Oswald Carter-Graves

Basic Info:

Player: Galaxy-Class

Position: Cover Story Coordinator

Demeanor: Amicable but obsessive in the training yards and wooden structures, Ozzie often appears less of an intelligence supplement and more of a movie director. While training auxiliary agents to pose as restaurant staff prior to a clandestine exchange, he can be found clapping one fake waiter on the back for circling the 'guests' and physically demonstrating how to balance a platter of wine bottles for another. He's ridiculously reclusive when he shuts himself in his office, figuring out how to turn into pop-up grocery stores and whatnot, and mellowed out to the point of near sedation if intercepted somewhere else in the facility.

Nature: Worried sick. Ozzie staves off alcoholism with childhood impressed discipline alone, and genuine joy that bubbles up ends up like ducks lured to bad memories holding duck-whistles and shotguns. Ozzie will be relieved like anyone else when an op goes off without a hitch and everyone comes home, but that's where his roof is while the others move on to celebration.

Description: Ozzie's a tall bloke, but a thin one who chills easily and keeps on a British officer's great coat. If one inspects the name written on it, the one scratched out, they'll find it's not his. His left eye is in a perpetual squint, but bloodshot and with the head of a nail buried in at the rim of where his iris used to be, and offers for an eye-patch have been summarily refused. Ozzie's hair has grown out, and his beard goes down to the bulb of his necktie, where he trims off a few strands a day. Around 6'8 and with a British accent (received pronunciation)

Stats:

You have 36 points to distribute among Attributes and 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
Attributes
  • Physical Defense:1
  • Mental Defense:3
  • Perception:4
  • Agility:1
  • **Strength:2
Skills
  • Persuasion:5
  • Bluff:4
  • **Ranged:4
  • Academics:3
  • Engineering:5
Specialties

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.

  • Learn by Example: 4 Bluff. Rigorous demonstration adds a bonus to the targeted character's Bluff stat, but only in the activity/activities demonstrated.
  • Rally the Troupe!: 5 Bluff. Adds a bonus when a group partakes in a joint bluff attempt.
  • Something's Wrong Here: 3 Per. Adds a bonus during a perception check made in a location with disguised/covert NPCs.

Gear:

List everything your character carries on their person here. Be reasonable.

  • Eyepatch
  • Eye droplets
  • Scissors
  • Cyanide Pill
  • Roll of bandages
  • Prescription Monocle
  • Assorted Currency
  • Lint
  • Dead brother's great coat
Equipment:

List any equipment your character has purchased off of the Unlockable Equipment list or made through Crafting. You probably don't have any.

Possessions:

List everything your character keeps in their room at Site-77. Anything that's not listed here or in the sections above will be difficult for the character to retrieve.

  • Clothes
  • Rolls of paper
  • Measuring tape
  • Matches
  • Assorted books

Personal History:

Born in 1900 to government officials in London, sickly and weak Oswald leaned on, figuratively and literally, his older brother George to get through his early childhood. Bullying came in George's absence, and kindness came in his presence. As the scenes changed but the play remained, Oswald slowly began to figure out which people could act and which ones smiled genuinely.

War came from the East and while George marched off to the mainland, Oswald dropped his architecture scribbles and tried to ride his father's coattails into the government. He got swung off into a fledgling intelligence agency where the bullies from childhood readily greeted him, now that there was no one to lean on. On his own, George kept to himself and focused on building believable covers, rather than living them. His little notebook had no words, but pages near dripping with ink from all the little sketches of office buildings with floor hatches and cars with trunk handles that could fold out when a machine gun barrel was pushed out from within. One inspection and an exposed notebook page later, Ozzie found himself in Operation Quicksilver.

Inflatable tanks, trucks blaring music and radio operators barking orders at divisions that didn't even exist on paper…it was Oswald's paradise. And while Quicksilver had little time for Ozzie's notebook, they certainly enjoyed his eagerness. This eagerness was perceived as childlike glee at first, and fanaticism next, after he continued on despite having a nail driven through his eye during the collapse of a bomber plane made of wood. Ozzie could be found one day on a firing range along with other soldiers one day, and cutting down saplings to drape over hollow tanks the next. And the curtains closed down on the stage once D-Day had succeeded. Behind the curtains, the sandbag landed on Ozzie's head: George was dead. They gave him back the coat, but didn't let him look inside the coffin.

Agents die. Despite the best laid plans there are always enemies who suspect everyone. There are always the paranoiacs. There are always the homicidal maniacs. There are always slips of the tongue. And, for agents who become soldiers, like George, in the middle of an operation, there are always anti-tank weapons that can be aimed at personnel. And for the commanders, like those in Operation Quicksilver, and those in the Foundation, there's always a need for someone who can build an environment that will keep the agents in the field alive for just a bit longer.

Languages

  • English

Miscellaneous:

Oswald has poor depth perception and is very attached to his coat.

XP: 0

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