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Paradise City:Dave Kline Got Murdered
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==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”)]. )].
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