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William M. Tweed, “Boss Tweed”

“Uncover the Scandalous Secrets of Boss Tweed: The Mastermind Behind New York’s Political Underworld!”

Boss Tweed
Midjourney
  • Alias: Boss Tweed
  • Gender: Male
  • Race: Human
  • Occupation: Political Boss, Tammany Hall Leader
  • Religion: Catholic
  • Allies: Tammany Hall associates, corrupt politicians, and influential figures.
  • Enemies: Political reformers, investigative journalists, and those seeking to expose corruption.
  • Abode/Base of Operations: New York City, with Tammany Hall as his political stronghold.
  • Nationality: American
  • Languages: English
  • Alignment: Lawful Evil
  • Affiliation(s): Tammany Hall (Democratic Party political machine)
  • Significant Others: Mary Jane Cregan (Wife)

William M. Tweed is a prominent figure in the tumultuous landscape of New York politics. Known as “Boss” Tweed, he exudes a magnetic charm and wields an uncanny ability to manipulate the levers of power in the city. He is a character both feared and revered, a man whose mere presence can instill a mixture of awe and trepidation.

Driven by an insatiable desire for control and wealth, Boss Tweed is the epitome of political cunning. He understands the intricate web of connections and alliances that make up the heart of Tammany Hall, New York’s powerful political machine. He operates with precision, bending the city’s political landscape to his will, often through dubious means.

Boss Tweed’s greatest fear is obscurity. He dreads the thought of losing his grip on the city’s political throne, and he’ll stop at nothing to maintain his dominance. His motivations are clear – to amass more influence, more wealth, and more unwavering loyalty. He seeks to preserve his political empire and will do whatever it takes to ensure his continued ascent to power, even if it means engaging in ruthless and corrupt practices. In the midst of a city teeming with ambitious politicians and opportunists, Boss Tweed stands as a colossus, a man with grand aspirations and an iron will to see them realized.

William M. “Boss” Tweed

Medium humanoid (human), lawful evil

Armor Class 12 (fine clothes)

Hit Points 110 (15d8 + 45)

Speed 30 ft.

Abilities

StrengthDexterityConstitutionIntelligenceWisdomCharisma
10 (+0)12 (+1)16 (+3)16 (+3)14 (+2)18 (+4)

    Skills: Persuasion +6, Deception +6

    Senses: Passive Perception 12

    Languages: Common

    Challenge: 6 (2,300 XP)

    Background

    • Occupation: Politician
    • Alignment: Lawful Evil

    Equipment

    • Fine Clothes: Impeccably tailored garments.
    • Persuasive Words: Tweed can use his charisma to his advantage, gaining advantage on Persuasion and Deception checks.
    • Ill-Gotten Wealth: Boss Tweed carries a significant amount of gold, which he can use for bribes or personal expenses.
    • Brass Knuckles: A symbol of his ruthlessness in close-quarters combat (Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage).
    • Derringer Pistol: A concealed firearm for self-defense (Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 1d6 + 2 piercing damage).

    Features

    • Master Manipulator: Boss Tweed is skilled in the art of political manipulation and can attempt to persuade others to his point of view.

    Actions

    • Deceptive Rhetoric: Boss Tweed uses his charismatic presence to deceive and manipulate. Each hostile creature within 30 feet of him must succeed on a DC 16 Wisdom saving throw or be charmed by Tweed for 1 minute, believing his every word. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. While charmed, Tweed can suggest actions to the affected creature, but he can’t force it to take actions that are directly harmful or suicidal.
    • Corruption: Boss Tweed can attempt to bribe a creature within 30 feet of him, offering them a sum of gold in exchange for their loyalty or compliance. The target must make a DC 16 Wisdom saving throw. On a failed save, the target accepts the bribe and follows Tweed’s instructions, as long as they don’t directly harm themselves. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success.
    • Brass Knuckles: Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 1d4 + 2 bludgeoning damage.
    • Derringer Pistol: Ranged Weapon Attack: +5 to hit, range 30/60 ft., one target. Hit: 1d6 + 2 piercing damage.

    Reactions

    • Escape Plan: Boss Tweed always has an escape plan in mind. When a situation becomes dangerous, he can use a reaction to quickly flee the area, finding a hidden exit or relying on his network of allies.

    Lair Actions

    • Political Maneuvering (2/Day): Within the confines of his political lair, Tweed can use his influence to manipulate situations. He gains advantage on Charisma-based checks, such as Persuasion, Deception, and Intimidation, for 1 minute.

    Regional Effects Within a city or political stronghold where Tweed holds sway, his influence is ever-present. Bribes flow, and those loyal to him gain advantage on Charisma-based checks. Citizens may be complacent or oblivious to his corruption, making it difficult for outside forces to intervene.

    Legendary Actions Boss Tweed can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Tweed regains spent legendary actions at the start of his turn.

    • Bribe (Costs 2 Actions): Boss Tweed attempts to bribe a creature within 30 feet. The target must make a DC 16 Wisdom saving throw or accept the bribe and follow Tweed’s instructions.
    • Deceptive Remark (Costs 2 Actions): Boss Tweed makes a deceptive comment, attempting to influence a creature within 30 feet. The target must make a DC 16 Wisdom saving throw or be charmed by Tweed for 1 minute.
    • Escape (Costs 3 Actions): Boss Tweed activates his escape plan and disappears from sight, reappearing in

    Currently in the World

    William M. Tweed is a robust, imposing figure, with a stature that commands attention in the bustling streets of New York. Dressed in a tailored, dark suit, he wears an opulent waistcoat adorned with intricate patterns, a testament to his penchant for extravagance. His matching coat is meticulously tailored, enveloping his frame in an air of affluence.

    Currently, Boss Tweed stands amidst the organized chaos of a Tammany Hall gathering. His surroundings reflect the political hustle of the era, with men in similar suits and top hats engaged in animated discussions. The room buzzes with the clinking of glasses, and the scent of cigars hangs heavy in the air. The flickering gaslight casts shadows on his weathered face, accentuating his imposing presence.

    Tweed’s mood is one of calculated confidence and determination, driven by the unshakable belief in his own political prowess. As he mingles with associates and allies, his eyes, sharp and observant, scan the room, ever watchful for potential threats or opportunities. He exudes an aura of power and ambition, a man firmly grounded in the world of political intrigue and manipulation.

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