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Peter Ingram

Scummy Wolf-Blood Lawyer

Residence: Middle Paradi
Affiliation: Alley Hunters, Forsaken

Background

Peter was always different from the people around him; he was an intelligent child but prone to exasperation the way others were distracted in his presence. He found a natural knack for arguing with or even outright lying to people, and like any good enterprising Paradi citizen, decided he could make a good buck as a lawyer. So that's what he did. It wasn't until the werewolves re-emerged that he found out what he was and even then he didn't believe it. Vali exercised some creative talents where certain pending cases of malfeasance were concerned relating to his firm, however, and he's remained loyal ever since. Relatively.

Description

Peter's tall at six feet and in good condition though he's not exceptionally physical. He favors a five o'clock shadow look and keeps his hair trim with a ready smile on his face. In the courtroom he's all business but he enjoys relaxing and dressing down on his days off.

Storytelling Hints

You're out for yourself, like everyone else, but being part of a pack is pretty cool too. Sure, it's scary sometimes, and violent, but you know when to make yourself scarce. You're good at bamboozling people courtesy of your scent and you've accepted what you are. You wouldn't mind nailing Doom-Strike or Jessica Thomas but they also kind of scare you… mostly Doom Strike.


Character Sheet

Mental Attributes: Intelligence 3, Wits 2, Resolve 2

Physical Attributes: Strength 2, Dexterity 2, Stamina 2

Social Attributes: Presence 2, Manipulation 3, Composure 3

Skills: Academics 2, Expression 2, Firearms 2, Investigation 2, Persuasion 3, Politics 2, Subterfuge 2

Merits: Allies (Legal) 3, Resources 1, Totem 1

Willpower: 5

Integrity: 7

Virtue: Deliberate (Haste makes waste...)

Vice: Greed (My consulting fee just went up...)

Initiative: 5

Defense: 2

Armor: None

Speed: 9

Health: 7

Plug-Ins: None

Tell: Strong Scent

Conditions: Resonant (Alley-Cat; Persistent)


Aspirations

  • Keep his gravy train protectors in the pack happy by keeping legal pressure off them and the territory.
  • Become a judge.

Tell: Strong Scent

The Wolf-Blooded has a noticeable scent about her. It’s unmistakable and unmistakably her. It’s not a bad smell, just a potent one that allows even the human nose to identify her by scent alone.

Boon: The Wolf-Blooded isn’t the center of attention because of her healthy scent, but people are aware of her. As a result, any attempt to notice anything about her other than her scent and that her presence in the scene has a –2 modifier. She could be lying, stealing, or cheating, but no one is paying attention to that.


Allies(• to •••••)

Effect: Allies help your character. They might be friends, employees, associates, or people your character has blackmailed. Each instance of this Merit represents one type of ally. This could be an organization, a society, a clique, or an individual. Examples include the police, a secret society, criminal organizations, unions, local politicians, or the academic community. Each purchase has its own rating. Your character might have Allies (Masons) ••, Allies (Carter Crime Family) •••, and Allies (Catholic Church) •.

Each dot represents a layer of influence in the group. One dot would constitute small favors and passing influence. Three could offer considerable influence, such as the police overlooking a misdemeanor charge. Five dots stretches the limits of the organization’s influence, as its leaders put their own influence on the line for the character. This could include things such as massive insider trading or fouling up a felony investigation. No matter the request, it has to be something that organization could accomplish.

The Storyteller assigns a rating between one and five to any favor asked. A character can ask for favors that add up to her Allies rating without penalty in one chapter. If she extends her influence beyond that, her player must roll Manipulation + Persuasion + Allies, with a penalty equal to the favor’s rating. If the roll is successful, the group does as requested. Failed or successful, the character loses a dot of Allies. This dot may return at the end of the chapter (see Sanctity of Merits, on p. 43.) On a dramatic failure, the organization resents her and seeks retribution. On an exceptional success, she doesn’t lose the dot.

One additional favor a character can ask of her Allies is to block another character’s Allies, Contacts, Mentor, Retainer, or Status (if she knows the character possesses the relevant Merit). The rating is equal to the Merit dots blocked. As before, no roll is necessary unless the target’s Merit exceeds the character’s Allies. If the block succeeds, the character cannot use the Merit during the same chapter.