Build a Red Reddington RPG Character With Contacts and Secrets

Nov 2, 2026 · Sourajit Saha

To play Raymond “Red” Reddington from The Blacklist, build the person others need to bargain with. His value at the table comes from knowing whom to call, reading an offer and deciding what to reveal. A character who already knows every answer leaves the other players little to do. Give your informant exceptional access and one reason that access can fail.

Turn the idea into a usable character sheet

For a Fate-style game, start with the concept Fugitive Broker With Friends on Both Sides and the trouble Every Favour Has a Witness. Pick Contacts as the strongest skill if access is the fantasy. Choose Rapport or Deceive as a secondary strength according to how you want negotiations to feel. Leave a real weakness, such as poor technical investigation, for another character to cover. These are example choices for a home game, not official character statistics.

Character buildContacts open doorsAllies interpret clues
Character build

Give a contact a price and a limit

Write three contacts on index cards. A retired clerk knows old aliases but fears publicity. A driver can identify a vehicle but refuses to meet the police. A rival broker offers introductions if Red burns a valuable favour. Each contact can open a route; none can tell the group which choice is right. Agree with the facilitator when a contact simply answers and when uncertainty calls for a roll.

Play a first case instead of copying a TV episode

A witness has vanished before a hearing. Red can obtain the station timetable. The investigator notices one journey is physically impossible, and the negotiator persuades the witness to explain the diversion. If the roll to obtain the timetable fails, let the group get it late or owe a favour. The scene keeps moving while the cost changes. If you are designing a campaign around Red, use this case as the pilot and let the players decide whose interests they will protect next.

Cost of influenceAsk for a favourAccept a consequence
Cost of influence

For the documented details, see Fate skill pyramid.

A playable favour ledger

For each contact, record what Red knows, what the contact wants and who could be harmed if the favour becomes public. After the clerk supplies an alias, cross out available and write owed: safe introduction. In a later scene, the clerk asks for that introduction just as another ally needs discretion. Red now faces a real decision. A ledger with consequences can make three existing contacts more memorable than a phone book full of disposable names.

Common questions

Does Red need a combat speciality?

Only if your campaign spends real time in combat.

Can the facilitator play Red?

Yes. Give leads and leave the decisive choices to the players.

How many secrets should I prepare?

One consequential secret is enough for a pilot.

Can this work outside Fate?

Translate the priorities into your game’s social skills, contacts and complications.