Emily Newport
Detective |
30 |
Female |
5'8 |
140 LBS Goal: Enough money to buy a private island.
Secrets: That she's a dirty cop, probably the most crook of them all!
Fears: Being a failure.
History: See the detective.
Slim waist, pretty face and a cigarette. She was a detective, the unassuming type now that was a lethal combo in Nocturnia.
Emily Newport grew up on the mean streets of Nocturnia, where one's word was as good as cold, hard cash. The daughter of a poor family with only a mother to raise her and keep them afloat, Emily knew early how to play the game. Her mother toiled in a crummy office building, while Emily, the street warrior, hustled at school and in the neighborhood-always one step ahead of the law and the street gangs.
By the time Emily reached her teenage years, she had already mastered the art of charm and deception. She had friends in every corner of Nocturnia, from the most uncouth street vendors to the highest echelons of the local drug syndicates. When she graduated from high school, the world opened up, but she saw two roads ahead-one of further crime and chaos, or one of power and control. Emily chose the latter. She joined the Nocturnia Police Department, determined to make it to the top.
Along the way, Emily came to realize something quite unexpected: an uncanny ability to control people with her voice. It happened once during one of the most intense moments when she was still getting accustomed to life on the streets; she diffused a would be attacker with a few words, and soon learned that persuasion was in her tone. Her voice, once an ordinary instrument for communication, turned into an "Enchanting Voice" that could bend people's wills. With just a soft command or a whisper of suggestion, people did her bidding, never to know it was her spellbinding them. It was an ability she kept hidden, only utilizing it when necessary, but it proved invaluable as she navigated both the criminal underworld and the police force.
At first, her ambition seemed genuine. She rose through the ranks fast, using her brains and street smarts to track down criminals. Her reputation grew, and she was soon marked as one of the department's rising stars. "Clash," they called her, a nod to her no-nonsense attitude and her ability to "clash" with the city's criminal underworld and take down key players.
But Emily's ambition had another side. Beneath the polished veneer of a dedicated detective, she had already made deals in the dark. It began small: calling small-time drug dealers to give them a heads-up when raids would take place, stealing evidence from drug busts, or helping organize controlled deliveries to rival gangs. The money was good, but it was the power that was even better. Soon enough, the dealings got bigger and bigger; she began to traffic in her own stash, making her indispensable with the biggest cartels in town. Nobody suspected anything. She was like a knight in shining armor with a badge strapped on with a "good cop" smile.
While leading this double life, Emily became known to both worlds-the police and the criminals-an insider to be trusted. Her fingers were in so many pies; nobody knew where her real allegiances lay. Giving tips to the gangs on raids, feigning ignorance to the higher-ups, would be a good way of describing her. She diverted any investigation that began to come too close to home with impeccable precision.
She was professionalism personified to the outer world: attending charity functions, handling high-profile cases, and being recognized as a mentor to young officers. During meetings, she spoke of ridding the city of crime, her voice always sincere, her eyes always calm, cloaking the cold calculation that lay beneath. She was in good standing with the media, who almost adored her and looked to her as an offering of hope in a corrupt city that was tearing itself apart.
But behind closed doors, Emily's dealings became increasingly hazardous: hard drugs, money laundering via fake arrests, and serving as a go-between for street gangs and corrupt officials. Every night, in backrooms of the most exclusive clubs, she would meet with the bosses of cartels to make the deals that kept her at the top. Her hold on Nocturnia was strong, and the higher she rose, the more she wanted.
Despite her criminal empire, Emily never quite gave up on the illusion that she was a "good cop." She was keeping the peace in a city that would otherwise collapse, she told herself; her actions were justified. If some people had to suffer for her benefit, so be it. After all, she was just doing what needed to be done to survive, right?
Her success was precarious. Where great is her influence, greater yet is the danger. Rumors are rife that another batch of young officers has finally come out questioning the methodologies she employs, and some of her old contacts from the underworld have started to get suspicious. But Emily was a player in manipulation, silencing with her voice those that dared question her. She had already bought off key figures in the department, silencing those who might get too close. But even the most seasoned of all criminals and cops know: the more you hide in the dark, the more shadows build up around you.
Still, Emily remains one of Nocturnia's most elusive and dangerous players. In the eyes of the people of the city, she's the face of justice. To the criminal underworld, she's the one running the show. And to herself, she is a woman of power who plays the game, not to win it, but to rewrite the rules altogether.
Her ultimate goal is to make Nocturnia her empire, with all people answering to her. She plays both sides already, but how long before her empire falls under its own corruption?
You can't stay on top of a city like Nocturnia forever, and that may be a painful lesson to learn for Emily Newport.
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Alliance: Detective
District: Rich Lifestyle, Downtown Skyscrapers
Generates 3 Wealth every GM post from Drugs, or Taxes
Generates 5 Non-Gyft Personnel every GM post
Corporate 'headquarters' for major fledgling and established businesses in Nocturnia, with a lavish city centre and large residential sky scrapers. Known for the NPD's forensic lab that processes most of the CSI for the city.
Faction: Blue Bloods
A group of corrupt police officers that come and go, most notable for blue veins tattoed along their bodies in areas that generally aren't seen by the public (Thighs, shoulders, chest etc). The bloods mostly infect patrol but have roots in the detective and major crimes bureau all having their strings pulled by Emily.
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Gyft: Enchanting Voice
Emily's voice is not merely a means of communication; it is a weapon, a tool of manipulation that bends the will of those who hear it. This power, which she discovered during her teenage years, grants her the ability to influence others through her tone, cadence, and words. Her voice has an almost hypnotic quality to it that compels people into doing her bidding, often without their realizing they've been manipulated.
Her voice has a subtle effect, yet it is undeniable: the simplest suggestion in that soft, calm, and commanding voice could alter one's mind, follow her lead, or do something quite differently. Be it to convince a high-ranking officer to turn a blind eye towards some misdeed of hers, make a gang member step aside, or coax a business partner to yield to her unscrupulous proposals, Emily can make them all think that the idea had originated in their own mind, all along unaware that they were under her spell.
Limitations and Weaknesses: The power does have its limits, however. She can't force people to do things that are utterly against their core nature or self-preservation instincts; her influence works best when she exploits existing desires or weaknesses. If someone is highly resistant to her power, perhaps due to their own strong will or an emotional barrier, her voice may have little effect. Long usage of the power can be psychologically demanding; Emily usually feels drained after the event, although over time, she has learned how to maintain self-control and mask this stress.
(12-sided dice roll whenever she uses her voice on a player. If she rolls higher, she succeeds in bending their will, within reason. If she rolls lower, it doesn't work, but she can try again the next turn. And inebriating her victim will cause them to lose -2 on their dice roll. )