Oaks and Shaunassy
Atlantic City mobsters
They are major NPCs in the Crimson Letters scenario.
In Arkham to collect a debit from Prof. Charles Leiter
These two are cut from the same cloth— broad, solid, and grim, with ill-fitting grey suits and wide brimmed fedoras pulled low to shade their features. One is older and talks, the other is younger and remains silent; aside from this there is little between them. They are, in the parlance of the rackets, "yellowjackets, not torpedoes," which is to say leg-breakers and debt collectors— not assassins, but they are not above killing if threatened or ordered to do so. They are in Arkham because Charles Leiter owed a great deal of money to their bosses in Atlantic City and Leiter’s "death" was more than suspicious enough to make them believe something isn’t on the level about it. They are correct about a cover-up but completely in error as to why. They start on their hunt a few days before the investigators and so far their inquiries have included poking around Arkham’s seedier side and shaking down their one decent lead, Lucy Stone. They have her under observation, both personally (now and then) and through informants at the speakeasy where she works, and they will take a close interest in anybody who takes an interest in her—like the investigators.
The Atlantic City hoods are largely ignorant of the truth; they think Leiter’s alive and are looking for him. Anything short of showing them Leiter’s body stands little chance of convincing them that he is genuinely dead, and even this they may disbelieve given the poor state of the corpse. They are strongly inclined to disbelieve in Leiter’s death, so any rolls to appease them are Extreme.
They are tasked with the collection of a gambling debt—$11,000 dollars to be precise—and if they discover the Witch Trial Papers’ existence and worth, the Keeper may decide that they will go after them (knowing that they have value is enough—they will leave the rest to their bosses).
They will resort to threats and casual violence as a matter of course, but stay shy of public displays that will attract the attention of the law. They will not engage in willful murder unless attacked themselves. They are armed with knuckledusters, straight razors, and heavy-caliber pistols, and will try to isolate a target rather than risk getting outnumbered.
Desirous to collect on Leiter’s debt.
Will want concrete proof of Leiter’s death.
Aggressively curious about everything and everyone.
Facts and Clues
Roleplaying hooks
Keeper’s Note:
These two are a deliberate spoiling factor for the scenario; a rival to the investigators who can either be played as a serious threat or just as a sideline encounter as the Keeper wishes. They can also be used to provide some physical action (i.e. a stand-up fight) to your game as well. They can also serve both as unlikely allies for the investigators or as fodder for the real villain (or the Horror from the Pages) if they get too close to the truth. A good way of introducing the hoods is to have them pay a visit to Leiter’s cottage when the investigators are there searching for clues. Depending on the investigators’ reactions, the duo may play it cool and simply say that they want Leiter and the money owed, or they may be more direct, saying that all they want is the money and they don't care where it comes from—if they can’t find Leiter, the investigators are just as good a source for the cash (being in Leiter’s home and inheriting the debt by association). Should the investigators react violently, the duo will not shirk from a fight, however they are more likely to retreat and ambush the investigators at a later stage.
Portray these as individuals but use the same characteristics and skills.
STR 75, CON 60, SIZ 80, DEX 70, INT 60, APP 55, POW 60, EDU 50, SAN 60,
HP 14, Luck 00
DB +1D4, Build 1, Move 8
Brass Knuckles, damage 1D3 + 1 + DB
Stiletto Knife, damage 1D4 + 2 + DB
Firearms (.32 Auto pistol) 50% (25/10), damage 1D8
Dodge 40% (20/8)
Armor: None.
DB +1D4, Build 1, Move 8
Current Location
Age
33 & 35
Children
Aligned Organization
Skills
(between the two of them): Climb 30%, Drive Auto 30%, Intimidate 70%, Listen 30%, Locksmith 40%, Mechanical Repair 45%, Operate Heavy Machinery 40%, Psychology 30%, Stealth 40%, Spot Hidden 40%, Throw 30%.Combat
Fighting (Brawl) 60% (30/12), damage 1D3 + DBBrass Knuckles, damage 1D3 + 1 + DB
Stiletto Knife, damage 1D4 + 2 + DB
Firearms (.32 Auto pistol) 50% (25/10), damage 1D8
Dodge 40% (20/8)
Armor: None.