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Bad Seed Characters (d20 Call of Cthulhu)

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BerkaZerka:
Here's the Character Write-ups for my d20 Call of Cthulhu adventure - Bad Seed   8)

Bad Seed
Pulp Cthulhu in a wealthy Connecticut town, 1928. Kidnappers, baby snatching cultists, or alien abductors – what’s happening to the local children? Find out – and please, try not to get eaten!

BerkaZerka:
Henri Lamarre
Level 9 (Defensive) Magazine Editor

Stats
Age 46; Gender Male; Height 5’10”; Weight 175; Eyes Blue; Hair Gray; Skin Olive
Hit Points 56
Armor Class 13; Touch 13; Flat 13

Abilities
Str 13; Dex 11; Con 15; Int 18; Wis 9; Cha 10

Saves
Fort +8; Ref +3; Will +5
Sanity Points 43; Max 90; Break Point 5; 20% 9

Movement
Init +4; Speed 30 ft

Attacks
Base +4; Melee +6; Ranged +4
Unarmed +6; Damage 1d3+2s; Crit x2
Heckler & Koch P9 +4 (or) +0/+0; Damage 1d10; Crit x3; Range 20; Semi/S; Capacity 9; Spare 31

Skills
Appraise +4; Balance +0; Bluff +10; Climb +2; Concentration +2; Craft(general) +4; Craft(writing) +14; Cthulhu Mythos +9; Diplomacy +2; Disguise +0; Drive +2; Escape Artist +0; Forgery +7; Gather Information +12; Gizmo Use +12; Heal –1; Hide +10; Innuendo +5; Intimidate +2; Jump +2; Knowledge(general) +4; Knowledge(occult) +16; Listen +1; Move Silently +10; Open Lock +10; Research +14; Ride +0; Search +8; Sense Motive +9; Spot +7; Swim +2; Use Rope +0; Wilderness Lore –1

Feats
Pistol; Rifle; Alertness; Gearhead; Improved Initiative

Languages
French(native); English

Mythos Tombs Read
Cultes des Ghouls (CdG)
Powers of Faith; The True Interpretation of The Bible’s Hidden Code (PoF)

Spells
Healing Touch from (PoF)
Create Holy Water from (PoF)
Dismissal from (PoF)

Possessions of Note
[*]Heckler & Koch P9 Pistol From The Future, 9mm Ammo
[*]Bible (Focus), Cigarettes, Expensive Wristwatch, Gold Cigarette Lighter, Hip Flask of ‘The Good Stuff’, Notebook and Pen, Small Gold Cross (Focus), Sunglasses, Trendy & Hip Clothing
[*]Car – 1926 Chevrolet Phaeton 4 Door, Flashlight, Lock Picking Tools
[*]Printing Office, Film Exposures (10 rolls of 6), Photo Lab, Printing Press, Telephone, Typewriter
[*]High Class Bachelor Pad
[*]Resources: $1,000
[/list]

Notes
Casting the Create Holy Water spell requires purified water (a medical supply in the 1920’s), a clean open container, and a small gold cross that has been kissed by a baby born on Eastern Morning.

The spell must be cast in a consecrated area (such as a church), though there is no set time of day that this must be done, so sneaking in after hours still works.  The purified water is poured into the clean open container and the small gold cross is suspended over the water.  Specific sections of the Bible are then formally read aloud in a set order as the small gold cross is repeatedly dipped in the water.

The ritual takes three hours to complete, though it can be shortened to one hour if the Bible passages are read in Latin, and creates 3d4 vials of holy water.  To be successful, a DC 18 Knowledge: Religion (or Occult) roll must be made.  This should be rolled by the GM however, because the caster won’t know if the ritual was successful until the holy water is actually used.  Holy water does not radiate magic, so trying to detect magic is a poor way to test if the ritual was a success.

Casting the Create Holy Water spell is taxing and costs 4 points of temporary Strength damage.  In addition, the caster loses 1 point of Sanity if the Knowledge: Religion skill was used to make the success roll.  If the Knowledge: Occult skill was used instead, the caster loses 1d4 points of Sanity.

When directly splashed onto a creature of one or more of the following types: Greater Servitor Race, Lesser Servitor Race, Outsider, or Undead – The holy water does 2d4 points of Extraordinary damage.  The holy water does not work if thrown as a grenade-like weapon.  It must actually be splashed out of hand within ten feet of the intended target, which requires a ranged touch attack that does not provoke an attack of opportunity.  

Background
Henri Lamarre Born 1882

Henri started out as an agent for Deuxieme Bureau, the French Military Intelligence Agency.  His duties took him into a number of paranormal investigations, one of which involved a time-traveling Nazi from the future. The Nazi perished in a firefight with the Bureau and Henri ended up with the time-traveler’s pistol, a Heckler & Koch P9.  This is Henri’s most prized possession; he is very proud of it and won’t part with it, even to let someone inspect it.

It was also during his service to Deuxieme Bureau that he stumbles across a copy of “Cultes des Ghoules,” though at the time he read the book, he did not understand that it contained spells – probably a good thing.

When his service to the French government ended, Henri emigrated to America and settled in Ansonia Connecticut.  He started a French bi-monthly tabloid called L’Informateur, which turned out to be quite a success among the French immigrants throughout New England, New York, and Eastern Canada.

Henri regularly investigates strange or unexplained happenings in the area to dredge up material for his tabloid.  During one investigation, he came upon a manuscript called “Powers of Faith; The True Interpretation of The Bible’s Hidden Code.”  Upon studying the cryptic text, he discovered that it truly did reference hidden powers locked away in the Bible.  Through his research, he managed to learn the spells Healing Touch, Create Holy Water, and Dismissal.  Though not religious, Henri never goes anywhere without his copy of the Bible, because he can’t cast his spells without it.  Henry no longer has the manuscript itself, it mysteriously vanished from his study years ago.  Henri suspects that followers of a cult of Tsathoggua knew he had the book and stole it.

Because of Henri’s frequent dealings with knowledge better left unknown, he has become somewhat of a heavy drinker.  Though he rarely gets drunk, spirits keep his mind at ease, so he carries a hip flask of ‘the good stuff’ with him at all times.  He knows the location and passwords to half a dozen speakeasies and will never turn down a drink if offered.  Though Henri doesn’t like the stuff, he also knows where to get moonshine if need be.

Since early last year, Henri has started to experience infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Henri knows he should cut back on the booze, but figures he probably doesn’t need to know what’s happening during the blackouts anyway.

Recently, Henri has established “The New England Beacon Society,” a group of investigators dedicated to “Shining the light of truth to reveal all mysteries.”  Membership includes Henri himself; Earl Simpson, a local tow-truck driver and alien abductee; Henri’s beautiful young reporter Zoe Bodine; and ‘Lucky’ Lucy McKinley, a local private eye.  The society has extended membership to Arnold Penshaw, a local retired antiquarian turned social worker, but he has yet to join.  He has helped the society on so many occasions with his amazing knowledge of the occult, that the society has given him “Honorary Membership” status, despite his polite declinations.

Family:  Henri has no family.  He left France alone and remains alone still, though he does fancy himself as a ladies’ man.

What Henri Knows About The Others
[*]Earl Simpson A mechanic with a repair shop in town who runs moonshine and was once abducted by aliens.
[*]Zoe Bodine Works for Henri as a reporter/photographer – Packs heat.
[*] ‘Lucky’ Lucy McKinley A strait forward private investigator whose father was Chief of Police.
[*]Freada Van Hoff An Austrian national and noted psychologist, who travels frequently, runs a psychiatric clinic in town, and holds an office at the local sanitarium.  Cured Arnold Penshaw’s insanity.
[*]Arnold Penshaw A social worker with an amazing knowledge of the occult who was completely insane a year ago, but was cured by Freada Van Hoff.  Keeps a strange book in a local bank box.
[/list]

BerkaZerka:
Zoe Bodine
Level 8 (Offensive) Reporter

Stats
Age 23; Gender Female; Height 5’8”; Weight 120; Eyes Brown; Hair Black; Skin Brown
Hit Points 38
Armor Class 13; Touch 13; Flat 11

Abilities
Str 8; Dex 13; Con 10; Int 12; Wis 18; Cha 15

Saves
Fort +2; Ref +7; Will +6
Sanity Points 64; Max 99; Break Point 9; 20% 13

Movement
Init +5; Speed 30 ft

Attacks
Base +6/+1; Melee +5/+0; Ranged +7/+2
Unarmed +5/+0; Damage 1d3–1s; Crit x2
Sap +5/+0; Damage 1d6–1s; Crit x2
Hand Grenade +3/–2; Damage 3d6 20’r; Crit n/a; Range 10; Grenades 1
Colt .38 Special +7/+2 (or) +3/+3/–2; Damage 1d10; Crit x3; Range 20; Revolver; Capacity 6; Spare 14

Skills
Appraise +1; Balance +6; Bluff +9; Climb –1; Concentration +0; Craft(general) +1; Craft(photography) +6; Cthulhu Mythos +2; Diplomacy +8; Disguise +2; Drive +1; Escape Artist +1; Forgery +1; Gather Information +12; Gizmo Use +1; Heal +4; Hide +1; Innuendo +9; Intimidate +14; Jump –1; Knowledge(general) +1; Knowledge(local) +6; Knowledge(streetwise) +11; Listen +12; Move Silently +1; Research +6; Ride +1; Search +1; Sense Motive +14; Spot +14; Swim –1; Use Rope +1; Wilderness Lore +4

Feats
Melee; Pistol; Dodge; Mobility; Improved Initiative

Languages
English(native)

Mythos Tombs Read
none

Spells
none

Possessions of Note
[*]Colt .38 Special, .38 Ammo, Hand Grenade, Sap
[*]Bible, Camera and 12 Exposures of Film, Cheap Wristwatch, Conservative Yet Clever Clothing, Flashlight, Notepad and Pen, Silver Plated Cross
[*]Lives with Mama Bodine
[*]Resources: $100
[/list]

Notes
none

Background
Zoe Bodine Born 1905
Zoe Bodine was the youngest and only girl among five older brothers.  Her family was poor and did what it had to for survival in the tough neighborhoods of Queens Island New York, especially since their father had abandoned them shortly after Zoe was born.  Because of her circumstance, Zoe had to grow up strong, so the mean streets would not eat her up.

Zoe was familiar with gang life; four of her brothers had lived and died in gangs – only Carl, the youngest brother, had escaped the city.  He joined the Army shortly after turning sixteen.  He wanted to help Mama Bodine move out of Queens and sent most of every paycheck back to her through certified mail.  At one time, he even mailed home a souvenir for Zoe – a Mark 4 offensive fragmentation grenade.  He told Zoe never to use it, but thought that just the sight of it would keep most gangers from bothering her.  He was right, for a while Zoe was known as “The Boom-Boom Girl – Don’t Mess With Her!”  Zoe still carries the grenade in her purse to this day.

Eventually, Mama Bodine had saved enough of Carl’s paychecks to move out of Queens.  She took Zoe and bought a place in Ansonia Connecticut.  Unfortunately, Carl would never join them; he was killed in a motor pool accident that same year.  For a time the loss seemed like it would push Mama Bodine over the edge.  She looked old and tired, but as in troubled times before, pulled out of it with stubborn tenacity and “faith in The Good Lord.”

In her new surroundings Zoe was determined to kick the image of tough street girl and try to fit in with polite society.  She attended an etiquette school and got a job as a reporter/photographer for a local magazine editor named Henri Lamarre.  Henri writes a French paper of the paranormal.  Though Zoe doesn’t read French, some of the stories she’s covered have been pretty bizarre – Sasquatch, alien abductions, government conspiracies…  Henri likes to kid about his last reporter being eaten by ghouls living in the massive garbage dumps outside New York City.  Henri has such a weird sense of humor.  Just in case though, Zoe has taken to keeping a loaded .38 special in her purse next to her hand grenade.  A girl can’t be too careful (or well armed).

Henri Lamarre recently formed a group of paranormal investigators called “The New England Beacon Society.”  Their motto is “Shining the light of truth to reveal all mysteries.”  Because Zoe has proven to be such a good reporter (not to mention having not been eaten yet) Henri has made her a member.  This hasn’t done much for Zoe however, who finds membership in “The New England Beacon Society” to be a lot like working for Henri (same job, different title).  The Membership includes Henri Lamarre; Zoe Bodine herself; Earl Simpson, a local tow-truck driver and alien abductee; and ‘Lucky’ Luci McKinley, a local private eye.  The society has also extended “Honorary Membership” to Arnold Penshaw, a local retired antiquarian turned social worker, who has helped the society on many occasions with his amazing knowledge of the occult.

Recently Zoe was bitten on the back of the neck by a poisonous spider.  She reacted badly to the bite and had to be hospitalized for a week.  The event has had a traumatic effect on her and has caused her to start suffering from mild arachnophobia; fear of spiders.

(This fear requires a DC 15 Will Save to overcome when any spiders are present.  If the save fails, Zoe suffers a –2 morale penalty to all die rolls until the spider(s) are killed.)

Another side effect of the bite seems to be blackouts.  Though infrequent, Zoe has experienced periods of blackout ranging from a few hours to (in one case just after being bitten) two whole days.

Family:  Zoe shares a home with her mother and twelve cats, lovingly named after each of the twelve Biblical apostles, taking care of them as best she can.

What Zoe Knows About The Others
[*]Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  Is a heavy drinker who knows a number of speakeasies.
[*]Earl Simpson A mechanic with a repair shop in town who was once abducted by aliens.
[*] ‘Lucky’ Luci McKinley A strait forward private investigator who’s father was Chief of Police.
[*]Freada Van Hoff An Austrian national and noted psychologist who travels frequently and runs a psychiatric clinic in town.
[*]Arnold Penshaw A social worker who performs as a stage magician on the side with an amazing knowledge of the occult.  Was completely insane a year ago, but is cured now.
[/list]

BerkaZerka:
‘Lucky’ Lucy McKinley
Level 8 (Offensive) Private Investigator

Stats
Age 33; Gender Female; Height 6’; Weight 150; Eyes Green; Hair Red; Skin Tan
Hit Points 38
Armor Class 15; Touch 15; Flat 11

Abilities
Str 10; Dex 18; Con 10; Int 15; Wis 11; Cha 12

Saves
Fort +2; Ref +6; Will +6
Sanity Points 59; Max 99; Break Point 6; 20% 12

Movement
Init +8; Speed 30 ft

Attacks
Base +6/+1; Melee +6/+1; Ranged +10/+5
Unarmed +6/+1; Damage 1d3s; Crit x2
Smith & Wesson .45 +10/+5 (or) +7/+7/+2; Damage 2d8; Crit x3; Range 20; Revolver; Capacity 6; Spare 14

Skills
Appraise +2; Balance +6; Bluff +8; Climb +0; Concentration +0; Craft(general) +2; Diplomacy +3; Disguise +0; Drive +6; Escape Artist +4; Forgery +2; Gather Information +10; Gizmo Use +2; Heal +5; Hide +16; Innuendo +0; Intimidate +16; Jump +2; Knowledge(general) +2; Knowledge(streetwise) +10; Listen +8; Move Silently +16; Open Lock +14; Read Lips +7; Research +2; Ride +4; Search +12; Sense Motive +8; Spot +12; Swim +0; Tumble +14; Use Rope +4; Wilderness Lore +0

Feats
Pistol; Alertness; Stealthy; Persuasive; Improved Initiative

Languages
English(native); Latin

Mythos Tombs Read
none

Spells
none

Possessions of Note
[*]Smith & Wesson .45 Revolver
[*]Cigarettes, Expensive Wrist Watch, Fashion Savvy & Chic Clothing, Gold Cigarette Lighter, Handcuffs, Leather Driving Gloves, Lock Picking Tools, Notepad and Pen
[*]Car – 1926 Ford Roadster 2 Door ‘Rod’, Flashlight, x6 Binoculars
[*]Nice House in a Good Neighborhood
[*]Resources: $200
[/list]

Notes
none

Background
‘Lucky’ Lucy McKinley Born 1895
Lucy was born and raised in Ansonia Connecticut, the oldest of three girls.  She was something of a tomboy from the start, perhaps because her father had really wanted his first child to be a boy.  She grew up playing baseball, was the class bully, and a dead-aim with a slingshot.  At one point, she decided that ‘Lucy’ was too girlish a name and started making everyone call her ‘Lucky.’  The nickname has stuck ever since.

Lucy’s father was Chief of Police when Lucy graduated High School.  He wanted her to pursue law enforcement, as he had, and helped her get into the Hartford Connecticut Regional Police Academy.  Though interested in the field, Lucy was too willful to finish training at the academy and decided to go it alone as a private investigator.

Since then, she has investigated mostly domestic cases, but has helped to solve a murder or two.  One case in particular was so grizzly, that Lucy had to ‘bag’ the remains herself, because the coroner couldn’t stop throwing up.

Recently however, Lucy has had a run of bad luck.  First, when she got the goods on some kidnappers and arranged the bust that freed the hostage, local officers Cray and Smith got all the credit.  Her client then refused to pay her fee because “the police department had done all the work.”  Only after Lucy’s father got involved (he is retired as Police Chief, but still carries a lot of weight) did the department offer a formal apology for its oversight.  Lucy’s client never did pay her though.

A week later Lucy’s car broke down less than a mile from her home.  Because it was late, she simply left the car and walked the rest of the way.  Returning in the morning with the local towing service, she found her car on blocks with all four tires and the battery gone.

Lastly, a recent investigation turned sour when a woman hired Lucy to get proof of her abusive husband’s infidelity so she’d have grounds for divorce.  While tailing the husband, Lucy failed to notice him circle back behind her until she woke up the next morning in the ally with a splitting headache and a Louisville slugger on the ground next to her.  If that had not been enough, her client dropped the case, saying that she had made up with her husband and no longer needed Lucy’s services.

They say bad luck comes in three’s, so Lucy is hoping her bad luck has played out.  Even so, that crack to the head has caused Lucy to start experiencing infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Lucy hopes they will go away soon, but otherwise feels in perfect health.

Also recently, Lucy was asked to join a paranormal investigators society called “The New England Beacon Society.”  Their motto is “Shining the light of truth to reveal all mysteries.”  The study of the paranormal sounded interesting to Lucy, and besides, it’s good to have many sources of information, so Lucy accepted.  Membership currently includes Henri Lamarre, founder of the society and local French magazine editor; Henri’s beautiful young reporter Zoe Bodine; Earl Simpson, a local tow-truck driver and alien abductee (don’t ask); and Lucy McKinley herself.  The society has also extended “Honorary Membership” to Arnold Penshaw; a local retired antiquarian turned social worker, who has helped the society on many occasions with his amazing knowledge of the occult.

Family:  Lucy’s mother and father still live in Ansonia, not too far from Lucy’s home.  Laura Kennedy (Lucy’s first sister) also lives in Ansonia with her wealthy husband Roger Kennedy.  Laura is having a baby and is due any day now.  Lucy’s youngest sister Mary is going to school in Concord New Hampshire.

What Lucy Knows About The Others
[*]Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  May have been some kind of secret agent for France.  Knows a number of speakeasies.
[*]Earl Simpson A mechanic with a repair shop in town who runs moonshine and claims to have been abducted by aliens.
[*]Zoe Bodine A reporter for Henri Lamarre’s tabloid – She packs heat.
[*]Freada Van Hoff An Austrian national and noted psychologist who travels frequently and runs a psychiatric clinic in town.  Cured Arnold Penshaw’s insanity.
[*]Arnold Penshaw A social worker who performs as a stage magician on the side with an amazing knowledge of the occult.  Was completely insane a year ago, but is cured now.
[/list]

BerkaZerka:
Earl Simpson
Level 8 (Offensive) Mechanic

Stats
Age 21; Gender Male; Height 5’8”; Weight 210; Eyes Blue; Hair Blond; Skin White
Hit Points 54
Armor Class 13; Touch 13; Flat 11

Abilities
Str 18; Dex 15; Con 14; Int 10; Wis 8; Cha 11

Saves
Fort +8; Ref +4; Will +1
Sanity Points 44; Max 95; Break Point 4; 20% 9

Movement
Init +2; Speed 30 ft

Attacks
Base +6/+1; Melee +10/+5; Ranged +8/+3 (+1 to hit and damage within 30’)
Unarmed +10/+5; Damage 1d3+4s; Crit x2
Huge Name Belt Buckle +10/+5; Damage 1d4+4s; Crit x2
Hunting Knife +10/+5; Damage 1d4+4; Crit 19-20x2
Heavy Tool +10/+5; Damage 1d6+4; Crit x2
Axe +10/+5; Damage 1d8+4; Crit x3
Winchester 10 Gauge +8/+3 (or) +3/+3/–2; Damage 3d8/2d8/1d8; Crit x3; Range 50; Shotgun; Capacity 4; Spare 16
Winchester ‘30-30’ +8/+3 (or) +3/+3/–2; Damage 2d10; Crit x3; Range 200; Rifle; Capacity 8; Spare 12
Dynamite +4/–1; Damage 4d6 10’r; Crit n/a; Range 10; Note +1d6 Damage & +1’r per additional stick; Sticks 3

Skills
Appraise +0; Balance +2; Bluff +0; Climb +12; Concentration +2; Craft(general) +0; Craft(gunsmith) +5; Cthulhu Mythos +4; Demolitions +6; Diplomacy +0; Disable Device +5; Disguise +0; Drive +12; Escape Artist +2; Forgery +0; Gather Information +5; Gizmo Use +0; Handle Animal +5; Heal –1; Hide +2; Innuendo –1; Intimidate +0; Jump +4; Knowledge(general) +0; Listen –1; Move Silently +2; Operate Heavy Machinery +7; Repair +11; Research +0; Ride +4; Search +0; Sense Motive –1; Spot +9; Swim +6; Use Rope +7; Wilderness Lore +4

Feats
Melee; Shotgun; Rifle; Point Blank Shot; Athletic

Languages
English(native)

Mythos Tombs Read
none

Spells
none

Possessions of Note
[*]Winchester ‘30-30’ Lever-Action Hunting Rifle, ‘30-30’ Ammo, Winchester 10 Gauge Lever-Action Shotgun, 10 Gauge Shotgun Shells, Hunting Knife
[*]Blue Collar Clothing, Huge Name Belt Buckle
[*]Tow-Truck – 1926 Reo Speedwagon 2 Door, Gun Rack, 100’ Heavy Rope, 50’ Heavy Chain, Axe, Fire Extinguisher, Kerosene Lantern, Searchlight (Mounted on Truck), Shovel, Tire Iron, Crowbar, Monkey Wrench, Tool Kit With Lock, 1 Jar of Moonshine, 3 Sticks of Dynamite, Box of Matches, Compass
[*]Repair Shop, Gasoline Blowtorch, Telephone, Welders Goggles
[*]Rents a Room From Aunt Em’
[*]Resources: $200
[/list]

Notes
none

Background
Earl Simpson Born 1907
Earl Simpson was born and raised in Ansonia Connecticut with his older brother Jake.  Earl’s mother had died giving birth to Earl and the two brothers ended up living with their aunt Em’.  Earl showed remarkable mechanical aptitude as a child, continually taking apart and repairing his toys.  His dream was to grow up to become a professional racecar driver.  Earl did eventually get into cars, but not as a racecar driver.  He owns a repair shop in town and runs a towing service on the side.  He is considered to be the town’s best mechanic.

Earl’s father continues to keep in touch.  He operates a moonshine still from a cave hidden on the family property.  Though the police have never found the still, they did catch Earl’s brother Jake running moonshine recently and tossed him in jail.  Earl occasionally runs the ‘shine for his father during the summer when demand for the stuff is at its peak.

About a year ago, while Earl was out on the family property loading up for a run, a strange thing happened.  It was late at night and dark, when suddenly there was a blinding light and a great noise like the roar of a waterfall.  Earl though it was the police, making a raid on the still, and ran blindly into the woods.  The light quickly followed him, illuminating the area from above.  Looking up, earl saw what looked like a silver metallic zeppelin hovering over the trees.  He stared in confusion at the craft when suddenly he was literally flung into the air by some unseen force.  He flew right up and into the craft, going strait through the hull as if it hadn’t been there.  What he saw inside must have been too much for his human mind, because all he’s sure about after that point is waking up near his father’s still in the family cave.  Occasionally he has a glimmer of memory about what happened on that ship – fat barrel-like alien creatures – seemingly unnecessary prodding and probing – perhaps even surgery – but above all feelings of paralyzing fear and dread.

Earl immediately went and told the people what had happened to him.  He stopped however, when they almost laughed him out of town.  Obviously, they said, he had taken one dip too many from a bad batch of his father’s ‘shine.

One person believed Earl and was genuinely interested in his story.  Henri Lamarre, the editor of some French tabloid.  Because of this, Henri has become one of Earl’s true friends.  Henri even invited Earl to join a local social group called “The New England Beacon Society.”  The society investigates strange and unexplained happenings in the area like Earl’s alien abduction.  Membership includes Henri Lamarre; Henri’s beautiful young reporter Zoe Bodine; ‘Lucky’ Lucy McKinley, a local private eye; and Earl Simpson himself; The society is often helped by their “Honorary Member,” Arnold Penshaw; a local retired antiquarian turned social worker with an amazing knowledge of the occult.

Ever since his abduction, Earl has experienced infrequent blackouts.  The periods range from a few hours to (in one case) two whole days.  Doctors say it’s from drinking too much moonshine, but Earl knows this isn’t true.

Family:  Earl’s Father still lives alone on the family property just outside Ansonia, while Earl’s older brother Jake, is currently jailed in the East Hadem Connecticut State Corrections Facility.  Earl rents a room from his aunt Em’ and has a fifteen year old cousin, Cindy Simpson, who works as a night orderly at a local maternity hospital.

What Earl Knows About The Others
[*]Henri Lamarre A French immigrant and magazine editor who runs a print shop in town.  Is a heavy drinker who knows a number of speakeasies.
[*]Zoe Bodine   A reporter for Henri Lamarre’s tabloid.
[*] ‘Lucky’ Lucy McKinley A strait forward private investigator who’s father was Chief of Police.
[*]Freada Van Hoff An Austrian national and noted psychologist who travels frequently and runs a psychiatric clinic in town.
[*]Arnold Penshaw A social worker with an amazing knowledge of the occult.
[/list]

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