Montgomery

Montgomery

HP 9 Sanity 65 Magic Points 25

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
Characteristics
POW
55
STR
50
DEX
60
APP
65
CON
55
INT
70
Skills
PSY
35
LIB
50
SPO
65
FIG
45
FIR
40
Weapons
  • Smith & Wesson .38 Revolver
Backstory

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.

Connections

Knows a shady fixers' network, and once worked for local law enforcement as an unofficial informant.

Description

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.

Hook

He suspects a supernatural influence behind his former associates’ disappearances and seeks redemption through exposing higher horrors.

Ideology

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.

Created with Town Scryer for Call of Cthulhu 7th Edition

by bananatron