GURPS Mafia Stuff

Here are the stats from Pyramid Magazine for a hotel owner, and athlete/bodyguard and a boss. There is also an adventure that accompanies these characters crossing over the mob with GURPS: Horror. It can be found in the Pyramid section of Steve Jackson's website. It is called 'Your Number Is Up' and was written by Andy Vetromile and art by Kurt Brugel.

 

Arthur Creaseman

Thick-necked mobster, 45, 5'10", 170 lbs., flickering gaze, dresses impeccably, sweats when his tables lose.
ST 12 DX 12 IQ 13 HT 10
Basic Speed 5.5; Move 5
Dodge 5 Parry 3 Block 4
Damage: Thrust 1d-1; Swing 1d+2
Advantages: Patron (Don Fedello), Strong Will/1, Wealth (Wealthy), Status/1, Acute Vision +1.
Disadvantages: Bad Temper, Bully, Duty (Mafia), Paranoia.
Quirks: Hates Italian food; not religious; has a gun in every room of his home; doesn't mind doing his own dirty work; enjoys public radio.
Notable Skills: Accounting 15, Administration 14, Area Knowledge (Campaign City) 14, Drive/TL7 (Car) 12, Gamble 15, Guns/TL7 (Pistols) 14, Leadership 13, Streetwise 12.
Equipment: Glock 9mm (p. B208), cash clip, cell phone.

Creaseman is a bankable moneymaker but he's also a couple sandwiches short of a picnic. He thinks he doesn't advance in the mob's ranks because he's only half-Italian, but the truth is the mob won't let a liability like him get too far.

Arthur rules by fear. His hopes of succeeding Fedello as don are only a pipe dream; Fedello is the only man he's afraid of.

By day, Creaseman conducts business throughout the hotel. At night he's always in the casino sweating over the tables.

                                                                                                                      

Carl "Canvas" Hanson

Boxer-cum-bodyguard, 33, 6'1", 190 lbs., looks older than he is, suits always seem too small on him, fidgets as though shadow-boxing.
ST 13 DX 14 IQ 10 HT 12
Basic Speed 6.5 Move 6
Dodge 7 Parry 4 Block 5
Damage: Thrust 1d; Swing 2d-1
Advantages: Combat Reflexes, High Pain Threshold, Reputation (+2, fight fans, 10-).
Disadvantages: Duty (to Creaseman, 12-), Gullibility, Hard of Hearing, Overconfidence.
Quirks: Baby-sits his sister's kids once a week; has a satellite dish but only watches ESPN; won't use a microwave; thinks zoos are cruel; pays cash.
Martial Arts Style: Boxing.
Notable Skills: Area Knowledge (Campaign City) 10, Body Language 10, Boxing 15, Drive/TL7 (Car) 13, Running 12, Sports (Football) 13, Swimming 14, Tournament Law (Boxing) 11.
Manoeuvres: Feint 17, Jab 15, Riposte 12, Roundhouse Punch 14, Slip 6.
Equipment: Brass knuckles, pictures of his sister's kids.

Hanson's heavyweight boxing career was cut short by deafness in his left ear and brain damage. The pugilist took a job collecting debts for Creaseman, but became Artie's bodyguard as paranoia set in. The two go everywhere together. At night Carl sits and eats peanuts at the bar while the boss mingles. Carl is the only person Creaseman trusts.

Carl comes from a fighting family; the PCs may even recognize him. He feels he let the family down, not by working for the mob but by getting thrown out of the ring. He's always glad to relive his glory days.

                                                                                                                    

Don Ermine Fedello

Ancient mob boss, 80 (?), 5'5", 105 lbs., skeletally thin, piercing stare, garlic on his breath, usually wears a smoking jacket or dressing gown.
ST 8 DX 9 IQ 14 HT 8
Basic Speed 4.25 Move 4
Dodge 4 Parry NA Block NA
Damage: Thrust 1d-3; Swing 1d-2
Advantages: Alertness +1, Ally Group (his crime family), Charisma +1, Longevity, Reputation (+3, criminals, all the time), Status/3, Wealth (Very Wealthy).
Disadvantages: Addiction (tobacco), Addiction (pain pills), Enemies (Opposing Mafia family and FBI tag teams, 9-), Stubbornness.
Quirks: Overly generous to his grandchildren; keeps four myna birds; misses playing golf; doesn't use his doctor-prescribed oxygen; sends cases of bourbon as Christmas gifts.
Notable Skills: Accounting 12, Administration 16, Area Knowledge (Campaign City) 13, Cooking 13, Detect Lies 14, Diplomacy 14, Economics 14, Gambling 12, Guns/TL7 (Pistols) 13, Leadership 14, Savoir-Faire 14, Streetwise 12.
Equipment: Ruger STD, .22 (p. B208), cigarette holder, pain pills.

Fedello has been fending for himself since he came to America at about age 5. Always sharp, he learned flawless English, which allowed him to ingratiate himself into high society. This was his stepping stone to the upper echelons of the mob.

Now the most influential crime figure in the city, he monitors his organization with a tireless eye. Nothing happens without his say-so. Everyone expected him to die 15 years ago, but he continues to abuse his body, ignore his doctor and thrive.

 

Get the hell outta here!

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