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    Zeph
    Zeph

    Boss of Gotchman - Carmine Strollo

    An underboss with a head for business, Carmine saw the charisma that Angelo exuded over the shattered families and quickly made himself available to the upstart that never would have had a place in their world before the Nevus.

     

    Carmine had already been trafficking in guns before the world was turned upside down so it was a natural fit that he head up the import and export business, overseeing the warehouse inventories and purchases/sales of large payloads.

     

    Carmine has been around a while. One of the oldest members of the former families, Carmine is known for being fairly brutal. When people need to disappear it is normally Carmine's Capos that are called to follow through. He has a reach that goes well beyond New York as its Carmine's job to manage the trade routes to as far as China and Russia. He ensures the 8 running cargo ships of Bakkhos are on schedules and routes that ensure a ship is bringing goods into New York every three days. Because his area of the Bakkhos operations is the largest, Angelo has properly given Carmine control over a larger portion of the "family". With 11 Capos under his direction, Carmine has eyes on the ground in twelve countries around the world.

     

    Carmine is a quiet man, but when he does talk, people know to listen as he doesn't say things twice. Angelo has had to reign in the Boss on several occasions, reminding him that "family" needs to be treated with a certain respect, teaching those that fail before resorting to violence.

     

    Abilities:

     

    Spectral Defenders

    Carmine is a summoner, with his particular ability allowing him to summon or perhaps create a number of mindless, spectral creatures to defend himself or attack his enemies. While in theory such ectoplasmic creatures could take any form, for Carmine they always take the shape of men in white suits - about six feet tall, stocky, with faces obscured beneath black hats. Rather stereotypical, yes, but he prefers the term 'traditional'.

     

    The 'men' themselves are strong, roughly equal to a fit adult male, and have the advantage of being utterly tireless. They are fairly stupid, but Carmine can direct them with a thought in order to counter this. It is difficult to control them directly however - as such he can only control one or two with detail. Only creatures controlled in this way are smart enough to drive or use weapons, the rest are apparently calm, but more feral in a battle.

     

    For all their advantages, they are relatively fragile if attacked correctly. They are highly resistant to bludgeoning damage, having an almost fluid consistency beneath their seemingly solid surface. Piercing and cutting weapons are much more effective, and while it takes many shots to 'kill' one, they can be brought down in this way, dissolving when enough damage is done. Magic is also very effective against them, and like any spirits they cannot cross barriers of human will (shields, wards, etc), and will dissolve instantly if isolated from Carmine by a ward.

     

    To make up for their fragility, however, Carmine is capable of summoning one every ten seconds or so if he is left undisturbed. He can call out at most twelve at a time.

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