S*** City Characters: Difference between revisions
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'''''Special Moves'''''<br> | '''''Special Moves'''''<br> | ||
Pack Alpha<br> | Pack Alpha: Roll +Hard to impose will on gang.<br> | ||
Fucking Thieves<br> | Fucking Thieves: Roll +Hard to shake out pockets and saddlebags for that thing you really, really need.<br> | ||
'''''Crap'''''<br> | '''''Crap'''''<br> | ||
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'''''Special Moves'''''<br> | '''''Special Moves'''''<br> | ||
Leadership<br> | Leadership: Roll +Hard to command gang in a fight.<br> | ||
Wealth<br> | Wealth: Roll +Hard at the beginning of the session to determine the Hold's state of surplus or want.<br> | ||
'''''Crap'''''<br> | '''''Crap'''''<br> |
Revision as of 14:31, 19 November 2010
Thanks for visiting Shit City! We hope you took a little something with you.
Starring, in no particular order:
Hammer the Chopper
Stats and Basic Moves
Cool +1* (Do something under fire)
Hard +2 (Go aggro, seize by force)
Hot 0 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird -1 (Open yer brain)
Special Moves
Pack Alpha: Roll +Hard to impose will on gang.
Fucking Thieves: Roll +Hard to shake out pockets and saddlebags for that thing you really, really need.
Crap
1-armor
Sawed-off (3-harm close reload messy)
Machete (3-harm hand messy)
Hammer's Gang, the 2-Harm Medium Disciplined Obliged Scorpions!
- Turk, Guzz, Spokes, Chum, Rust, Tucker, Newt, Koz, Lucky, No-Nose, Stump, Tubby, Vix, Fork, Joker, Torch, Roadkill, Orly, 8-Ball, Therm, Tiny, Zilla, Sark, Wino, Cap, Gutshot, Drip, Grinder, Zed, Scuff
Wakeman the Gunlugger
Stats and Basic Moves
Cool -1 (Do something under fire)
Hard +3 (Go aggro, seize by force)
Hot -2 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird +2 (Open yer brain)
Special Moves
Insano Like Drano: +1 Hard
NOT TO BE FUCKED WITH: Counts as a 3-Harm Small gang in battle, with appropriate armor.
Battle-Hardened: When Acting Under Fire, roll +Hard instead of +Cool.
Crap
2-armor
Silenced sniper rifle (3-harm ap far hi-tech)
SMG(2-harm ap close area loud)
Grenades (4-harm hand area reload messy)
Oddments worth 1-barter
Barnum the Hardholder
Stats and Basic Moves
Cool +1 (Do something under fire)
Hard +2 (Go aggro, seize by force)
Hot +1 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird -2 (Open yer brain)
Special Moves
Leadership: Roll +Hard to command gang in a fight.
Wealth: Roll +Hard at the beginning of the session to determine the Hold's state of surplus or want.
Crap
Shotgun (3-harm close messy)
Silenced Sniper Rifle (3-harm far hi-tech)
Oddments-a-plenty, including much delightful lucre: 2-barter
Barnum's Gang, the 4-Harm Medium Unruly 1-armor Executors!
- Some names soon.