw (25%): 34%
Track (10%)

Firearms:
Handgun (20%)
Machine Gun (15%)
Rifle (25%)
Shotgun (30%)

Melee:
Fist (50%)
.Grapple (25%): 81%
Head (10%)
Kick (25%)
Cosh (40%)

Equipment:
Travelling bag with change of clothes and wash kit
Safety matches and a dozen cigars
Lock picks
Pencils and notepad
Cosh concealed in pocket of overcoat
Small folding knife
Pocket watch
Revolver
Locked

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