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DOUBLEZERO: GANGSTER

CHARACTER BANK
A Lightspress Media Publication
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Copyright 2016-2023 Berin Kinsman.


DoubleZero: Gangster, DoubleZero, Lightspress Media, and all respective logos
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No part of this book may be distributed in any form, by any means, without the
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permission to make copies, in whole or in part, for personal use.
Characters and situations presented herein are fictional. Any resemblance to
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satiric intent is entirely coincidental.
Special thanks to Adam and Ben Long, Max Lytvyn, Alex Shevchenko, and Dmytro
Lider for assistance in editing this book.
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This is version 1.0 of this document.
CONTENTS
INTRODUCTION............................................................1
USING THIS BOOK.......................................................3
NOVICE GANGSTER.....................................................8
BEGINNER GANGSTER................................................9
COMPETENT GANGSTER...........................................10
EXPERT GANGSTER.....................................................11
MASTER GANGSTER..................................................12
DESIGN NOTES...........................................................13
ARCHETYPES.............................................................16
AS SUPPORTING CHARACTERS...............................25
INTRODUCTION
The Gangster profession includes a wide range of professional
criminals. What they have in common is that they belong to an
organized crime syndicate. Street gangs, biker gangs, prison gangs,
drug cartels, the Sicilian Mafia, Russian Bratva, Japanese Yakuza,
and more fall under this header. As player characters, they can be
used in romanticized campaigns or tragic dramas. As antagonists,
they’re a type that most players are already familiar with, and thus
easy to incorporate into a campaign.
This book contains five pregenerated, ready-to-use statistic
blocks, one for each level of expertise (Novice, Beginner, Competent,
Expert, and Master). You can use the stats as-is or make a few easy
tweaks to customize them. Notes on how to do that and
information on personality archetypes and motivations let you
quickly put together the perfect character for your campaign.
I created the DoubleZero Character Bank series for three
reasons. The first is to provide a resource for gamemasters that
might need character statistics on the fly. Grab a character at the
appropriate level, make a quick alteration or two as needed, and
you’re back in the game.
The second is for players. If you need ideas for a character or
don’t want to spend a lot of time fiddling with numbers and math,
you can use one of these. Again, with a few simple tweaks, you can
tailor it to suit your vision of the Gangster you want to play.
The final reason is to showcase the versatility of DoubleZero.
The 30 professions listed in the Director’s Cut edition cover a broad
range of character types. By giving each their own booklet, I hope
to show the potential of “real-world” roleplaying, and the appeal of
playing characters without magic or superpowers.
The DoubleZero System is a tabletop roleplaying game toolkit.
First designed for action, espionage, and thriller adventures, the

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skill-driven tabletop roleplaying system is perfect for mysteries,
police procedurals, and crime dramas based on your favorite
television series, movies, and novels. DoubleZero works with any
“realistic” modern setting that doesn’t lean into magic, the
supernatural, or superpowers. A copy of the DoubleZero:
Director’s Cut is required to play.

This book includes:


Using This Book: Notes on using the pregenerated Gangster
characters as either a gamemaster or player, how to quickly modify
the character to make it your own, and potential safety and consent
issues that might arise while playing the profession.
Pregenerated Statistic Blocks: 5 Gangster characters, one for
each level of expertise: Novice, Beginner, Competent, Expert, and
Master. Give them a name, customize them with a few background
details, and they’re ready to play!
Notes on Gangster Characters: Suggestions for selecting
alternate skills and traits, and thoughts behind the options
presented for this profession.
Archetypes and Supporting Characters: Personalities and
motivations for player characters, antagonists, and supporting cast
members of this profession.

Lightspress Media
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fi approach. Utility of content takes precedence over ostentatious
production value. Graphic elements should enhance the message of
the text, not act as page filler and eye candy. Physical books need to
be compact, portable, and sturdy. This minimalist aesthetic results
in powerful toolkits that are both useful and affordable. After all,
tabletop roleplaying isn’t the book. It’s the creativity and
collaboration that takes place around the tabletop. Our mission is
to give you as much as you need, then get out of your way.

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USING THIS BOOK
The purpose of DoubleZero: Gangster is to offer pregenerated,
easily customizable characters ready for use in your campaign. In
addition, it offers some insight into these characters can be played,
whether they’re player characters, antagonists, or supporting
characters.
This book is not a one-size-fits-all solution. The setting,
including its time period, place, and tone, will always provide
context for any character's profession. The skills and traits
appropriate for one campaign might not be suitable for others. This
reality is why each set of statistics has been designed to be easily
modified, so you can get the character you need with minimal time
and effort required.

As a Player
This book is a shortcut to creating a player character from
scratch. Select the Gangster at the expertise level of your campaign.
Give them a name, describe their appearance, add any background
details you want, and you’re ready to play! Customize them by
tweaking their numbers and abilities (see Modifications, below) to
create the character you want to play.

As a Gamemaster
When you need a Gangster with full statistics on the fly, select
the one from the appropriate level of expertise. Quickly make the
tweak you want to get the adversary or supporting character you
need (see Modifications, below) and move on. This book is meant to
save you prep time, as well as provide a resource on-the-fly during
play.

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Modifications
The following guidelines allow you to easily alter the
pregenerated character in this book. Change as much or as little as
you need to make the Gangster unique and suitable for their role in
your campaign. All characters were built using the standard
distribution method described in DoubleZero: Director’s Cut.

Expertise
The level names are for consistency within the DoubleZero
system. They do not have to reflect what a Gangster is referred to in
either the real world or your setting. You might have other names
for a Novice Gangster or a Master Gangster, or make the distinction
in other ways or not at all. Use the terminology that makes sense in
the context of your campaign.
Each level of expertise has maximum ratings for aptitudes and
skills:
Novice: Aptitudes and skills have a maximum rating of 3.
• Distribution of aptitudes is (2, 2, 2, 2, 3, 3, 3, 3).
• A Novice character begins with 7 skills and distribution of
(1, 1, 1, 1, 1, 2, 3).
Beginner: Aptitudes and skills have a max rating of 4.
• Distribution of aptitudes is (2, 2, 3, 3, 3, 3, 4, 4).
• A Beginner character begins with 12 skills and distribution
of (2, 2, 3, 3, 3, 3, 4, 4, 4, 4, 4, 4).
Competent: Aptitudes and skills have a max rating of 5.
• Distribution of aptitudes is (3, 3, 3, 3, 4, 4, 5, 5).
• A Competent character begins with 12 skills and distribution
of (3, 3, 4, 4, 4, 4, 4, 4, 5, 5, 5, 5).
Expert: Aptitudes and skills have a max rating of 6.
• Distribution of aptitudes is (3, 3, 3, 4, 5, 5, 6, 6).
• An Expert character begins with 12 skills and distribution of
(3, 3, 4, 5, 5, 5, 5, 6, 6, 6, 6, 6).

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Master: Aptitudes and skills have a max rating of 7.
• Distribution of aptitudes is (3, 3, 4, 5, 5, 6, 7, 7).
• A Master character begins with 15 skills and distribution of
(3, 3, 4, 4, 4, 5, 5, 5, 5, 6, 6, 6, 7, 7).

Aptitudes
• Points can be swapped on a 1-for-1 basis.
• It can be a simple exchange, like trading Creativity 4 /
Knowledge 3 for Creativity 3 / Knowledge 4.
• You can shave and add points, taking Athletics 5 down to 3,
and adding 2 points to another aptitude, or 1 point each to
two aptitudes.
• Reaction is a factored attribute, the average of Athletics and
Perception (rounded up). If you change either of those
aptitudes, you will need to recalculate the character’s
Reaction.
• Remember that each level of expertise has a maximum
aptitude rating.

Skills
• Any skill can be traded for any other skill at the same rating.
They don’t have to fall under the same aptitude. If you want
to get rid of Locksmith 3 and have the character take
Jumping 3 instead, have at it.
• You can eliminate a skill a redistribute the points to existing
skills. Locksmith 3 goes away, Driving increases from 3 to 4
and Firearms increases from 2 to 4.
• You can eliminate a skill and redistribute the points to new
skills. Climbing 4 goes away, and you give the character
Jumping 2 and Running 2.
• Remember that each level of expertise has a maximum skill
rating.

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Traits
• Advantages can be swapped out for different advantages.
• Disadvantages can be traded for other disadvantages.
• If you add an extra advantage, you have to add a new
disadvantage to pay for it.
• If you eliminate a disadvantage, you need to remove an
advantage to balance it out.

Multiple Professions
Characters can have multiple professions based on their level of
expertise. Competent and Expert characters can select up to 2, and
Master characters can choose up to 3. For a quick-and-dirty
modification of the Gangster to include another profession, do the
following:
• Use the listed aptitude for Gangster as the base. Tweak them
as you like.
• Compare the skills listed for both professions. Keep what
already overlaps. Replace less important Gangster skills with
ones you feel are essential to the other profession. Tweak the
numbers as you like.
• Compare the traits of each profession. Take the disadvantage
that seems most suitable to your character. Replace Gangster
advantages with any from the other profession you think are
important for your character.
• In the end, it’s the same as modifying a character for any
other reason, but you have another template to work from.

Safety and Consent


Because this profession reflects historical and real-world
situations, certain material may be upsetting to some players. Use
the safety and consent tools of your choice to ensure that all players
are comfortable having a Gangster character as part of the

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campaign. For a list of recommended resources, see DoubleZero:
Director’s Cut.
Abuse: Gangster characters may be responsible for, or bear
witness to, acts of physical, emotional, or sexual abuse.
Assault: The nature of organized crime may bring the character
into contact with acts of physical, mental, and sexual assault.
Body Horror: Situations of amputation, dismemberment, and
body dysmorphia may be present in gangster stories.
Gaslighting: Characters may experience a loss of agency due to
manipulation and misinformation related to gang membership.
Homophobia: The hyper-masculine cultural backgrounds of
many organized crime groups include homophobic views.
Misogyny: The hyper-masculine cultural backgrounds of many
organized crime groups include misogynistic views.
Police: Law enforcement will be present in the campaign to
some degree due to the existence of this profession.
Racism: Gangs frequently deal with, are subject to, or
perpetuate acts of racism.
Religion: Certain groups require the character to have religious
views, which may not be shared by other characters or players.
Substance Abuse: Situations involving drugs and substance
abuse may be present due to the nature of organized crime.
Violence: The nature of a gangster is to commit, witness, or
otherwise deal with acts of violence.

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NOVICE GANGSTER
Athletics 3
Creativity 2
Fighting 3 (Brawling 3, Evasion 1, Firearms 2, Knife 1)
Influence 3 (Intimidation 1)
Knowledge 2 (Language 1, Organized Crime 1)
Perception 3
Technology 2
Transportation 2
Reaction 3
Advantages Backup
Disadvantages Compulsion
Injury Points 10
Hero Points 1

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BEGINNER GANGSTER
Athletics 3 (Stealth 2)
Creativity 2
Fighting 4 (Brawling 4, Evasion 4, Firearms 4, Knife 4)
Influence 3 (Intimidation 4, Lying 3)
Knowledge 3 (Language 3, Law 2, Organized Crime 4)
Perception 4 (Gambling 3, Notice 3)
Technology 2
Transportation 3
Reaction 4
Advantages Backup, Reputation
Disadvantages Compulsion, Tech Illiterate
Injury Points 10
Hero Points 2

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COMPETENT GANGSTER
Athletics 4 (Stealth 3)
Creativity 3
Fighting 5 (Brawling 4, Evasion 5, Firearms 5, Knife 4)
Influence 4 (Intimidation 5, Lying 4)
Knowledge 3 (Language 3, Law 4, Organized Crime 5)
Perception 5 (Gambling 4, Notice 4)
Technology 3
Transportation 3
Reaction 5
Advantages Backup, Reputation
Disadvantages Compulsion, Tech Illiterate
Injury Points 10
Hero Points 3

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EXPERT GANGSTER
Athletics 4 (Stealth 3)
Creativity 3
Fighting 5 (Brawling 5, Evasion 6, Firearms 6, Knife 5)
Influence 6 (Intimidation 6, Lying 5, Negotiation)
Knowledge 5 (Language 3, Law 4, Organized Crime 6)
Perception 6 (Gambling 5, Notice 6)
Technology 3
Transportation 3
Reaction 5
Advantages Backup, Reputation, Terrifying
Disadvantages Compulsion, Tech Illiterate, Infamy
Injury Points 10
Hero Points 4

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MASTER GANGSTER
Athletics 4 (Stealth 4, Weight Lifting 3)
Creativity 5
Fighting 6 (Brawling 5, Evasion 6, Firearms 6, Knife 5)
Influence 7 (Intimidation 7, Lying 5, Negotiation 3)
Knowledge 5 (Language 4, Law 4, Organized Crime 7)
Perception 7 (Gambling 5, Notice 6)
Technology 3
Transportation 3
Reaction 6
Advantages Backup, Reputation, Terrifying
Disadvantages Compulsion, Tech Illiterate, Infamy
Injury Points 10
Hero Points 5

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DESIGN NOTES
Here is the rationale behind some of the choices made while
creating these characters, along with alternate options.

Athletics
Stealth ought to be obvious. Even if you’re not doing anything
criminal, the character might not want to be seen coming and going
from certain places. Weight Lifting is for the character that spent
some time inside. Swap it for a hobby if your gangster has never
done a stretch in prison.

Creativity
Forgery is in the core book as a suggested skill. I was thinking
about faking signatures on checks, creating false identification, and
other fraud. This is the 21st century, though. It might work as a
useful skill in a historical campaign.

Fighting
Brawling, Evasion, Firearms, and Knife should all be self-
explanatory. Cinematic yakuza or ninja clans might have Martial
Arts and Sword. Switch things up as needed to fit the cultural
contexts of your campaign.

Influence
Intimidation is mandatory because gangsters rely heavily on
people being afraid of them. Lying isn’t just for the cops, it’s a skill
used on anyone that doesn’t need to know the character’s business.
Negotiation has multiple uses, from working out deals with other
organizations to coming to terms with bribes.

Knowledge
All characters speak their mother tongue. Immigrant gangsters
will have learned the Language of their new homeland (i.e. Sicilian

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Mafiosi learn English when they settle in America). Members of
ethnic organizations often speak the language of their ancestral
land (Mexican-American gang members, with English as their
mother tongue, also speak Spanish). Be sensitive about this. No
racial stereotyping, okay? Law is successful gangsters know their
rights, and what they need to do to avoid getting arrested.
Organized Crime as a skill means knowing the rules and traditions
of the group, who to show respect for, what the expectations are,
and what behaviors aren’t tolerated.

Perception
Gambling is about watching tells, counting cards, and seeing
who’s cheating. Notice is to watch for ambushes or undercover
cops, potential marks, and other dangers or opportunities.

Technology
The core book lists Car Theft, Locksmith, and Security Systems as
suggested skills. Not every gang member will be into this. I’d say
most aren’t. Petty theft or breaking and entering might be how they
started, but for successful gangsters, it’s not a life-long career path.

Transportation
Hey, remember all of the thrilling car chases in The Godfather
and The Sopranos and Goodfellas? Me neither. Sonny was whacked
while he was sitting still. Yeah, in the pilot Tony runs a guy over, and
later in the series, there was that thing with Phil Leotardo (What?
That was the character’s actual name!). Henry and the helicopter
was a great scene, but it wasn’t The French Connection, you know
what I mean? Driving is suggested in the core book, but I left it off of
these characters.

Advantages
One of the major perks of joining a gang is that you instantly
have people to back you up. Hence, Backup. You could swap it for
Connected, depending on how your character operates. As soon as

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word gets out that you’re a gang member, you gain a Reputation,
and people tend to leave you alone or treat you with respect.
Terrifying is a step beyond Reputation because gangsters rely on
fear. Another option for a high-expertise character might be Rich.
You could go with Attractive, Charismatic, or Style as alternatives to
any of these at any level.

Disadvantages
Compulsion could be anything, from stealing to gambling to
committing acts of violence. They might collect something, either a
legit thing like baseball memorabilia or trophies from enemies
they’ve defeated. Tech Illiterate is there because organized crime
figures are notoriously distrustful of technology. Rightfully so.
Phones can be tapped, computers hacked, and GPS can give away
your location. The downside of not using it for security reasons is
not knowing how to use it for beneficial reasons. Infamy is pretty
clear-cut. At a certain point, it’s the other side of Reputation, the
rumors build up and you become associated with things you might
not have even done.

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ARCHETYPES
When developing the gangster character’s personality and
motivations, consider the following archetypes. The notes are
skewed toward player characters, but there is information on using
each type as an antagonist. All of these need to be viewed through
the context of the setting but may help spark ideas on how to play
the character.
Each archetype is on a separate page, allowing you to print it
out, along with one of the statistic blocks, to use with the character.

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The Caregiver Gangster
The caregiver gangster is there to protect their family and
community. Society and law enforcement look down on them, so
they’ve had to take things into their own hands. This archetype
needs to express their emotions and can have difficulty holding
their feelings in check. They will speak and act out of passion and
instinct. Caregiver gangsters may worry about what others think of
them because respect and status allow them to earn and keep their
loved ones safe.
The caregiver gangster dislikes people that can’t understand
how they feel. Even though they might dehumanize others to do
what they need to do, those people were already oppressing and
abusing their people. Those who act without concern for the well-
being of others upset them. They don’t like people talking down to
them because they are in touch with their emotions.
Some people see the caregiver gangster as weak. They think of
this archetype as too soft, too wild, or dismiss them as too
dramatic. They see this archetype as people-pleasers that might
hesitate in a hard moment and get someone killed.
As an antagonist, this archetype reserves their compassion for
those they feel have earned it. They despise people that will not see
the bigger picture and hold no respect for those they perceive to be
weaker than they are. This dark caregiver gangster meddles in
people's lives to "help" them, often controlling and manipulating
others to get the outcome they want.

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The Innocent Gangster
This archetype is happy and confident because they have it
made. They have a little bit of money, a little bit of power, and a lot
of freedom. The innocent gangster knows who they can trust and
who they can’t. Any negativity that has been allowed to touch their
life hasn’t been personal or is so normalized that they don’t take it
to heart. The world affects them, but they choose not to let it get to
them because they feel in control.
What the innocent gangster dislikes are too many
responsibilities. Complications cut into their ability to enjoy life.
They distrust people that create problems for them. This archetype
worries that their old friends don’t get why they’ve chosen this
path and disapprove. They become dependent on the gang for
companionship and all of their social needs.
Other characters often see the innocent gangster as naive,
immature, or even stupid. A carefree life means that they do not
grasp the seriousness or tragic nature of the world they’ve chosen.
Unscrupulous characters on both sides of the law will exploit them.
As an antagonist, the innocent gangster becomes a sociopath.
They take what they want with no concern for rules or
complications. Selfish and indulgent, they come to expect others to
clean up the messes they make. This archetype feels invincible up
to the moment they get taken down.

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The Leader Gangster
The leader gangster is all about the operation. What they do is
the core of their identity. This archetype will seek community
admiration and may obsess over controlling their self-image. They
will worry about what other people think of them, and prefer to be
respected for their leadership rather than feared for their wrath.
What the leader gangster dislikes are the unpredictable things
in life. Emotional outbursts make them uncomfortable because they
can’t control them. They hate losing when they have done
everything correctly. It frustrates them when they have followed a
detailed plan and still fail.
Other characters often see the leader gangster as cruel and
dangerous. Their passion for success without consideration for the
effect on innocent lives frightens people. Those in relationships
with this archetype feel less important than the gang. In truth, they
are. The leader gangster cares about their own people, but the
operation as a whole always comes first.
As an antagonist, this archetype will use people for their gain.
They take credit for the work of subordinates because as the boss
all success is their success. A dark leader gangster may see betrayal
behind every loss or failure and make the lives of those they feel are
responsible a living hell for it.

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The Loner Gangster
This archetype prefers to stay out of the spotlight. They find
comfort and peace in being alone with their thoughts. It’s not that
they dislike people, or operate by themselves or through
intermediaries purely for safety and security reasons. Relationships
must be on their terms, and they prefer the intensity and clarity of
one-on-one interactions.
What the loner gangster dislikes are complications. Too many
cooks spoil the broth. Emotional entanglements create problems.
They don’t feel they can count on other people to get things done.
The loner gangster hates being the center of attention and prefers
to be the silent partner in the background.
Other characters see the loner gangster as arrogant. They
perceive this archetype as thinking too highly of themselves
because they do things at their own pace and in their own time.
Some consider the loner gangsters to be good listeners, as they let
others do most of the talking.
As an antagonist, this archetype feels like no one understands
them. They blame others for not trying to get to know them. This
dark loner gangster manipulates people. They do this under the
guise of being the quiet but insightful person others think they are.

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The Lover Gangster
The lover gangster is a confident and experience-driven person.
They value close relationships and love being the center of
attention. Having fine things is as necessary to them as breathing.
They know what they want, are not ashamed to go after it, and do
not care what other people think.
What the lover gangster dislikes is having their feelings hurt.
They will go to great lengths to avoid emotional conflicts. Showing
pain is seen as losing control over themselves, so they won’t let
anyone know when they’re struggling.
Some see the lover gangster as an especially immoral figure.
Others view them as rebellious antiheroes. They may be vilified or
glorified for flaunting social conventions and leading unapologetic
lives. The lover gangster is rarely given a fair assessment or treated
as a balanced and well-rounded person beyond their alleged
criminal activities.
As an antagonist, this archetype uses people for their pleasure.
They overindulge with no care about the complications. A dark
lover gangster may be cold and uncaring about anything they don't
find enjoyable, or people that no longer interest them.

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The Monarch Gangster
Where the leader gangster lives for the operation, the monarch
embodies the organization. The needs of the gang as a whole will
outweigh consideration for any individual. They focus on the big
picture and have a long-term plan. This archetype takes pride when
the gang does well. They value respect, loyalty, and the devotion of
those around them. The monarch gangster values the traditions
that support and confirm their power.
What the monarch gangster dislikes are emotions, which they
consider to be a weakness. Love of the traditions that unite the
group competes with their discomfort for sentimentality. They fear
younger, more capable gangsters that seek to depose them from
their position. Members of their inner circle are the only people
they tend to trust.
Other characters may see the monarch gangster as heartless
and cold. Some perceive them to be capable, trustworthy, and
confident but not emotionally intelligent. Most think the archetype
is egomaniacal, controlling, and too obsessed with personal power.
The negative elements of the monarch gangster's personality are
seen as outweighing their strengths.
As an antagonist, this archetype runs things with an iron fist.
They demand blind obedience and exact harsh punishments when
they don’t get it. A dark monarch gangster ruthless and will do
anything to gain and hold onto power.

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The Sage Gangster
The sage gangster is a guardian of secrets. They can see the big
picture, know the gang’s full history, and act as trusted advisors.
This archetype values the concerns of others and are good
listeners, allowing them to connect with gang members and build
rapport. Knowledge and education are how they protect the
organization and its members.
What the sage gangster dislikes are people who lead others
toward dangerous practices and ideas. They fear public opinion and
shifting political winds, along with the mistreatment of their people
that inevitably follows. Most sage gangsters wrestle with personal
demons, which are often a result of the lessons learned from living
a life of crime.
Other characters see the sage gangster as a valuable teacher and
mentor. They may also see a person who knows too much, or
someone stuck in old ways that don’t work anymore. Opinions of
this archetype depend on whether the person agrees or disagrees
with the sage gangster’s point of view.
As an antagonist, this archetype uses their knowledge in
unethical ways. They place personal gain above helping others and
use their secrets to manipulate and control people. This dark sage
sees things in black and white, their way and the wrong way, and
the ends justify the means.

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The Warrior Gangster
The warrior gangster lives for action. They don’t have a long
view and seek out immediate gratification. This archetype is willing
to take risks but doesn’t stop to think about the complications. They
are competitive and love to test their abilities. While they are loyal
to the gang, they will impulsively pursue anything that seems
exciting whether they’re supposed to or not.
What the warrior gangster dislikes are restrictions. They don’t
like being told no, and feel like not being allowed to do something is
worse than doing it and failing. Being held back makes them
irritable and, ultimately, more dangerous.
Other characters see the archetype as brutal and barbaric. They
tend to focus on criminal intent to the exclusion of everything else.
Fellow gang members trust them to do their job, but not much else.
Many find their energy magnetic, but some find that level of
intensity intimidating.
As an antagonist, this archetype is more concerned with
winning than playing by the rules. They do things for fun rather
than for a good purpose. The dark warrior gangster can be
vengeful, petty, and violent.

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AS SUPPORTING CHARACTERS
The following supporting character gangster archetypes are
provided as a convenience for gamemasters. Not every role might
fit with your campaign, but each is in some way adaptable to most
situations. Use these in conjunction with the appropriate statistic
block to create a non-player investigator character on the fly.

The Cavalry Gangster


These characters exist to provide assistance in criminal
situations, showing up unexpectedly when the situation is dire. If
the player characters aren’t criminals, cavalry gangsters might be
reformed or working as an informant. Establishing that someone is
available to help makes any emergency aid feel less like a deus ex
machina.

The Extra Gangster


These are supporting characters that exist to fill a minor role in
a scene. Extra gangsters have minimal statistics and few
background details. Often they do not have a name and are referred
to by their function (Mafia soldier, gang member, Yakuza enforcer,
and so on). Their appearance does not stand out in any way. It pays
for gamemasters to have a few stock extra gangsters ready to use if
organized crime is a highlight of the adventure or campaign.

The Hindrance Gangster


The hindrance gangster exists to interfere with the player
characters. They are not always antagonists and might be rivals.
Some are well-intentioned and show up in the wrong place at the
wrong time trying to help. At critical moments they will distract the
player characters and create problems.

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The Mentor Gangster
The purpose of a mentor gangster is to provide advice to player
characters. They can provide the training necessary to meet
adventure goals. Their role might be formal, like an elder gang
member. It may be informal, like a friend that offers help because
they care about the player characters. Not all campaigns need
mentor gangsters. New players might find this supporting
character type helpful if they’re playing a gangster.

The Resource Gangster


This supporting character role provides player characters with
things they need. It could be information, equipment, or specialized
expertise. Most resource gangsters specialize in one thing, like
inside knowledge, weapons, or black market items. They keep the
adventure moving by allowing the acquisition of needed resources
to happen away from the main plot. You may need several
individuals in this role, depending on the resources the player
characters need to achieve the adventure goal.

The Sidekick Gangster


A sidekick gangster is the player character’s friend and
companion. The character role exists to remind us of the sorts of
people the player characters are. This archetype sees the player
characters as people they want to be like and are proud to associate
with them. The sidekick gangster’s primary motivation is to clear
obstacles and impress the player characters.

The Skeptic Gangster


The purpose of the skeptic gangster is to question everything
and demand accountability. They challenge decisions, offer
alternate opinions, and scrutinize everything for faults and flaws.
They force the player characters to explain things. A wise player
character will have an opportunity to display their brilliance.

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The Voice of Emotion Gangster
This role exists to inject feelings into stories. It’s easy for player
characters to get so caught up in an adventure that they forget
about other people. The voice of emotion gangster is there to
remind them of the human stakes. They keep the adventure from
running on rails by pointing out who stands to get hurt if the player
characters fail. This supporting role forces the player characters to
behave more like real people and weigh the ethical costs of what
they’re doing.

The Voice of Reason Gangster


The voice of reason gangster cuts through emotional arguments
and gets to the facts. They pull player characters caught up in
personal agendas back to the point of the adventure. This
supporting role is there to remind the player characters what they
stand to gain by achieving the adventure goal, and how that
benefits the organization. The voice of reason gangster forces
characters to follow the rules of the gang and be accountable for
their actions.

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