TEXT: LEROY “BO” BRYANT 
  SMUGGLER (CRIMINAL), AGE 18 
  Bo was born the sixth child of seven in Montgomery, Alabama. One of his 
  enduring memories is of the Great Migration and being in the backseat of 
  a car fleeing the South. His family worked on a farm for a less-than-kind 
  white family. Most of his days were spent outside working in the fields for 
  as long as he can remember. Never having attended school, he knew only 
  one way out. He enlisted in the service at 15 in 1918 and got “lucky.”
  He managed to get overseas, see some of the world and the Great War. He 
  got caught in the trenches and saw enemy soldiers’ bodies riddled with the 
  bullets that keep coming at you. The young man passed out and woke up 
  three weeks later and was sent home.
  The next couple of years he bounced around ending up in Harlem. And then 
  prohibition hit. It was fate that drew him there, as his connections from the 
  service enable him to set up a tiny smuggling business. He pays protection 
  money for the right to work and dances through different territories. Most 
  of his business is done by boat. A little over a year ago, he was on a midnight 
  rum run and heard screams. Against his better judgment he stopped and 
  ended up saving Jackson Stone from a band of knife-wielding cultists along 
  with something that defies description, beginning a fast friendship.
  Bo still has nightmares of what they did in the swamps, knowing that he 
  killed Jack’s wife who has returned from the dead and married some buggy-
  eyed stiff named Mark. 
  STR 50 
  CON 65  
  SIZ 55 
  DEX 60 
  INT 60
  APP 55  
  POW 60 
  EDU 40  
  SAN 60  
  HP 12
  DB 0  
  Build 0  
  Move 9  
  MP 12 
  Luck 47
  Special: You know the best ways in and out of town without being seen.
  Brawl: 25% (12/5), damage 1D3 
  .41 Revolver: 40% (20/8), damage 1D10, attacks per round 1(3)
  Dodge: 50% (25/10)
  Armor: None 
  Skills: Fast Talk 45%, Fighting (Brawl) 25%, Firearms (Handgun) 40%, 
  Language Own (English) 40%, Language (German) 11%, Listen 40%, 
  Locksmith 61%, Navigate 50%, Pilot (Boat) 60%, Psychology 47%, Sleight 
  of Hand 30%, Spot Hidden 55%, Stealth 60%
  Equipment: Flask of whiskey, revolver, handful of bullets, lockpick, and 
  boat (at the dock)
  BACKSTORY
   
  Description: young-looking and worldly 
   
  Significant People: Jack Stone, five sisters 
   
  Meaningful Location: Doiléir Íochtair
   
  Treasured Possession: Lockpick
   
  Personality: Tough 
   
  Trait: a natural survivor 
  LEROY “BO” BRYANT 
  DRIVE: Weight of the World
  OCCUPATION: Smuggler (Criminal) 
  SPECIAL: Gain a free spend on 
  Locksmith or Streetwise checks, 
  twice per session.
  BUILD POINTS: 0
  Sanity 6, Stability 8, Health 8
  ACADEMIC ABILITIES 
  Biology, Language (German), 
  Occult 2
  INTERPERSONAL ABILITIES
  Assess Honesty 2, Credit Rating, 
  Flattery, Intimidation 2, Streetwise 2
  TECHNICAL ABILITIES
  Craft, Locksmith 2, Outdoorsman 
  GENERAL ABILITIES
  Conceal 4, Filch 6, Firearms 6, 
  Fleeing 8, Piloting (Boat) 8, 
  Sense Trouble 12, Shadowing 10,  
  Stealth 10
  
  ROSE GOLDSTEIN 
  SOCIOLOGIST (RESEARCHER), AGE 31 
  Rose was born in Arkham to a lawyer father and nurse mother in a very 
  religious home. She graduated from Brown University in Providence, Rhode 
  Island in the top five percent of her class. Always a talented researcher, she 
  discovered a flair for history and likely would have become a teacher, what 
  her parents wanted, if not for taking a class taught by Elsie Clews Parsons, 
  anthropologist and feminist. Parsons studied the indigenous people in New 
  Mexico and Mexico, and changed Rose’s life. 
  She told her parents about her new dream and it was met with a cold 
  response. The next few years are more of a blur for Rose; she traveled 
  with Parsons for a year. She got a job as an assistant librarian. Now at night, 
  Rose has taken up studying the political, social, and artistic movement of 
  Harlem. She wants to understand how it started, what is going on, and how 
  it will change the world. She knows it’s important and not her story to tell, 
  but wants to help. 
  STR 50 
  CON 60  
  SIZ 60 
  DEX 70 
  INT 55
  APP 55  
  POW 45 
  EDU 80  
  SAN 60  
  HP 12
  DB 0  
  Build 0  
  Move 8  
  MP 9  
  Luck 67
  Special: Gain a bonus die on persuasion checks 3 times a session when 
  first meeting someone from a different background. 
  Fencing: 60% (30/15), damage 1D6 
  Dodge: 35% (17/7)
  Armor: None 
  Skills: Anthropology 66%, Archaeology 41%, Credit Rating 40%, Fighting 
  (Brawl) 25%, Fighting (Fencing) 60%, Firearms (Handgun) 20%, History 
  55%, Library Use 55%, Persuade 50%, Language Own (English) 80%, 
  Language Other (Hebrew) 40%, Language Other (Spanish) 40%, Language 
  Other (Russian) 30%, Renaissance 26%, Spot Hidden 45%
  Equipment: Sword sane and backpack-sized purse of items
  BACKSTORY
   
  Description: Well-dressed and upper crust 
   
  Significant People: Parents Levi and Doris 
   
  Meaningful Location: City College of New York City 
   
  Treasured Possession: Star of David
   
  Personality: Activist 
   
  Trait: Idealistic 
  ROSE GOLDSTEIN
  DRIVE: Activism
  OCCUPATION: Sociologist 
  SPECIAL: Gain a free spend on 
  Reassurance checks, twice per 
  session.
  BUILD POINTS: 0
  Sanity 10, Stability 6, Health 7
  ACADEMIC ABILITIES 
  Anthropology 2, Archaeology 2, 
  History 2, Language (Hebrew, 
  Spanish, Russian) 3, Library Use 2
  INTERPERSONAL ABILITIES
  Bureaucracy, Credit Rating 2, 
  Oral History, Renaissance 2, 
  Reassurance 
  TECHNICAL ABILITIES
  Art
  GENERAL ABILITIES
  Conceal 3, Driving 4, Firearms 
  2, First Aid 4, Fleeing 4, 
  Preparedness 10, Psychoanalysis 4, 
  Riding 3, Sense Trouble 6, Weapon 8
  
  ALFEO “AL” MARCHESI 
  DETECTIVE (COP), AGE 45 
  Al has known both sides of the law; his family has been in bed with the 
  107th Street Mob and its various incarnations. He spent his youth running 
  the streets with his brothers and sister, transporting brown envelopes. The 
  money was flush, and the risk high.
  Al decided to take the harder path and gave up the mob life. He worked on 
  the docks and then fell into being a cop and out with his family. He was 
  good at the figuring out what wiseguys were doing, because he used to be 
  one. He worked his way up the chain of command and became a detective. 
  His family has hated him for two decades, he sees the corruption in the 
  cops around him now that Prohibition is in full swing, and he knows any 
  day could be his last, if he keeps doing his job. 
  STR 55 
  CON 75  
  SIZ 75  
  DEX 40 
  INT 50
  APP 65 
  POW 45 
  EDU 50  
  SAN 65  
  HP 15
  DB 0  
  Build 0  
  Move 6  
  MP 9  
  Luck 37
  Special: No SAN loss for witnessing violence or dead bodies.
  Brawl: 25% (12/5), damage 1D3 
  .41 Revolver: 50% (25/10), damage 1D10, attacks per round 1(3)
  Dodge: 50% (25/10)
  Armor: None 
  Skills: Art/Craft (Acting) 25%, Credit Rating 25%, Firearms 50%, 
  Intimidate 45%, Language Own (English) 50%, Language (Italian) 21%, 
  Law 25%, Listen 60%, Lore (Harlem Italian Street Gangs) 60%,  
  Psychology 45%, Spot Hidden 45%
  Equipment: Badge, .41 revolver, cigarettes and lighter
  BACKSTORY
   
  Description: Hard-bitten smoking cop 
   
  Significant People: Mary 
   
  Meaningful Location: Desk at the station 
   
  Treasures Possession: Picture of his brothers when they were 9
   
  Personality: Rebel
   
  Trait: Standoffish 
  ALFEO “AL” MARCHESI
  DRIVE: Wrong Place, Right Time
  OCCUPATION: Police Detective 
  SPECIAL: No Stability test to witness 
  a dead body, and reduced Difficulty 
  Number to witnessing violence 
  against people or experience being 
  attacked.
  BUILD POINTS: 0 
  Sanity 9, Stability 8, Health 9
  ACADEMIC ABILITIES 
  Accounting, Law 2,  
  Language (Italian) 
  INTERPERSONAL ABILITIES
  Assess Honesty 2, Cop Talk 3, 
  Credit Rating 2, Reassurance 2
  TECHNICAL ABILITIES
  Evidence Collection 3, Forensic 
  GENERAL ABILITIES
  Athletics 10, Driving 8, Firearms 
  10, Scuffling 10, Sense Trouble 10, 
  Stealth 6, Weapon 5
  
SOURCE: textdata/thevault/Call of Cthulhu (CoC) (BRP) [multi]/Adventures/1920s/Harlem Unbound (CoC 7e 1920)/CoC 7e - 1920s - Harlem Unbound - PreGen Characters.pdf