GURPS Mafia Stuff
Here are the
stats from Pyramid Magazine for a hotel owner, and athlete/bodyguard and a boss.
There is also an adventure that accompanies these characters crossing over the
mob with GURPS: Horror. It can be found in the Pyramid section of Steve
Jackson's website. It is called 'Your Number Is Up' and was written by Andy
Vetromile and art by Kurt Brugel.
Arthur Creaseman
Thick-necked mobster, 45, 5'10", 170 lbs., flickering
gaze, dresses impeccably, sweats when his tables lose.
ST 12 DX 12 IQ 13 HT 10
Basic Speed 5.5; Move 5
Dodge 5 Parry 3 Block 4
Damage: Thrust 1d-1; Swing 1d+2
Advantages: Patron (Don Fedello), Strong Will/1, Wealth (Wealthy),
Status/1, Acute Vision +1.
Disadvantages: Bad Temper, Bully, Duty (Mafia), Paranoia.
Quirks: Hates Italian food; not religious; has a gun in every room of his
home; doesn't mind doing his own dirty work; enjoys public radio.
Notable Skills: Accounting 15, Administration 14, Area Knowledge
(Campaign City) 14, Drive/TL7 (Car) 12, Gamble 15, Guns/TL7 (Pistols) 14,
Leadership 13, Streetwise 12.
Equipment: Glock 9mm (p. B208), cash clip, cell phone.
Creaseman is a bankable moneymaker but he's also a
couple sandwiches short of a picnic. He thinks he doesn't advance in the mob's
ranks because he's only half-Italian, but the truth is the mob won't let a
liability like him get too far.
Arthur rules by fear. His hopes of succeeding Fedello as
don are only a pipe dream; Fedello is the only man he's afraid of.
By day, Creaseman conducts business throughout the
hotel. At night he's always in the casino sweating over the tables.
Carl "Canvas" Hanson
Boxer-cum-bodyguard, 33, 6'1", 190 lbs., looks older
than he is, suits always seem too small on him, fidgets as though shadow-boxing.
ST 13 DX 14 IQ 10 HT 12
Basic Speed 6.5 Move 6
Dodge 7 Parry 4 Block 5
Damage: Thrust 1d; Swing 2d-1
Advantages: Combat Reflexes, High Pain Threshold, Reputation (+2, fight
fans, 10-).
Disadvantages: Duty (to Creaseman, 12-), Gullibility, Hard of Hearing,
Overconfidence.
Quirks: Baby-sits his sister's kids once a week; has a satellite dish but
only watches ESPN; won't use a microwave; thinks zoos are cruel; pays cash.
Martial Arts Style: Boxing.
Notable Skills: Area Knowledge (Campaign City) 10, Body Language 10,
Boxing 15, Drive/TL7 (Car) 13, Running 12, Sports (Football) 13, Swimming 14,
Tournament Law (Boxing) 11.
Manoeuvres: Feint 17, Jab 15, Riposte 12, Roundhouse Punch 14, Slip 6.
Equipment: Brass knuckles, pictures of his sister's kids.
Hanson's heavyweight boxing career was cut short by
deafness in his left ear and brain damage. The pugilist took a job collecting
debts for Creaseman, but became Artie's bodyguard as paranoia set in. The two go
everywhere together. At night Carl sits and eats peanuts at the bar while the
boss mingles. Carl is the only person Creaseman trusts.
Carl comes from a fighting family; the PCs may even
recognize him. He feels he let the family down, not by working for the mob but
by getting thrown out of the ring. He's always glad to relive his glory days.
Don Ermine Fedello
Ancient mob boss, 80 (?), 5'5", 105 lbs., skeletally
thin, piercing stare, garlic on his breath, usually wears a smoking jacket or
dressing gown.
ST 8 DX 9 IQ 14 HT 8
Basic Speed 4.25 Move 4
Dodge 4 Parry NA Block NA
Damage: Thrust 1d-3; Swing 1d-2
Advantages: Alertness +1, Ally Group (his crime family), Charisma +1,
Longevity, Reputation (+3, criminals, all the time), Status/3, Wealth (Very
Wealthy).
Disadvantages: Addiction (tobacco), Addiction (pain pills), Enemies
(Opposing Mafia family and FBI tag teams, 9-), Stubbornness.
Quirks: Overly generous to his grandchildren; keeps four myna birds;
misses playing golf; doesn't use his doctor-prescribed oxygen; sends cases of
bourbon as Christmas gifts.
Notable Skills: Accounting 12, Administration 16, Area Knowledge
(Campaign City) 13, Cooking 13, Detect Lies 14, Diplomacy 14, Economics 14,
Gambling 12, Guns/TL7 (Pistols) 13, Leadership 14, Savoir-Faire 14, Streetwise
12.
Equipment: Ruger STD, .22 (p. B208), cigarette holder, pain pills.
Fedello has been fending for himself since he came to
America at about age 5. Always sharp, he learned flawless English, which allowed
him to ingratiate himself into high society. This was his stepping stone to the
upper echelons of the mob.
Now the most influential crime figure in the city, he
monitors his organization with a tireless eye. Nothing happens without his
say-so. Everyone expected him to die 15 years ago, but he continues to abuse his
body, ignore his doctor and thrive.
Get the hell outta here!
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