Tony Ricci: Difference between revisions

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|colspan="2"|'''Communal'''
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Revision as of 14:15, 26 September 2024

Character Name: Antonio (Tony) Ricci
Player Name: Eplov
Profession: Commando
Nationality: Italian American from New Jersey
Sex (Age): Male (23)
Education: Public School

Attributes

Score x5 What Others Notice
Strength 17 85
Constitution 15 75
Dexterity 15 75
Intelligence 9 45
Power 15 75 Tenacious
Charisma 14 70

Orokos Stat Array

Derived Attributes

Maximum Current
Hit Points (HP) 16 16
Willpower (WP) 15 15
Sanity (SAN) 75 75
Breaking Point (BP) 60 60
Damage Bonus +2

Resources

Resources Permanent At Hand/Stowed/In Storage Check Boxes
3 3 / 0 / 0 O O O

Incidents of SAN loss without going insane

Violence O O O adapted
Helplessness O O O adapted

Bonds

Score
Personal
Communal

Motivations and Mental Disorders

Skills

Skill (Base) (Picks) Total Skill (Base) (Picks) Total Skill (Base) (Picks) Total
Alertness (20%) 70 Foreign Language (Italian) (0%) Psychoanalyze (10%)
Anthropology (0%) Harangue (10%) Regional Lore (Type) (0%)
Appraise (10%) Heavy Machinery (10%) Research (10%)
Archaeology (0%) Heavy Weapons (0%) Ride (10%)
Art (Drawing) (0%) History (10%) Scavenge (10%)
Artillery (0%) Insight (10%) Science (0%)
Athletics (30%) (1) 90 Law (0%) Search (20%)*
Craft (Mechanic) (0%) (1) 60 Medicine (0%) Stealth (10%) 70
Demolitions (0%) (4) 80 Melee Weapons (30%) 70 Streetwise (Type) (0%)
Disguise (10%) Military Science (Land) (0%) 40 Surgery (0%)
Dodge (30%) Natural World (10%) Survival (Urban) (10%) 50
Drive (20%) 60 Navigate (10%) 50 Swim (20%) 60
Espionage Training (Type) (0%) Occult (10%) Unarmed Combat (40%) (1) 90
Firearms (20%) (1) 90 Persuade (20%) Unnatural (0%)
First Aid (10%) 50 Pilot (Type) (0%) Use Gadgets (0%) (2) 40

Physical Injuries and Ailments

Has First Aid been attempted since your last injury? If yes, only Medicine, Surgery, or long-term rest can help further.

Armor and Equipment

Weapons

Weapon Skill % Base Range Damage Lethality Kill Damage Kill Radius Shots
Boot Knife 30 Melee 1d4 * * *
Boot Knife (Thrown) 70 60 ft 1d4 * * *
Unarmed 20 Melee 1d4-1 * * *
Heavy Boots 20 Melee 1d4 * * *
Stone (thrown) 70 60 ft * * *
* * *

Armor

Armor Armor Rating
Leather Jacket 1

Other Equipment

Two sets of clothes
Heavy boots
Tarnished boot knife
Thieves' Tools
Jacket
Various snacks
Pack
Cash hidden across several spots

Personal Details, Work Performance, Special Training, and Other Notes

Tall for a girl of only 13, Magnolia "Maggie" Mar has wild hair, a wilder imagination, and a tongue more silver than those spoons the rich folks are born with up their bums.

Maggie's upbringing is what some would consider nontraditional; She, however, views it as just another day in the East End, a place that will chew you up and spit you out if you let it. Remarkably well-adjusted, all things considered, Maggie takes an analytical approach to most problems and sees most problems as surmountable. Emelie is always going on about leverage, forces, and the like. She's learned that the force of words, personality, and sometimes a heavy boot, will get most problems moving in the correct direction.

Maggie has a knack for picking up bits of information and, sometimes, being in the right place at the wrong time. She keeps herself fed by a mixture of handouts from well-meaning strangers and selling information to her two grown-up friends, Emilie and Eloise. It is 'so' much fun to give them both the same info and see what they both come up with! She feels beholden to Emilie, he looked out for her without asking anything in return, but she can't wrap her head around all that sciency stuff he talks about. Eloise however, her stuff makes sense! Of course there are shady cabals performing evil rituals hiding behind every corner, why wouldn't there be?!

Either through Emilie's influence or an odd inborn talent, Maggie has a pronounced knack for all things mechanical. When she's got time to kill - and as a self-guided minor that's a lot - she frequently fiddles with odds and ends, making small mechanical contraptions that do this and that. They usually work, too. Usually.

Pretty much everyone in East End works for the Day Family, and Maggie is no exception. She checks in every once in a while, and they have her run errands, pass notes, or other low-level stuff. They're not too bad, as far as organized crime families go. Not that Maggie has much experience with non-criming families. Her introduction to the Days netted her with her BFF, Beckie Day, the big Day's daughter. Beckie is a bit of a spitfire and has no respect for, well, pretty much anyone except her father. Beckie loves to drag Maggie into all kinds of trouble. Usually, the two (mostly Maggie) can talk their way out of it, but other times they just have to book it. The latter kind inevitably results in the two of them cackling the whole way back.

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