Barnes

Crime Lord of Ibis

Description:

Age 38

Beliefs and Instincts

B1. I need to get to investigate Ditmers Frost before the Vaylen eliminate him.

B2. Amber knows Hafdan? I will discover the truth behind how and why!

B3. The steps to being called “Your Lordship” are many and varied. Many nobles need my help without realizing it. I will help Mamoon Doursi smuggle her cultists onto Ibis.

I1. Always assess whether I’m being lied to.

I2. Always know what I’m moving.

I3. Never stay in the presence of a Psychologist long enough to be read.

Stats

Will 6 (1d), Perception 4, Agility 4, Speed (1c) 3, Power 3, Forte 4

Steel 6, Hesitation 2, Circles 4, Resources 7 (Taxed by 1)

Physical Tolerances Superficial H3, Injured H5, Maimed H7, Mortal Wound H9

Artha Fate 4, Persona 4, Deeds 0

Skills

Appraisal 2 Per page 224
Bargaining 5 Wil page 225
Close Combat (1r) 3 Agi page 226
Extortion 4 Wil page 231
Falsehood 5 Wil page 231
Intimidation 5 Wil page 235
Observation (1d) 4 Per page 238
Persuasion (1d1c) 6 Wil page 238
Smuggling (1d) 6 Wil/Per page 242
Streetwise 5 Per page 243
Tactics (1d) 5 Per page 244
Black Market-wise 4 Per
Criminal-wise 2 Per
Faction-wise (1c) 2 Per
Family Secret-wise (1r) 2 Per
Quarantine-wise 2 Per
Conspicuous (1/4) Wil page 227

Affiliations, Reputations, Relationships, Contacts

Affiliation 1D Member of the nobility.
Affiliation 3D Member of the family.
Reputation 1D (Infamous) A noble’s bastard.
Reputation 2D An honest merchant who, from time to time, can also help acquire the exotic, discretely move things, and offer loans.
Reputation 3D Among the family, the boss.
Relationship Amber Von Peregrine, longtime lovers.
Relationship Gooch, loyal, former bodyguard, handed off to Amber.
Relationship Victor Kempler, my second-in-command.
Linked Test +1D Toward improving affiliation with Nobility.

Technology and Property

Technology Psychology Inhibitor Mesh
In the form of a subdermal mesh crowning the skull: +3 Ob to Psychology tests made against him (4 tech points), Concealed (2 tech points). Total: 6 tech points.

Technology Acoustic Privacy Dome
In the form of a wrist chronometer, generates a hemispherical acoustic bubble that inhibits eavesdropping when activated, to a maximum radius of 2 meters: +3 Ob to Perception tests to listen in (4 tech points), Concealed (2 tech points). Total: 6 tech points.

Property A discreet residence
(4 tech points of security and safety, TBD.)

Traits

Character Traits

Formal Char 1 0 (page 143)

Indifferent (toward the Vaylen threat) Char 0 (pages 55, 109)

Sharp Dresser Char 1 (page 273)

Die Traits

Bastard Dt 3 1 (page 250)
This character is the illegitimate son of a noble of rank. He will be heir to the lands and income only if all the other heirs die or join the clergy. Bastards are not looked upon kindly, as they dilute claims to birthright and threaten the system of rightful inheritance. Bastards have a 1D infamous reputation among the nobility.

Cool-Headed Dt 3 1 (page 253)
Reduce hesitation by two.

Family Dt 4 1 (page 258)
This criminal never acts alone. He is a member of an underworld network known as a “family.” This trait grants a 1D affiliation with other characters bearing the Family trait. If the character harms, insults or otherwise runs afoul of another family member, he gains a 1D infamous reputation in the Family as well.

Human Dt 0 (page 134)

Mark of Privilege Dt 3 1 (page 265)
Those born into nobility bear certain telltale signs of their lineage. Their nose, their bearing, their skin or even their speech mark them as one of the privileged. This confers a 1D affiliation with nobility, but also adds +1 Ob to all Inconspicuous or Falsehood tests when masquerading as someone lower than their station.

No Nonsense Dt 3 1 (page 267)
Any time the player believes his compatriots or his opposition are not taking their mission or this character’s position seriously, the player may invoke this trait. It grants +2s to the body of argument for the character’s next Duel of Wits—so long as it serves to prove that this character does not screw around.

Scheming Dt 3 1 (page 272)
Scheming characters are always plotting and planning. It doesn’t even have to be for their benefit or gain—sometimes they just plot and plan to see their cleverness at work. The player earns a persona point for creating schemes that involve either working with the opposition or a complicated/rivalrous/hateful/forbidden relationship with another character.

Shrewd Dt 4 1 (page 273)
On a failed Resources test, the Shrewd character may accept the Gift of Kindness but only take 1D of tax—so long as the tax is not greater than his current Resources exponent. This trait may only be used once per Infection phase.

Useful Dt 2 1 (page 276)
He has a knack for proving he’s useful. An action that the character takes with the intent to prove his worth to another character—an employer, a lover, etc.—may be used as a linked test for the body of argument of a Duel of Wits with that character.

Vig Dt 4 1 (page 276)
Vig is a system of loan and debt administered by criminal families in the neighborhoods in which they dwell. Whenever a character with this trait grants another character a loan, whether he openly states it or not, he expects to be repaid with interest. Repayment is equal to the obstacle of the loan, +1-3 (player’s choice). If this price is not or cannot be paid, the criminal may name a suitable replacement or compensation. This can be a service to the family at a later time, material goods or promises of favors—like an arranged marriage. If the vig replacement or compensation cannot or will not be paid, the criminal family takes great offense. The offending character earns a 1D infamous reputation among the family and their friends. In addition, the family will then attempt to collect its debt by any means and make an example of the offender, including theft, injury and destruction of property. If the character makes good on his vig payment, the infamous reputation is dropped and reprisals are cancelled.

Call-On Traits

Savvy C-O 2 (page 272)
When a Savvy character wants something, he knows how to ask so people listen. This is a call-on for Circles when the character is implicitly threatening the use of force—physical, social, financial or otherwise.

Lifepaths

Born to Rule → Bastard (Lead to Outcast and Criminal) → Blackmailer → Smuggler → Fence → Criminal × 2

Born to Rule 8 yrs 2 1 —
Skills: 5 pts: General
Traits: 1 pt: Mark of Privilege, Your Lordship, Your Eminence, Your Grace, Your Majesty

Bastard 4 yrs 0 1 +1 M/P
Skills: 3 pts: Family Secret-wise, Extortion
Traits: 2 pts: Bastard, Contender
Requirements: If chosen, this must be the second lifepath and may only be taken once.

(Lead to Outcast and Criminal, +1 year)

Blackmailer 4 yrs 1 1 —
Skills: 4 pts: Intimidation, Falsehood, Forgery, Mark-wise
Traits: 1 pt: Scheming, Bungler, Clinical, No Nonsense

Smuggler 5 yrs 2 1 —
Skills: 6 pts: Smuggling, Regulation-wise, Quarantine-wise, Faction-wise, Hidden Compartment-wise
Traits: 2 pts: Cool-Headed, Alert, Unglued, Useful
Requirements: One previous Outcast, Spacefarer, Hammer or Anvil lifepath

Fence 6 yrs 2 1 +1 M/P
Skills: 4 pts: Appraisal, Bargaining, Black Market-wise
Traits: 2 pts: Shrewd, No Nonsense, Sharp Dresser
Requirements: Smuggler, Counterfeiter, Breaker, Shopkeeper, Merchant, Cargo Master or Hammer Master

Criminal 5 yrs 2 2 +1 M/P
Skills: 9 pts: Intimidation, Persuasion, Streetwise, Tactics, Outcast-wise, Criminal-wise, Black Market-wise
Traits: 2 pts: Family, Vig, Sharp Dresser
Requirements: Gunsel, Advocate, Mandarin, Lawyer, Politico, League Official, Psychologist or any two of the following: Kidnapper, Blackmailer, Whoremonger, Fence, Counterfeiter, Breaker or Smuggler

Criminal 5 yrs 2 2 +1 M/P
Skills: 9 pts: Intimidation, Persuasion, Streetwise, Tactics, Outcast-wise, Criminal-wise, Black Market-wise
Traits: 2 pts: Family, Vig, Sharp Dresser
Requirements: Gunsel, Advocate, Mandarin, Lawyer, Politico, League Official, Psychologist or any two of the following: Kidnapper, Blackmailer, Whoremonger, Fence, Counterfeiter, Breaker or Smuggler

Barnes

The Defense of Ibis tresi