The Penguin
The Penguin

Oswald Chesterfield Cobblepot (Publicly Known) FC
Non-player Character


PHYSICAL DESCRIPTION

HEIGHT:

 

5' 6"

WEIGHT:

 

158 lbs.

EYE COLOR:

 

Blue

HAIR COLOR:

 

Black

ETHNICITY:

 

Caucasian

BIRTHDATE:

 

Feb 21, 1962

AGE:

 

1046

GENDER:

 

Male


LEGAL INFO

CITIZENSHIP: United States of America, Adult; Criminal Record; Arkham Asylum
PLACE OF BIRTH: Gotham City, New Jersey
MARITAL STATUS: Single; Divorced x2
OCCUPATION: Criminal Mastermind (formerly Raconteur)
AFFILIATION: Arkham Asylum (formerly Injustice Society I, The Society)
BASE OF OPERATIONS: Gotham City, New Jersey


PSYCHOLOGICAL PROFILE

ORIENTATION:

 

Straight

DEMEANOR:

 

Cavalier

NATURE:

 

Villain


CHARACTER STATS

DEX: | STR: | BOD: | IQ: | WILL: | MIND: | INF: | AURA: | INIT +:

CLASSIFICATION:

 

HUMAN - Class H: Homosapien Sapien

POWER RANK:

 

0

SKILL LEVEL:

 

Regular, intensive training

APTITUDE:

 

Some tech exposure, understands complex machines

WEALTH:

 

Small ineritance or business, upper middle class


SPECIAL ABILITIES

ADVANTAGES:

 

The Penguin is a master criminal strategist; he uses his considerable intellect to gain wealth and power through less than legal means. He usually plans crimes, but doesn't often commit them himself. Though he appears to be in poor physical condition, he is remarkably agile and has trained himself in hand-to-hand combat.

Umbrella’s: The Penguin always carries an umbrella due to his Mother’s fanaticism. The Umbrella’s usually contain weapons such as guns, flame-throwers and acid spraying devices.

SKILLS & ABILITIES:

 

Animal Handling:Training animals to perform stunts. You may reduce the difficulty to teach a trick that an animal is capable of, such as fetching, stealing, jumping, and so forth.

Art: Creating works of art, either for personal gratification or for sale to others. This includes painting, sculpting, and graphics, among other disciplines.

Assessment: You can tell the difficulty of many tasks and judge the abilities of others. If you take a full exchange to analyze a person or task, you can learn the difficulty of a task or one ability or intensity score about an individual.

Blind Fighting: You can counterattack in hand to hand combat with no negative modifiers for being unable to see your opponent, provided they attack you first.

Brawling: This skill lets you inflict bloody damage when using fists, claws, teeth, or any other natural attack. If you reduce a foe to 0 cards or 0 Health this way, the foe goes comatose. These actions (bites, eye gouges, kidney punches, and so on) are generally frowned upon in heroic circles.

Chemistry: The science of chemicals. You can develop new formulas, develop antidotes for inorganic poisons, and identify chemicals by their smell, touch, and taste.

Clubs: Anything from a blackjack to a telephone pole, assuming you can lift it. You can reduce the difficulty when throwing the club or staff.

Computers: The science of electronic intelligence. You can program computers, design computer-run equipment, and control (to a certain extent) artificial intelligences.

Counterfeiting:

Combat: Marksmanship: Modern personal firearms of all types-handguns, rifles, shotguns, submachine guns, including laser, stun, and concussion varieties.

Combat: Thrown Weapons: Throwing any easily hefted object (though "easily" varies depending on Strength). This skill can turn playing cards and feathers into lethal projectiles and is good for tossing grenades.

Demolitions: Blowing things up with volatile explosives, generally smaller than a cruise missile.

Disguise: Making yourself look like someone or something else.

Driving: Piloting any landbound vehicle, from a motorcycle to an eighteen-wheeler.

Equestrian: Riding horses and other four-legged beasts, with or without wings. You can use your Agility to control the mount and perform tricks (see Animal Handling under Willpower Skills).

Escape Artistry: Getting out of dangerous places. You can reduce the difficulty to squeeze through ultra-narrow corridors, squirm out of ropes, and undo handcuffs from behind.

Espionage: The art of spying. You can notice small clues, operate spy equipment, and tell when someone is on your trail.

Fast Exit: You can attack physically and move to firing distance before any foe can complete an action that affects you. But make sure you've properly analyzed the situation, because if even one of the opponents has an Intellect higher than your Agility, any of your opponents can redirect actions toward you, and you can't dodge any of them.

Finance: Capitalism at its finest. Willpower may be used in all business dealings, with a one level reduction in difficulty.

Gadgetry: Disassembling something mechanical in order to make something else. This skill reduces the difficulty of the creation of any item if a suitable item is available for dismantling.

Gaming: Playing games, including, but not limited to, board, card, computer, dice, strategy, and tabletop games. This skill also covers gambling.

Intimidation: Terrifying someone into doing or saying what you want. Make an average Willpower (Willpower) action against an individual, and if successful, the individual does what you want, at least temporarily.

History: The science of humanity's past. You know of lessons from past events that may have an impact on the modern day. If you are transported back in time, you can pass for a native of the past time period.

Law: The workings of the legal system. You have an extensive background in the law of the United States or some other jurisdiction. You may reduce the difficulty for a client who is in danger of being convicted of a crime.

Leadership: Keeping a team together and focused on goals. If a leader makes an average Willpower action, all allied characters gain +1 on all actions. But once this inspiration is triggered, if the leader stops leading (leaves or is knocked out, for example), all allies suffer ­1 on all actions until the leader returns.

Lockpicking: Opening locks of all sorts. You can also reduce the difficulty in securing locks and making locks and keys.

Manipulation: Getting people to do what you want without letting them know it. This includes scheming, seduction, and other such machinations.

Observation: The use of all sensory powers with Willpower trump suits, plus a general ability to tell when something is interesting or out of place.

Performing: Acting, singing, dance, mime, broadcasting, striptease, or any other form of performance entertainment. You can attempt an average Willpower (Willpower) action to distract someone from their intended action for one exchange.

Physics: The science of physical laws. You understand spatial geometry, flight, light and sound, and the motions of planets and stars.

Psychiatry: The science of the human mind. You can tell if an individual is under mental control or influence. You may be able to heal emotional scars and fractured psyches, given time.

Piloting: Working knowledge of most 20th century aircraft. Even in a small spaceship, you have an intuitive understanding of which flashing light is the accelerator and which is the brake.

Politics: The art of oration and political strategy. You can reduce the difficulty to influence others toward your views. This skill aids in dealing with the complexities of bureaucracy.

Repair: Repair and modification of items, but not the building of new items.

Resist Domination: You reduce the difficulty to avoid or resist mental attacks by one level.

Sleight of Hand: Stage magic. You can make small items appear and disappear by a combination of misdirection and swift, fluid gestures. You can also use this skill to pick someone's pocket by making an average Agility (Intellect) action.

Survival: Dealing with the rigors of outdoor life. You can use this skill any time you are faced with natural challenges, such as frigid cold, desert heat, starvation, and loss of direction.

Taunting: Cracking wise in combat, to the detriment of easily irritated opponents. If you spend at least one exchange talking up a storm (and you must roleplay it), you can attempt an average Willpower (Willpower) action to cause an opponent to attack immediately. When so enraged, the opponent cannot make surprise attacks or use any skills to modify the difficulty of the attack.

Tactics: If you take a full exchange to analyze an ongoing or anticipated combat situation and are able to share your insights with allies, you and all your allies gain a +4 to all actions in their first exchange and a +2 to all actions in their second exchange. Not all allies need to attack at the same time to gain this benefit ­ some may hold themselves in reserve and still receive the bonuses on their first exchange, rather than on the exchange that others first engage in combat.

Weapon Systems: The science of complex weaponry. You can build and dismantle high-powered guns and guidance systems.

Writing: Expressing oneself in, um, one's, well, you know. You can reduce the difficulty when writing persuasive fiction or nonfiction.


EQUIPMENT

EQUIPMENT:

 

Umbrella 'Themed' Weapons


CONTACTS


HISTORY

Oswald Cobblepot had a miserable childhood. He was still quite young when his father died of pneumonia, which his mother, who owned a bird shop, blamed on his being out in the rain without an umbrella. Believing this, she always insisted that Oswald carry one with him at all times. Cobblepot’s portly appearance and his ever-present umbrella made him the object of torment from the other boys, who nicknamed him 'Penguin'. Oswald began training himself in boxing and eventually got back at some of the boys who mocked him. Unfortunately for him, these boys took it a step further, destroying his only friends - the birds in his mother's store. Having now been pushed completely over the edge, Oswald began his criminal career. At first it was simply burglary, but it soon escalated. Taking the name he had been dubbed as a child, he became the Penguin.