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Paradise City:Dave Kline Got Murdered
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=The PCs= ==Michael== 25 years, +/-3 Appearance: scrawny kid. Height: average. Weight: probably a bit below average. Black leather jacket, black pants, black boots, short-cropped brown hair, goatee - nothing outstanding, really. '''Biography''' Now, we are using the first of my concepts, Enter the cybered geek - with a twist. Effectively, he met a guy who was a fighter, but wasn't interested in teaching him, because he couldn't pay him, and he trained gang members and CityCops for a living. Then they discovered they are parts of the same roleplaying community and the older guy was all "whatever, come and see what you can remember". Well, he remembers a lot, even after the guy got shot (almost on a pile of corpses, one must add). He's still a nerd, mostly, so most people in his own district have some prejudices. Their problem, right? The ones that are somewhat closer for him are a gang. He almost joined them, but then, gangs have even harder hierarchy than corporations (they fire you for disobeying orders in corps; they fire on you for the same in gangs). He didn't like that, but they are still contacts and work together on occasion. Besides, they respect the fact that he visits the LARP and comes back. So, I have them as Contact group: gang (not quite reliable, skill 12, for a total cost of 5). '''Statistics''' ST11 DX14 IQ12 HE14 Advantages: Contact group: gang (not quite reliable, skill 12). Combat reflexes (now in "natural") Voice Native language: English Disadvantages: Ugly (-4) Bloodlust (-5, self-control 15...he tries to control it!) Sadism (-22, self-control 6-he accepted it as a part of himself long ago and found people who enjoy it with him) Callous (-5, you get that way after a while, if you are bloodthirsty and live in Paradise City). Secret (-20, killing is generally frowned upon in most areas-he claims that he has never killed someone (except) in the LARP) Overconfidence (-5). Lecherousness (-22, self-control on 9). 88pts total, but I know I must limit them to 85 Skills: Area Knowledge (Westside City Projects: ”The Church Hill Area”) (11) Portuguese (look below): Broken, spoken (1 pt) Chinese (blame some girlfriends for both): Broken, spoken (1 pt) Sex Appeal: 13 (14 with modifiers) (1 pt) Fast-talk: 11 (12) (1 pt) Streetwise (Westside City Projects: ”The Church Hill Area”): 12 (13) (1 pt, 1 free) Streetwise (Eastside Jungles: “The Asylum”): 11 (12) (1 pt) Lip Reading: 11 (see: Chinese) (1 pt) Intimidation 11 (11) (1 pt) Psychology 11 (1 pt) Body language 11 (1 pt) Shadowing 11 (1 pt) Computer operation: 12 (1 pt) First aid 12 (1 pt) Brawling 14 (free) (+1 punching, +2 elbow) Judo 15 (17 with modifiers) (4 pts) Stealth 13 (1 pt) Drive 13 (motorcycle) (1 pt) Fast-draw (pistol) 14 (1 pt) Fast-draw (ammo) 14 (1 pt) Climbing 14 (12) (1 pt) Erotic Art 13 (1 pt) (ah, these girls...) Acrobatics 12 (10) (1 pt) Guns/gunnery (pistol) 16 (4 pts) Perks: Style familiarity: Own style (harder Aikijutsu blend) (1 pt) Style familiarity: Combat shooting (1 pt) Techniques: Armlock 19 (1pt*2 for being melee skill) Headlock 17 (2 pts*2 for being melee skill) Groundfighting (Judo): 16 (2 pts*2 for being melee skill) Low fighting (Judo): 16 (1 pts*2 for being melee skill) Quickshot (16, two shots at 16 with a semi-automatic pistol): (7 pts) Close-hip shooting 19 (-bulk) (3pts) Close-quarter battle 20 (4 pts) Combination: Grapple (head) (13)-Head lock(15)-Judo throw (15) (5pts, *2 for being melee skill)***If you disagree with this combo (because it deals swing damage to the neck, and throwing after a lock is described as allowed in the next round only in GURPS: Martial Arts), I'm going to exchange it for these two, same point cost: Grapple, Judo throw (both at 17, 3 pts) Grapple 15, Arm lock 17 (2pts) '''Cyberwear, 12 pts, 60,000''' Elbow Brace: $5,000. +1 Judo, +1 Wrestling, +1 Lifting Strength, -1 Acrobatics, -1 Climbing, -1 Escape, +1 Punching damage, +2 elbow strike damage. May take one in each elbow for cumulative effect (I did, hence the double bonus and penalty). Wired Reflexes: $30,000. The subject gains Combat Reflexes. The bonuses are cumulative with natural Combat Reflexes Chip Slots First: $5,000 Advantage Chip: Combat Reflexes: 15,000 Basic speed: 7 Judo Parry: 14 Dodge: 13 Quirks: Likes role-playing of all kinds. Hates people that deny who and what they are, or hold "distorted" views about the human nature. Hums ancient classical songs, including as old as 20th century or even earlier Smiles, but the smile seldom touches the eyes Tends to prefer "the personal approach" to any problem Weapons: Tarasov K20 9mm (Dam 3d pi, Acc 1, Range 200/2000, Wt. 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2, $250, LC 3) Armor: Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3) Other Equipment: First Aid Kit, Flash Light, Backpack Transport: Motorcycle Street Talent [Streetwise, Survival (Urban), and +1 to all Mental skills that have the specialization (Michael Now, we are using the first of my concepts, Enter the cybered geek - with a twist. Effectively, he met a guy who was a fighter, but wasn't interested in teaching him, because he couldn't pay him, and he trained gang members and CityCops for a living. Then they discovered they are parts of the same roleplaying community and the older guy was all "whatever, come and see what you can remember". Well, he remembers a lot, even after the guy got shot (almost on a pile of corpses, one must add). He's still a nerd, mostly, so most people in his own district have some prejudices. Their problem, right? The ones that are somewhat closer for him are a gang. He almost joined them, but then, gangs have even harder hierarchy than corporations (they fire you for disobeying orders in corps; they fire on you for the same in gangs). He didn't like that, but they are still contacts and work together on occasion. Besides, they respect the fact that he visits the LARP and comes back. So, I have them as Contact group: gang (not quite reliable, skill 12, for a total cost of 5). ST11 DX14 IQ12 HE14 Advantages: Contact group: gang (not quite reliable, skill 12). Combat reflexes (now in "natural") Voice Native language: English Disadvantages: Ugly (-4) Bloodlust (-5, self-control 15...he tries to control it!) Sadism (-22, self-control 6-he accepted it as a part of himself long ago and found people who enjoy it with him) Callous (-5, you get that way after a while, if you are bloodthirsty and live in Paradise City). Secret (-20, killing is generally frowned upon in most areas-he claims that he has never killed someone (except) in the LARP) Overconfidence (-5). Lecherousness (-22, self-control on 9). 88pts total, but I know I must limit them to 85 Skills: Area Knowledge (Westside City Projects: ”The Church Hill Area”) (11) Portuguese (look below): 11 (1 pt) Chinese (blame some girlfriends for both): 10 (1 pt) Sex Appeal: 13 (14 with modifiers) (1 pt) Fast-talk: 11 (12) (1 pt) Streetwise (Westside City Projects: ”The Church Hill Area”): 12 (13) (1 pt, 1 free) Streetwise (Eastside Jungles: “The Asylum”): 11 (12) (1 pt) Lip Reading: 11 (see: Chinese) (1 pt) Intimidation 11 (11) (1 pt) Psychology 11 (1 pt) Body language 11 (1 pt) Shadowing 11 (1 pt) Computer operation: 12 (1 pt) First aid 12 (1 pt) Brawling 14 (free) (+1 punching, +2 elbow) Judo 15 (17 with modifiers) (4 pts) Stealth 13 (1 pt) Drive 13 (motorcycle) (1 pt) Fast-draw (pistol) 14 (1 pt) Fast-draw (ammo) 14 (1 pt) Climbing 14 (12) (1 pt) Erotic Art 13 (1 pt) Acrobatics 12 (10) (1 pt) Guns/gunnery (pistol) 16 (4 pts) Perks: Style familiarity: Own style (harder Aikijutsu blend) (1 pt) Style familiarity: Combat shooting (1 pt) Techniques: Armlock 19 (1pt*2 for being melee skill) Headlock 17 (2 pts*2 for being melee skill) Groundfighting (Judo): 16 (2 pts*2 for being melee skill) Low fighting (Judo): 16 (1 pts*2 for being melee skill) Quickshot (16, two shots at 16 with a semi-automatic pistol): (7 pts) Close-hip shooting 19 (-bulk) (3pts) Close-quarter battle 20 (4 pts) Combination: Grapple (head) (13)-Head lock(15)-Judo throw (15) (5pts, *2 for being melee skill)***If you disagree with this combo (because it deals swing damage to the neck, and throwing after a lock is described as allowed in the next round only in GURPS: Martial Arts), I'm going to exchange it for these two, same point cost: Grapple, Judo throw (both at 17, 3 pts) Grapple 15, Arm lock 17 (2pts) Cyberwear, 12 pts, 60,000 Elbow Brace: $5,000. +1 Judo, +1 Wrestling, +1 Lifting Strength, -1 Acrobatics, -1 Climbing, -1 Escape, +1 Punching damage, +2 elbow strike damage. May take one in each elbow for cumulative effect (I did, hence the double bonus and penalty). Wired Reflexes: $30,000. The subject gains Combat Reflexes. The bonuses are cumulative with natural Combat Reflexes Chip Slots First: $5,000 Advantage Chip: Combat Reflexes: 15,000 Basic speed: 7 Judo Parry: 14 Dodge: 13 Quirks: Likes role-playing of all kinds. Hates people that deny who and what they are, or hold "distorted" views about the human nature. Hums ancient classical songs, including as old as 20th century or even earlier Smiles, but the smile seldom touches the eyes Tends to prefer "the personal approach" to any problem Weapons: Tarasov K20 9mm (Dam 3d pi, Acc 1, Range 200/2000, Wt. 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2, $250, LC 3) Armor: Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3) Other Equipment: First Aid Kit, Flash Light, Backpack Transport: Motorcycle Street Talent [Streetwise, Survival (Urban), and +1 to all Mental skills that have the specialization (Westside City Projects: ”The Church Hill Area”)]. )]. ==Jacob Alexander== Player: Toras, Age: 28, Height: 6'4", Build: Athletic, Points: 170, Background: Wastelands STR 10 [16] DEX 13 [14] (60pts, 1 cyber) IQ 14 (80pts) HT 11 (10pts) HP 11, Will 14, Per 16, FP 11. Thrust 1d+1. Swing 2d+2. Punch 1d+1. Kick 1d+2. '''Cyberware''': Cybernetic Arms (Unnatural, Str 16 ( 3), Dx 1), Cybernetic Legs (Unnatural, 2 kick damage, 100% Move and Jump)], Dataplay Socket, Cellular Link, Fear Block ( 4 Strong Will, Overconfidence), Painkiller (High Pain Threshold, no feeling). '''Advantages''': Cyberware 10pts, Combat Reflexes 15pts, (Background: Wastelands) Talent (Area Knowledge (Central Waste), Driving, Survival (all non-urban), Tracking and 1 to all mental skills with the specialization “Central Wastes) '''Disadvantages''': Code of Honor: Chivalrous -5 (Don’t let women or children suffer), Delusion: Dead Man calling -5 (Dead Man Calling is a minor but quirk delusion. He will occassionally get calls from members of his old squad. Just keeping in touch, never able to make it into paradise. The trick is, none of them made it back from their last mission. He's talking to dead air and a loop in his own cellular system), Enemy: Street Gang -10pts (Powerful, Hunter. They are Tenth street slashers, some of the most brutal -punks this size of the Aslyum. Jacob has always had a bit of problem with those who pick on the weak. Saw a couple of them trying to rape a woman in the alley and kicked the shit out of them. And that was just the first time they clashed. He thinks their scum, and certainly wouldn't mind the chance to put them in their place. So naturally things got worse, Enemy: Enemy Sniper (powerful, hunter) -10pts, Impulsive -10pts, Sense of Duty: Squad -5pts. '''Skills''' (30pts): Area Knowledge [Central Wastes] 15, Armoury/TL 9 14 (2pts), Brawling 14 (Background), Camouflage 14 (1pt), Computer Operation 15 (2pts), Computer Programming 14 (4pts), Driving 14 (1pt, Background), Electronic Operations -Cyberware 13 (1pt), Electronics Repair -Cyberware 13 (1pt), Engineering -Cyberware 12 (1pt), First Aid 14 (1pt), Guns -Pistol 14 (1pts), Guns – Rifle 14 (1pts), Interrogation 13 (1pts), Karate -Muti Ti 15 (8pts), Jump 14 (1pt), Observation 14 (2pt), Savoir-Faire (Central Wastes) 14 (Background), Stealth 14 (2pts), Survival (Central Wastes) 14 (Background), Tracking 15 (2pts, Background), Tactics 14 (4pts). '''Weapons''': Ironstate Minuteman 10mm Rifle (Dam 9d pi , Acc 4, Range 1300/5800, Wt. 10/1.2, RoF 3, Shots 12 1(3), ST 10t, Bulk -4, Rcl 3, $2700, LC 3) 60 rounds. Orono Bushi 15mm auto pistol (Dam 4d 2 pi , Acc 2, Range 250/2700, Wt. 4/0.2, RoF 3, Shots 11 1(3), ST 12, Bulk -3, Rcl 4, $1000, LC 3) 50 rounds. '''Armor''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3) '''Other Equipment''': First Aid Kit, Flash Light, Backpack, Zippo Lighter, Repelling Gear, Urban Cammoflage. '''Transport''': Sedan. '''Description''': Jacob started out as pretty average. Brown hair cut in military buzz, hazel eyes, and average build. Not exactly someone you'd remember. He is usually in fatigues of some sort, nothing military issue but they just feel more comfortable. Along the back of his neck is where they hid his Datajack and Cellular uplink. His arms and legs are pretty much solid crome and more massive than his form suggests that they should be. The basic structures the same, but they are larger and metallic with no effort made to match definition. ==Anvil Sampson== Name: Dave “Anvil” Sampson Point Total: 170, Height: 190 cm, Weight: 97 kg, Age: 28, Player: Jim Lawrie. ST 12 (20) DX 12 (40) IQ 12 (40) HT 12 (20) HP 12(17) (0), Will 12 (0) Per 14 (6) FP 12 (0) Basic Lift 29 lbs., Damage: Thrust 1d-1, Swing 1d 2, Basic Speed: 6, Basic Move: 6 '''Advantages''': Combat Reflexes, Background [Sydney. 1 point in Area Knowledge (Australia), Area Knowledge (Sydney), Brawling, Streetwise (Sydney), Survival Urban, 1 to any Streetwise, to Survival (Urban) and to mental skills with the specialization (Sydney).] '''Disadvantages''': Code of Honor: Animosity with the Police (10) Code of Honor: Code of Honor: Use Non-Lethal Means if Possible (10). Enemy (Police, Occasional) (5) '''Cyberware''': Interface Jack w/ Weapon Link 3 (Semi-Natural), Cardiac Jacket (Semi-Natural), Organ Web (Semi-Natural, Chest, 5 Extra Hit Points, DR 1, Limitation: Tough Skin), Adrenal Cutouts 4 (Semi-Natural, 2 to Fright Checks), 2 Chipslots (Semi-Natural) Chips Owned: Ambidexterity Chip (Semi-Natural), Skill Chip (Demolition 2, Semi-Natural), Skill Chip (Disguise 2, Semi-Natural), Skill Chip (Lockpicking 2, Semi-Natural), Skill Chip (First Aid 2, Semi-Natural), Reflex Chip (Driving (Automobile) 1, Semi-Natural) '''Skills''': Area Knowledge (Australia) 12 [1], Area Knowledge (Downtown) 12 [1], Area Knowledge (Sydney) 12(13) [1], Brawling 12 [1], Diplomacy 10 [1], Disguise 11 [1], Driving (Automobile) 11 [1], Electronics Operations (Security Systems) 11 [1], Fast Talk 11 [1], First Aid 12 [1], Gunner (Cannon) 12 [1], Gunner (Machineguns) 12 [1], Gunner (Rockets) 12 [1], Guns (Grenade Launcher) 12 [1], Guns (LAW) 12 [1], Guns (Light Machinegun) 13 [1], Guns (Pistol) 14 [2], Guns (Rifle) 13 [1], Guns (Shotgun) 15 [8], Guns (Submachinegun) 13 [1], Interrogation 11 [1], Judo 13 [8] {Arm Lock 15 [2], Breakfall 15 [2]}, Lockpicking 12 [2], Melee Weapon (Shortsword) 11 [1], Observation 13 [1], Professional Skill (Demolitions) 11 [1], Search 13 [2], Stealth 13 [4], Streetwise (Downtown) 12 [1], Streetwise (Sydney) 13 [1], Streetwise (Church Hill) 12 [1], Streetwise (Towers) 12 [1], Survival (Central Wastes) 12 [1], Survival (Urban) 12 [1] '''Weapons Owned''': Stun baton (Dam sw cr / thr cr with HT-5(2) aff, Reach 1, Parry 0, Cost $200, Wt 1, ST 5) 2 x Battlegloves (Dam 3d cr, Reach C, Parry 0, ST 8, DR 12, Wt. 6, $300, LC 3) Orono Bushi auto-pistol 15mm (Dam 4d 2 pi , Acc 2, Range 250/2700, Wt. 4/0.2, RoF 3, Shots 11 1(3), ST 12, Bulk -3, Rcl 4, $1000, LC 3) Oni Model 2 20g Shotgun Pistol (Dam 1d 1 pi-, Acc 1, Range 40/100, Wt. 6/1, RoF 3x9, Shots 12(3i), ST 12t, Bulk -3, Rcl 2, $950, LC 3) Orion Badman SMG .45 (Dam 2d 1 pi , Acc 3, Range 190/1750, Wt. 10.2/2.2, RoF 8, Shots 30(3), ST 11t, Bulk -4, Rcl 3, $300, LC 2) Elton-Sellars H7H2 12g CAWS Shotgun (Dam 1d 2 pi-, Acc 4, Range 50/125, Wt. 12/2, RoF 6x9, Shots 60(3i), ST 12t, Bulk -6, Rcl 2, $6000, LC 1) Britt Wentworth 40mm Underbarrel Beanbag Launcher. (Dam 2d cr to 4d cr depending on setting, Acc 1, Range 75/150, Wt. 3.5/0.5, RoF 1, Shots 6(3), ST 11t, Bulk 0, Rcl 2, $500, LC 3) Grenades: 12 rubber pellet grenades (Dam 1d cr, Radius 2 yrds, Fuse 2, Weight 0.5, LC 3), 12 gas-bang grenades (Dam 1d-5*, Fuse 2, Weight 0.5, LC 3) '''Armor Owned''': Combat Helmet. (DR 18 vs piercing/cutting, otherwise 12, LC 2). Includes HUD, respirator, sight and hearing protection). Ballistic Suit (DR 12/4 for body and limbs, vulnerable to blunt trauma, Wt. 6, LC 3) Ballistic Camouflage Suit (DR 12/4 for body and limbs, vulnerable to blunt trauma, Wt. 7, LC 3). 24 patterns camouflage library. Includes an integral load bearing web and climbing harness.. The fanny bag contains the ascenders, rappel kit and thin-line. Traumaplates - greaves, kneepads and elbowpads ( 23 DR, 9 Wt, LC 2) Smart Goggles. Includes Thermograph, Targeting Array, Light Intensification, Polarization, Clock, Compass and Range Finder. '''Misc Owned''': Pouch /w 20 ziplok cuffs Pepper spray x 5 '''Anvil's Apartment in The Towers''': Anvil's flat is a crappy little habmod on the 36th floor of one of the Hunsaker Towers, a low rent vertical slum with over 120 floors of desperation designed for corporate workers. Anvil's not with the Company anymore, so his rent has skyrocketed now that he doesn't get his company rebate and he's been moved into one of the least desirable interior habmods next to the coolant ducting. His flat is by turns just too cold or just too hot, but usually not more than one or the other per day. The moisture, is however, constant and it's either beading on the walls or steaming in his breath. The decor is u-boat chic with the obligatory flickering strip light and grimy built-ins. Only three things really are different from normal habmods of this type. On one wall is secured a heavy code-secured weapons case with battered yellow/black diagonal stripes running across it. The built in closet with smoked perspex front has a patched suit of armour hanging in it, it's a Hostage Rescue Team SWaT rig. Finally, Anvil's private police licence hangs on the wall over the weapons case. Otherwise, there is no personality in this tiny room. It's like a hangar for a human. When you fall from grace in the corporate world, this is where you land. Not too bad compared to the streets, but close enough to the comfortable corporate world so that you can press your face against the glass and look in. Furniture is simple, a double bunk is built into one wall. A nook with a U-seat is opposite it. There is a sink and a tiny but noisy refrigerator, but no method of cooking. The toilet/shower cubicle is next to this. ==Newton Hiroshi Pembroke, aka Friedrich Allen== ''Point Total: 170. Player: Shadowjack'' A little too quick, clever, and off-putting to make it in straight corporate life, Pembroke has found a profitable and enjoyable niche as a freelance corporate "consultant" – detective, blackmailer, dirt-slinger, hider of graves. Most of his income comes from legitimate sources, though the actual reasons for the income tend not to be. He views most people as tools, obstacles, or background noise, but will go to great lengths for those he works with, and his few friends. He tries to avoid fights, viewing them as dangerous and inelegant, but when he has to, he kills quickly and loses no sleep over it. '''Physical Description:''' Male; age 29; long blonde hair (ponytail); eyes change color with mood and drug use; height 6'; weight 148 lbs. Attractive Appearance (Androgynous, Off-the-Shelf Looks) [2]. '''Attributes:''' ST 10; DX 12 [40]; IQ 14 [80]; HT 11 [¢]. '''Secondary Characteristics:''' Dmg thr 1d-2 sw 1d; BL 20 lbs. (Enc. 20/40/60/120/200); HP 10; Will 14; Per 14; FP 10; Speed 5.5; Move 5. '''Social Background:''' TL9; Culture: Western; Background: Eastgate; Languages: English (Native/Educated), French (Accented/Literate) [4], Japanese (Accented/Literate) [4], American Sign Language ("Accented") [2]; Wealth: Comfortable [10]; Status 1 (Corporate Middle Management) [5]. '''Cyberware:''' Contraceptive Implant [0.2]; Flesh Holster (Torso, 1 lb.) [0.1]; Liver Upgrade [2.4]; Shift-Tacts [0.2]; Skinwatch [0.1]; Synthetic Antibodies [4]; Synthetic Hippocampus [5]. '''Relationships:''' Ally: Laura, secretary (85 points, almost always 15) [6]; Contact Group: Paradise City corporates (business skills 15, fairly often 9, somewhat reliable) [10]; Contact: Central CityPol emergency dispatcher (Current Affairs (Crime & Emergencies) 12, fairly often 9, somewhat reliable) [1]; Contact: High-class forger (Forgery/TL9 18, rarely 6, usually reliable) [3]; Enemy Group: Business rivals, former victims (small but powerful group, hunter, fairly often 9) [-20]. '''Advantages:''' Alcohol Tolerance [¢]; Eidetic Memory [¢]; Payload 0.5 [¢]; Resistant to Drugs 2 [¢]; Resistant to Poisons 2 (or 8 if directly ingested) [¢]; Talent: Good Corporate 2 [5]; Unfazeable [15]. '''Disadvantages:''' Bad Sight: Nearsighted (Mitigator) [-10]; Bloodlust 12 [-10]; Callous [-5]; Compulsive Behavior: Drug Use 9 [-15] (not an addict, he just likes shooting up); Loner 9 [-8]; Overconfidence 12 [-5]; Sense of Duty to Close Friends and Project Team Members [-5]. '''Features:''' Sterile [¢]. '''Quirks:''' Actually owns little, preferring to rent, lease, or buy disposable [-1]; Exercises to relax [-1]; Justifiably paranoid (there really ''are'' people out to get him, so he wears armor and gloves, carries weapons, works under false identities, etc.) [-1]; Toys constantly with pens while listening or thinking [-1]; Wears expensive glasses, even though he could wear contacts [-1]. '''Skills:''' Accounting 12 [1]; Acting 14 [2]; Administration 15 [1]; Area Knowledge (Eastgate) 16 [1]; Area Knowledge (Uptown) 14 [1]; Beam Weapons/TL9 (Flashlight) 12 [1]; Computer Operation/TL9 17 [1]; Current Affairs/TL9 (Business) 14 [1]; Current Affairs/TL9 (Regional: Paradise City) 14 [1]; Current Affairs/TL9 (Politics) 14 [1]; Diplomacy 13 [2]; Driving/TL9 (Automobile) [1]; Fast-Draw (Pen) 13 [2]; Fast-Talk 13 [1]; Filch 11 [1]; Guns/TL9 (Pistol) 12 [1]; Interrogation 14 [1]; Interviewing 13 [1]; Intimidation 14 [1]; Judo 13 [4]; Karate 13 [4]; Law (Corporate, Paradise City) 14 [1]; Lip Reading 13 [1]; Lockpicking/TL9 14 [2]; Melee Weapon: Knife 15 [4]; Observation 14 [2]; Professional Skill: Management Consultant 13 [1]; Psychology (Applied) 12 [1]; Research/TL9 13 [1]; Savoir-Faire (Corporate) 17 [1]; Savoir-Faire (Dojo) 14 [1]; Search 14 [2]; Speed-Reading 13 [1]; Stealth 11 [1]; Streetwise (Eastgate) 15 [1]; Streetwise (Uptown) 13 [1]; Streetwise (Downtown) 13 [1]; Streetwise (The Towers) 13 [1]; Swimming 10 [1]. '''Lifestyle & Related:''' Eastgate apartment (spacious, furnished, 2 bed, 1 bath, kitchen, wallscreen, safe, underground parking, utilities & datalink, laundry service, no smoking, no pets, access to pool). Gym membership. Temporary identity as "Friedrich Allen", consultant for World Executive Services. '''Transportation:''' Ford-Boeing Dauntless II (leased with company discount). Black; standard light bulletproofing; optional crash bumper and electrified door locks; slot for notebook computer. First aid kit, road flares, etc. stowed in trunk. '''Weapons & Armor Owned:''' Laser mini flashlight with built-in retractable stiletto; stunner; Adidas Marksman .22 (registered); three to six cheap, unregistered pistols of various makes, for use as "drop guns" (currently one in his car); one card in wallet sharpened as razor blade. Ballistic business suit (covers all but head, hands, and feet, DR 12* vs. pi or cut, DR 4* vs. other attacks; shoes are DR 2) '''Pockets:''' Sunglasses; cell phone (pencil-type); Swiss army knife; lighter; cigarettes (Yeheyuan Light 101s); keys; keychain penlight; nasal filter plugs; packet of skin-thin bioplastic gloves; mini digital audio recorder; pneumospray hypo; wallet on tough chain. '''Drugs:''' Mostly common street drugs: two to four doses each of amphethemine, coke, dryad, ecstacy, LSD, morphine, slammer, and soothe. He's got one hit each of blue glass, brainpop, 'dorph, and sin, and two of rush hour. Medical drugs: 6 morphazine, 2 analgine, 2 superstim, 1 purge, and 1 castazine. Finally, one injection of military nerve poison for a special occasion. Total street value is over $600, and it would count as "intent to sell." He keeps half of the medical drugs openly in his briefcase, along with a random one of the fun drugs. The rest of the stash is secreted at home. The hypo is loaded with morpha by default. '''Other Possessions:''' Executive briefcase: bulletproof (DR10), electronic voiceprint lock, laptop computer (software includes Accounting, Datalink, and News Daemon), printer, scanner, wireless link, bug stomper. Electronic and mechanical lockpick kits, and thermal lockpicks with detonator. Mini digital camera. Handcuffs (2 pairs). Gun cleaning kit and spare .22 ammo. '''Reaction Modifiers:''' ''Appearance:'' +1 if you see him and you're out-of-touch or from out-of-town ''Callous:'' -1 if you're one of his past victims, or if you have Empathy ''Overconfidence:'' +2 if you're a newbie, -2 if you're an old pro ''Sense of Duty:'' +2 if you know that you can trust him to pull for you ''Status:'' varying modifier, depending on your own Status and attitude '''Attacks:''' ''Punch:'' Skill 13; Dam 1d-1 cr; Reach C; Parry 9 (may parry twice, no penalty for parrying weapons barehanded; +3 parry if retreating); Maneuvers: Arm Lock 13, Choke Hold 11, Elbow Strike 11, Knee Strike 12, Lethal Strike 11, Neck Snap / Wrench Limb 13 ''Kick:'' Skill 11; Dam 1d cr; Reach C, 1; Parry N/A; risk falling on miss ''Bite'': Skill 12; Dam 1d-3 cr; Reach C; Parry N/A ''Pneumospray Hypo:'' Skill 12; Dam aff (depends on drug; can penetrate up to DR 1); Reach C; Parry N/A ''Stunner:'' Skill 12; Dam HT-3 (0.5) aff (stun 20-HT seconds); Reach C, 1; Parry N/A ''Laser Mini Flashlight:'' Skill 12; Dam HT-5 aff (blinding); Acc 6; Range 170/500; RoF 1; Q 3600 (3); ST 1; Bulk -1; Rcl 1 ''Stiletto:'' Attack 15; Dam 1d-3 imp; Reach C; Parry 9 ''Razor Card:'' Attack 15; Dam 1d-3 cut; Reach C, 1; Parry N/A ''Adidas Marksman .22:'' Attack 12; Dam 1d+1 pi-; Acc 3; Range 80/1300; RoF 3; Q 7+1 (3); ST 8; Bulk -2; Rcl 3 ''.357M Revolver:'' Attack 12; Dam 3d-1 pi; Acc 2; Range 185/2000; RoF 3; Q 6 (3i); ST 10; Bulk -2; Rcl 3 ==Katherine Swinbourne== Description: Female; age 25; dark red hair (cut short); blue eyes; 5’8’’; weight: 120 lbs '''Stats''' ST: 10 (0); HP 12 (4); Lifting ST 12 (0); DX: 14 (80); IQ: 13 (60); HT: 11 (10); FP 16 (0) Basic Lift: 28 Damage: Thrust 1d-2; Swing 1d Basic Speed: 6.25 Basic Move: 6 '''Advantages''' Absolute Direction (3D Spatial Sense: Requires Signal) (0); Driving Talent 3 (15) Attractive (4); Hard to Kill 3 (0); Background (Eastgate) '''Languages''' Japanese (spoken: accented): 2; Russian (spoken: accented): 2 '''Perks''' Improvised Weapons (Karate) (1); Style Familiarity (Krav Maga) (1) '''Disadvantages''' Code of Honour (healer) –5; Compulsive Spending –5; Gluttony –5; Greed –15 Light Sleeper –5; Pacifism (Cannot Harm Innocents) –10; Sense of Duty (team) –5 Wealth (struggling) -10 '''Quirks''' Avoids speeding (except in emergencies) (-1); Dislikes gambling (-1); Only uses non-visible cyberwear (-1); Likes classical music (-1); Martial Arts fan (-1) '''Skills''' Area Knowledge (Eastgate): 14 (1); Area Knowledge (Downtown): 13 (1); Area Knowledge (Midtown): 13 (1); Area Knowledge (Uptown): 13 (1); Area Knowledge (The Towers): 13 (1); Axe/Mace (Krav Maga) 16 (4); Computer Operation: 15 (1); Current Affairs (Paradise): 13 (1); Driving (automobile): 18 (4); Bootlegger reverse (technique): 16 (1); Mounted Shooting (pistol) (technique): 14 (4); Quick Mount (technique): 16 (1); Fast Talk: 12 (1); Guns (pistol): 15 (2); Guns (SMG): 14 (1); First Aid: 15 (4); Karate (Krav Maga): 15 (4); Knife: 15 (1); Law Enforcement (professional skill): 12 (1); Mechanic (automobile): 12 (1); Musical Instrument (Violin): 11 (1); Savoir-Faire (Corporate): 15 (1); Streetwise (Downtown): 12 (1); Streetwise (The Towers): 12 (1); Physician: 12 (2); Swimming: 11 (1); Wrestling (Krav Maga): 18 (2) (+3 from Joint Lock) '''Cyberwear''' Backup Heart: $30,000; GPS (in organic eyes): $8000; Joint Locks: $10,000; Optic Remote (in organic eyes): $2000 Advantages: 23 Perks: 2 Disadvantages –60 Quirks: –5 Skills: 45 Cyberwear: 10 '''Equipment''' Armoured Shades (with night vision and HUD) (DR 10): $350; Book Reader: $20; Colt Lawgiver 9mm + 3 clips of ammo: $490; Crash Kit: $200; Computer (tiny, built into watch): $50; Data Player: $5; Knife (large): $40; Mobile phone: $250; Reflex Suit: 12/4: $1000; Reflex Jacket: $450 (DR 12/4); Watch: $50; Wheel Lock (SW+1 cr, -1 to skill: Axe/Mace) Car: Katherine owns a second-hand car worth about $6000. ==Lars Blackpool== Player: kabbalist_ninja, Age: 29, Height: 7'4", Weight: 280 lbs, Build: Muscular, Notable Features: Bald save for a short mohawk. Background: Southside Jungles '''Stats''' STR 15 HP 15 DX 13 Will 12 IQ 12 Per 14 HT 12 FP 12 Basic Lift 45lbs, Basic Speed 6.25 '''Advantages''' Legal Enforcement Powers (Private Investigator) '''Disadvantages''' Sadism; Overconfidence; Uncongenial (Quirk); Caffeine Addiction (Quirk) '''Cyberware''' Growth Treatment (STR+4, Gigantism); Streamlined Heart (Fit); Wired Reflexes (Combat Reflexes); Braintap '''Skills''' Brawling(14); Diplomacy(12); Driving(Motorcycle)(12); Escape(12); Fast-Talk(13); Guns(Pistol)(14); Guns(SMG)(14); Interrogation(13); Knife(13); Lockpicking(12); Research(11); Search(14); Stealth(14); Streetwise(Downtown(14), Southside Jungles(12)); Tracking(13); Holdout(11) '''Possessions/Weapons''' Weapons: Large Knife Orono Bushi Autopistol DeusEx Model 80 SMG ''Other possessions:'' Ballistic Vest; Assault Boots; Sunglasses; One pack Penguin Mints; Beaten up Honda CB900 (Motorcycle); Cellular Phone; Moleskin notebook; One disheveled downtown apartment, small Full character sheet: [http://www.geocities.com/ajm563/LarsBlackpool.png Page 1] [http://www.geocities.com/ajm563/LarsBlackpool2.png Page 2]
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