Tony Ricci

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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 Massive
Constitution 15 75 Healthy
Dexterity 15 75 Agile
Intelligence 9 45 Average
Power 15 75 Tenacious
Charisma 14 70 Charming

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

Bond 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%) (2) 50
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%)

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 Radius Shots
Boot Knife 70 Melee 1d4+2
Boot Knife (Thrown) 90 85 ft 1d4+2
Unarmed 90 Melee 1d4+1
Steel Toed Boots 90 Melee 1d4+2
Grenade 90 51 yards 12% 4 yards
Tommy Gun 90 51 yards 12% 4 yards
Grenade 90 51 yards 12% 4 yards

Armor

Armor Armor Rating
Leather Jacket 1

Other Equipment

Steel pot, painted camo with netting
US Army fatigues
Webbing w mag pouches and canteen/cup
First aid kit with dressings, sulfa, morphine and methamphetamines
Wool shirt
Toque
Gloves
Scarf
Mountaineering boots
Pack with frame
Poncho
Parka
Sleeping bag
Weapon cleaning gear
Primus cooker and billy
Extra socks
Sharpening stone
E-tool
Pocket knife
Wire cutters
Hand axe

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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