Let’s Play D&D With ‘John Wick’s Winston Scott
John Wick’s Winston Scott controls the criminal underworld out of The Continental. And he’s brining some of that order to our next D&D game.
Later this week we’re returning to the world of John Wick with The Continental. Winston Scott (previously played by Ian McShane, portrayed by Colin Woodell in The Continental) will be back for this series, but as a much younger man. Throughout the John Wick series we see him as an older and mostly hands-off leader of the underworld. But it looks like we may get a glimpse of his M16 days. But in the meantime, we know Winston as the king of the proverbial kingdom. And we’re going to have that person teach our characters a thing or two when we play D&D with…
Winston Scott
Winston Scott is a surprisingly straightforward character. Honestly, a lot f the John Wick characters are. He runs the comings, and goings in The Continental Hotel, and seemingly runs a large portion of the local seedy criminal underworld. He can hand out orders and stop assassins in their tracks, and one of the only things he wants is the Continental’s “no business” rule to be respected. When that doesn’t happen though…
This was a straightforward Mastermind-Rogue in my mind. Intrigue, tactics, and manipulation are all his specialties, and they are named specifically as skills by the Mastermind archetype.
Usually, I don’t put a lot of stock in character alignments. Sometimes I forget to write them in at all–even on my own, personal character sheets. But in this case, Winston Scott may be the most Lawful Neutral character to ever lawfully neutral his way across a screen. He follows- and expects those around him to follow a strict code of conduct.
And when his rules aren’t followed the consequences are steep. But he’s also a crime lord. I don’t necessarily think he’s an evil character despite all of the… y’know… crimes. But he’s definitely not a good one either. Instead, his rules are his own to keep his little corner of the world regulated and in order; Lawful Neutral.
To add to the basic abilities that Rogue and Mastermind give Winston, I also picked out a few feats that I thought would really round out his best abilities. Inspiring Leader and Diplomat make him very good at talking to people. And more than that, convincing people to come over to his way of thinking, listen to him, and respect him as a leader.
But this is a character with a background in M16 and a known skill for firearms. Sure, he doesn’t have to dirty his own hands too often. But when he has to he’s quite skilled at it. Gunner and Sharpshooter make sure that he has the firearm proficiencies that he needs and rarely misses.
And speaking of backgrounds, the Faction Agent background may be perfect. This background gives us access to Safe Haven, which gives us a secret network of supporters and operatives. As well as all of their assistance, secret signs, passwords, and hidden safe house.
How would you make Winston Scott for a D&D setting? Are you excited for The Continental? What movie, show, game, book, or comic should I make sheets from next time? Let us know in the comments!
Happy adventuring!