Montgomery
He suspects a supernatural influence behind his former associates’ disappearances and seeks redemption through exposi...
- Age
- 42
- Build
- 12
- Damage Bonus
- 1d4
- Luck
- 50
- Move
- 7
- Magic Points
- 25
- Occupation
- Private Investigator
- Sanity
- 65
- Smith & Wesson .38 Revolver
A former criminal who turned informant, Montgomery uses his streetwise skills to uncover secrets others would kill to hide, drawn into the unnatural by whispers of a secret cult.
Knows a shady fixers' network, and once worked for local law enforcement as an unofficial informant.
A wiry man with graying hair, sharp eyes ever watchful, often sporting a worn trench coat and fedora, with a habit of abrupt gestures when nervous.
He suspects a supernatural influence behind his former associates’ disappearances and seeks redemption through exposing higher horrors.
Believes in survival at any cost, values loyalty to his own, places trust in few possessions—just a tarnished pocket watch that once belonged to his father.
GM Notes
- Has a network of contacts but is untrustworthy.
- Can provide intel on underground dealings; beware of his secrets.
- May be reluctant to face the mythos directly due to past trauma.