Spencer Fitzgerald

The Architect

The boss. For good reason, too — he's damn skilled at bringing people together, and he's personally saved just about every member of the party from near-certain death on at least one occasion. He's brilliant, tortured, and just barely keeping himself sane, but he'll do almost anything to protect the people he considers his family. Even if he's the reason they're in trouble in the first place, which... has been known to happen.

He's running away from a past he doesn't want to remember, which he mostly accomplishes by taking the "functional" back out of "functional alcoholic."

No matter how bad it gets, though, he's still one of the most competent team members, and the others tend to forgive him for things like "murder tally in at least the double digits" or "being raised in a cult" or "physically having to cut the remnants of his old self out of his body every couple weeks," because lord knows he's trying his best to be a different person than he was back then. Even if it still haunts him, and even if the ghosts of all the people he's hurt, killed, and failed tend to show up in droves just to make his life hell.

Everyone deserves a second chance — it's not like the rest of them have squeaky-clean pasts, either — and, besides, he's their leader and their friend. They'd do anything for him, as long as he asked them to, and they try to let sleeping dogs lie. Because he cares about them, and because they trust him. Until the end.



Spencer's Playbook

Charm

+2

Cool

0

Sharp

0

Tough

-1

Weird

+1

Special Moves:

  • Improvisational: When you use an improvised weapon to attack something, you may choose one of these extra effects:
  • Momentarily stun them with a blow to the head

    Trip or entangle them

    Inflict +1 harm, but the improvised weapon breaks

    Additionally, If your improvised weapon deals 3+ harm at once, you will injure someone else nearby, as well as your target (assuming that there is another person in the vicinity).

  • Trustworthy Face: Your party members look up to you. When you need them to perform a specific action, roll +Charm. On a 10+ they’ll do what you tell them they should, no questions asked. On a 7-9, they'll do it, but the Keeper chooses one from:

    They ask for something in return.

    They stall and dither.

    They have a "better" idea.

    On a miss, they don't do what you ask of them (and maybe lose a little bit of respect).

  • Natural Suspicion: If someone lies to you, you know it.
  • Weapons:

    Sawn-Off Shotgun (3 harm, hand/close, messy, loud, reload); Hunting Rifle (2 harm, far, loud); Knife (1 harm, hand)

    Devil Made Me Do It:

    You're haunted by the ghost of your former self. Whenever your treacherous past makes a reappearance that forces you to confront it, take -1 forward to +Cool and +Tough rolls.

    About

    Gender

    Male

    Industry

    Communications or Media

    Occupation

    Leader

    Location

    Nowhere, Anywhere

    Introduction

    I was a courier. That was a while ago. Now I'm not sure what I am. God fucking damn it all.

    Interests

    don't have any anymore

    Favorite Movies

    Fight Club

    Favorite Books

    The Little Prince

    If there's no I in team, why is there meat?

    Because everyone fucking dies in the end and then you're nothing. Blogger, you have a sick sense of fucking humour.