Basic Info:
Player: Ballrack
Position: Field Agent
Demeanor: Constantly nervous and smoking, always trying to charge one into a game.
Nature: John is nearly always active, often acting and speaking before thinking. He constantly plays with his first earned 50 Cent coin, his cigarette or whatever falls into his hands. He also often askes others to play a game, making him quiet annoying over time, while he is still a nice partner to chat with. On the other hand, there are his so called "serious" moments, like negotiating, an important gamble or a fight. In this moments John is more calm and controlled, like beeing his exact opposite. Untile the heavyness of the situation fades away and he gets hyperactive again.
Description: Black short-cutted hair. Medium tall with a few kilogramms to less on the ribs. Always wearing a business suit, but ranging from fabric-new and tailor-made to worn-off and way to big.
Stats:
You have 36 points to distribute among Basic and Pseudo-Specialty Skills. Please follow the guidelines on the Game Mechanics page. Erase any skills you have no points in.
Health
- Physical Health: 7
- Mental Health: 7
Basic Skills
- Physical Defense: 3
- Mental Defense: 5
- Perception: 3
- Agility: 5
- Strength: 3
- Persuasion: 6
- Networking: 3
- Bluff: 6
- Innuendo: 3
Pseudo-Specialty Skills
- Ranged:3
- Survival: 2
Specialty Skills:
You have twelve points to distribute among as many or as few specialty skills as you see fit (but at least three is almost always warranted). Remember to explain what each specialty entails.
- Gambling: 6. If someone knows how to play any kind of gambling games, it is "Lucky".
Be it a simple bet, Poker, Roulette or anything requiring the calculating of chances - John knows how to win.
- Organisation structure: 3. When being part of a criminal organisation, at some point you undestand the principle and use of commando chains and the like. And you learn how to use them to your advantage.
- Negotiation: 3. The art of making a deal on a diplomatic level, be it by fair trades, blackmailing or simply claiming ones honour.
Possessions:
List everything your character carries on their person here. Be reasonable.
- S&W Model 28 Revolver (loaded)
- 6-sided dice
- Playing cards (Poker)
- Used looking 50 Cent coin
- Pack of Lucky Strikes cigarettes
- Zippo Lighter
- Pocket watch
- Butterfly knife
And everything that they keep in their room at Site 19. Anything that's not listed here or in the section above will be difficult for the character to retrieve.
- Lots of Lucky Strike packs
- few .357 Magnum rounds
- playing cards for all kinds of games
- different dices
- different entertainment books
Personal History:
Being born as the son of a storeowner and his wife in the Bronx in New York City in 1929, Johns life was at first unrumouros. The family had a simple, but good life selling all kind of beverages. Until his mother died, when John was 16. His father got deperessed and, instead selling it, drank away the alcoholic drinks from his store, while more and more neglecting his son, leaving the teenager almost alone. When the gangs started to rise in the district, John took his chance. He ran away from the tiny flat his father and he were now living in, searching for a gang he could join. For days, he was pushed away and spit on by thugs, until one of them grew a heart, taking the now 17-year old with him. By accident, he discovert the gambling talent of the young man when he played a game of cards with him to cheer him up. A few days later, everything was worked out: John was taken into the gang, making money with gambling against the workers in the district.
Until 1955, everythink worked out fine for the so called "Lucky" now. He climbed the career ladder higher and higher, from his gambling with the workers to assisting in small robberys, later negotiating with other gangs and lately becoming the leader of a own branch of the gang dedicated to the gambling industry in the city.
While beeing in an negotiation with a rival gang, a Foundation team stormed into the room on the search for an SCP. Being misinterpreted for the police, a firefight started, which quickly escalated. Being the only survivor on the mobsters side, he - more or less voluntarily - helped the Agents on their mission, having vital information about the SCP without knowing. After the end of the mission, the Foundation offered him a job, and having lost nearly anything again, he took the offer, only to find himself a day later at site 19.
Miscellaneous:
-Is shy when it gets more serious with a woman
-Is not interested in money at all, as long as he is satisfied with his life
-Swears a lot
XP:
2