Editing Paradise City:Dave Kline Got Murdered

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 4: Line 4:
  
 
=The PCs=
 
=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.
 
  
 +
==Jacob Alexander==
 +
Player: Toras, Age: 28, Height: 6'4", Build: Athletic, Points: 170, Background: Wastelands
  
'''Biography'''
+
STR 10 [16]
Now, we are using the first of my concepts, Enter the cybered geek - with a twist.
+
DEX 13 [14] (60pts, 1 cyber)
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.
+
IQ 14 (80pts)
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".
+
HT 11 (10pts)
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'''
+
HP 11, Will 14, Per 16, FP 11.  Thrust 1d+1.  Swing 2d+2.  Punch 1d+1.  Kick 1d+2.
  
ST11 DX14 IQ12 HE14
+
'''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:
 
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:
+
'''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)
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:
+
'''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.
Style familiarity: Own style (harder Aikijutsu blend) (1 pt)
 
Style familiarity: Combat shooting (1 pt)
 
  
Techniques:
+
'''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).
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:
+
'''Weapons''':
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'''
+
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.
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
+
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.
Judo Parry: 14
 
Dodge: 13
 
  
Quirks:
+
'''Armor''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3)
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:
+
'''Other Equipment''': First Aid Kit, Flash Light, Backpack, Zippo Lighter, Repelling Gear, Urban Cammoflage.
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)
+
'''Transport''': Sedan.
  
Other Equipment: First Aid Kit, Flash Light, Backpack
+
'''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.
  
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
+
==Eren Kajian==
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:
+
ST 10, DX 10, IQ 14, HT 10
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:
+
HP 10, Will 14, Per 17, FP 10
Style familiarity: Own style (harder Aikijutsu blend) (1 pt)
 
Style familiarity: Combat shooting (1 pt)
 
  
Techniques:
+
Basic Lift 20 lbs, Damage: Thrust 1d-2, Swing 1d, Basic Speed: 5, Basic Move: 5
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
+
'''Cyberware''': Pattern Recognition Audiovox, Anti-Toxin Glands, One level of Adrenal Cut-Outs, Chipware Socket.
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
+
'''Advantages''': Charisma 2, Voice, Talent: Eastgate Background. [Administration, Computer Operation, Law (Paradise), Research, Savoir-Faire (Corporate),  1 all “Eastgate” skills], Talent: Smooth Operator 1 [Acting, Carousing, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire (Corporate), Sex Appeal, Streetwise), Talent: Street Savvy 2. (Area Knowledge (Urban), Streetwise, Survival (Urban)).
Judo Parry: 14
 
Dodge: 13
 
  
Quirks:
+
'''Disadvantages''':, Overconfidence 10, Addiction 10
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:
+
'''Skills''': Acting 13(14) [1], Area Knowledge (The Asylum) 14(16) [1], Area Knowledge (The City Dumps) 14(16) [1], Area Knowledge (Downtown) 15(17) [2], Area Knowledge (Eastgate) 14(17) [1], Area Knowledge (The Habitats) 14(16) [1], Area Knowledge (West Hollywood) 14(16) [1], Beam Weapons (Pistol) 10 [1], Brawling 11 [2], Carousing 14(15) [1], Computer Operation 14(15) [1], Criminology 14 [2], Diplomacy 13(14) [2], Electronics Operation (Surveillance) 14 [2], Fast-Talk 14(15) [2], Holdout 13 [1], Law (Paradise) 12(13) [1], Lockpicking 13 [1], Observation 17 [2], Photography 13 [1], Research 15(16) [4], Savoir-Faire (Corporate) 15(17) [2], Search 18 [4], Shadowing 13 [1], Streetwise (Downtown) 14(16) [2], Streetwise (Eastgate) 14(17) [1], Streetwise (The Asylum) 13(16) [1], Streetwise (The City Dumps) 13(16) [1], Streetwise (The Habitats) 13(16) [1], Streetwise (West Hollywood) 13(16) [1], Survival (Urban) 13(15) [1]
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)
+
'''Equipment'''
  
Other Equipment: First Aid Kit, Flash Light, Backpack
+
Non-descript Sedan, dark colours.
  
Transport: Motorcycle
+
Daisho XP electrolaser pistol (Dam 1d-3 burn and HT-4(2) aff, Acc 4, Range 40/80, Wt. 2.2/0.5, RoF 3, Shots 180(3), ST 4, Bulk -2, Rcl 1, $800, LC 4) with 5 spare power-packs.
  
Street Talent [Streetwise, Survival (Urban), and +1 to all Mental skills that have the specialization (Westside City Projects: ”The Church Hill Area”)]. )].
+
Mahara Rangi 9mm pistol (Dam 2d 2 pi, Acc 2, Range 150/1900, Wt. 2/0.7, RoF 3, Shots 18 1(3), ST 9, Bulk -2, Rcl 2, $800, LC 3) with 5 spare magazines.
 +
Collapsible Baton
  
==Jacob Alexander==
+
Suitcase with smart clothing, Sunglasses with variable lens, zoom and photography functions, Cellphone (Larger, more functional variety), Laptop and back-ups, 5 grams of high quality MDMA, Sensitive Audio-Recorder with Sound Editor and Micro-Microphone, Fibre-Optic cameras, Toolkit with power drill and 'standard content'.
Player: Toras, Age: 28, Height: 6'4", Build: Athletic, Points: 170, Background: Wastelands
 
  
STR 10 [16]
+
'''Transport''':  Eren has his dark sedan, pretty much of a time that wouldn't look to out of place in any company employee fleet.
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.
+
'''Appearance''':
 
 
'''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.
 
  
 +
Eren is of average height, and vaguely Eastern Mediterranean appearance: he could be Turkish or Armenian or Lebanese or more likely just another long term citizen of Paradise City, from parents who were long term citizens of Paradise City, from parents who were... At any rate, he has black hair and dark eyes, and likes to keep himself well shaven, although he sometimes has a tendancy to forget when working; a patina of stubble tends to indicate interest and engagement with the job. While he varies his clothing depending on the social situation, his dress will always be described as smart. He has a pair of shades he uses for camera work and so on, which he habitually wears when on the job, but doesn't really affect much else in terms of ornament. Those same shades serve to disguise sleep deprived eyes...
  
 
==Anvil Sampson==
 
==Anvil Sampson==
Line 302: Line 144:
 
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.
 
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.
  
 +
==Vicki McMillan==
 +
 +
[[Image:Vicki2.jpg]]
 +
 +
Player: Illegible Smudge, Age: 21, Height: 5'4", Weight: 130 lbs, Build: Slim/Petite, Points: 170, Background: Church Hill
 +
 +
ST 12 (0)DX 15 (100) IQ 12 (40) HT 12 (20)
 +
 +
HP 12, Will 16, Per 12, FP 12
 +
 +
Basic Lift 29 lbs, Damage: Thrust 1d-1, Swing 1d 2, Basic Speed: 7 (5 pts), Basic Move: 7
  
 +
'''Cyberwear''': Hard Reflexes: Balance, Long Vibro-Claws (Semi-Natural), Aggression Booster, Wired Reflexes (Semi-Natural), Fear Block, Light Tattoo: Gang Symbol
 +
 +
'''Advantages''': Combat Reflexes [15], Background: Church Hill [0], $60k of Cyberwear [12], Talent: Street [0], Attractive [4]
 +
 +
'''Disadvantages''': Shyness [-10], Miserliness [-10], Wealth: Struggling [-10], Impulsiveness [-10], Greed [-15], Addiction: Cigarettes [-5], Dependent: Her girlfriend Krystal (Loved One x2, 50% or less, 9 or less)[-10], Sense of Duty: Her former gangmates [-5], Bad Temper [0], Overconfidence [0]
 +
 +
'''Skills''': Acrobatics 17 [2], Area Knowledge: Church Hill 12 [0], Area Knowledge: Downtown 12 [1], Brawling 16 [0], Climbing 17 [2], Computer Operation 12 [1], Dancing 17 [1], Electronics Ops: Security 14 [8], Fast-Draw: Pistol 17 [1], First-Aid 12 [1], Guns: Gyroc 15 [1], Holdout 11 [1], Intimidation 14 [2], Judo 14 [1], Jumping 17 [2], Karate 18 [8], Lockpicking 14 [8], Merchant 10 [2], Observation 12 [2], Pickpocket 14 [2], Stealth 17 [4], Streetwise: Church Hill 10 [0], Streetwise: Downtown 10 [1], Shadowing 12 [2], Urban Survival 12 [1]
 +
 +
'''Weapons''':
 +
 +
Vibro-Claws (Dam 2d 2 (5) cut / 2d 1 imp (5), Reach 1/C, Parry 0, Cost $5000)
 +
 +
Ironstate Riotgun gyroc pistol 15mm (Dam 6d pi++, Acc 0, Range 1900, Wt. 2/0.7, RoF 3, Shots 6(3), ST 10, Bulk -2, Rcl 1, $150, LC 3)
 +
 +
'''Armour''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3)
 +
 +
'''Other Equipment''': Light Intensification Contacts ($300/neg), Electronic Lockpick ($1500/3 lbs), Lockpicks ($50), Belt Holster ($25), Wristwatch ($20), Zippo Lighter ($25)
 +
 +
'''Transport''':  Vicki tends to use public transport such as the subway for the most part, or else goes on foot if the distances are not too far. I don't see her owning a car.  When with the team, she rides in Jacob's sedan.
 +
 +
'''Description''': Slim and petite but intense looking young woman with shoulder length glossy blue hair. She habitually wears a leather jacket and urban camouflage pattern cargo pants with army boots, clearly identifying herself as a gang-member. Her eyes are bright Frodo-blue and she seems to oscillate between being withdrawn and suddenly hostile and confrontational when people get too close. Those who look carefully can just make out faint silver threads of circuitry running beneath the skin and note that her fingernails appear to be made of stainless-steel.
  
 
==Newton Hiroshi Pembroke, aka Friedrich Allen==
 
==Newton Hiroshi Pembroke, aka Friedrich Allen==
Line 352: Line 226:
 
''Callous:'' -1 if you're one of his past victims, or if you have Empathy
 
''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
+
''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
 
''Sense of Duty:'' +2 if you know that you can trust him to pull for you
Line 516: Line 390:
 
Full character sheet: [http://www.geocities.com/ajm563/LarsBlackpool.png Page 1] [http://www.geocities.com/ajm563/LarsBlackpool2.png Page 2]
 
Full character sheet: [http://www.geocities.com/ajm563/LarsBlackpool.png Page 1] [http://www.geocities.com/ajm563/LarsBlackpool2.png Page 2]
  
=Retired PCs=
+
==Arnold Perkins==
  
==Adrian Griffon==
+
Player: Galedeep, Build: Extremely muscular through artificial means. Age: 29 Height: 6’4” Points: 170 Background: Eastside Projects
  
ST: 10, DX: 12, IQ: 13, HT: 10
+
[95]
 +
Strength: 10+10+2 lifting strength
  
HP 10, Will 13, Per 13, FP 10
+
Dexterity: 14 [80]
  
Basic Lift 20 lbs, Damage: Thrust 1d-2, Swing 1d, Basic Speed: 5.75(6), Basic Move: 6
+
IQ: 12 [40]
  
'''Cyberware''' (All Natural): Chip Slot /w Pain Editor Chip, 8 lb flesh holster in torso, Two Bionic Ears w/ Sound Editor and Volume Cutout, Speedware 1 (  0.25 Speed),  Cyrberflex: Run 2 ( 4 to Running Skill).
+
Health: 10+3
  
'''Advantages''': Basic Speed  0.25, Charisma 1, Patron (Web of friends and contacts all over the city with Current Affairs (Crime, 20 pts), Talent:  Ear to the Street 2 (Area Knowledge, Current Affairs (any street), Streetwise)  [10 pts], Westside Nation Background [Streetwise, Urban Survival, and  1 to all Mental skills that have the specialization (Westside Nation)].
+
HP: 10+4
  
'''Disadvantages''': Code of Honor (Defend old gang in the Westside Nation, the “Nine Blades”)  [10 pts], Dependents:  Neighbors.  (Street Kids, Elderly Couple, Pair of Prostitutes).  [20 pts]
+
FP: 10+6
  
'''Skills''':
+
Will: 12
Accounting 11 [1], Area Knowledge (The Asylum)  13(15)  [1], Area Knowledge (The Browns)  13(15)  [1], Area Knowledge (The Church Hill Area)  13(15)  [1], Area Knowledge (The City Dumps)  13(15)  [1], Area Knowledge (Downtown)  13(15)  [1], Area Knowledge (The Firepits)  13(15)  [1], Area Knowledge (The Habitats)  13(15)  [1], Area Knowledge (The Southside Jungles)  13(15)  [1], Area Knowledge (West Hollywood)  13(15)  [1], Area Knowledge (The Westside Nation)  14(17)  [2], Brawling 13 [2], Computer Operation  13 [1]m Current Affairs (Crime)  15(17) [4], Diplomacy  13 [4], Driving (Automobile)  13 [1], Driving (Motorcycle)  14 [2], Fast-Draw (Knife)  14 [4], Fast-Talk  13 [2], Guns (Pistol)  13 [2], Guns (SMG)  13 [2], Holdout  13 [2], Jumping  12 [1], Karate  13 [8], Melee Weapon (Knife)  15 [8], Research  14 [4], Running  10(14) [2], Stealth  13 [4], Streetwise (The Asylum)  12(15) [1], Streetwise (The Browns)  12(15) [1], Streetwise (The Church Hill Area)  12(15) [1], Streetwise (The City Dumps)  12(15) [1], Streetwise (Downtown)  12(15) [1], Streetwise (The Firepits)  12(15) [1], Streetwise (The Habitats)  12(15) [1], Streetwise (The Southside Jungles)  12(15) [1], Streetwise (West Hollywood)  12(15) [1], Streetwise (The Westside Nation)  13(16) [2], Urban Survival  12(13) [1]
 
  
'''Weapons''':
+
Perception: 12
  
Machine Pistol: Daisho Jackal 9mm Machine Pistol (Dam 3d pi, Acc 2, Range 160/1800, Wt. 2.5/1, RoF 10, Shots 30 1(3), ST 9, Bulk -2, Rcl 3, $500, LC 2)
+
Basic Lift/Encumbrance: 97, 194, 291, 582, 970
  
Combat Pistol: Glock 90 10 mm (Dam 3d pi , Acc 2, Range 280/2000, Wt. 2.5/0.7, RoF 3, Shots 20 1(3), ST 10, Bulk -2, Rcl 3, $540, LC 3)
+
Basic Speed: 5+2 [-25]
  
Holdout Pistol: AMT Insurance .25 (Dam 2d pi, Acc 1, Range 100/1200, Wt. 1/0.2, RoF 3, Shots 18 1(3), ST 6, Bulk -1, Rcl 2, $240, LC 3)
+
Basic Move: 7+1  
  
Combat Knife: Large, Vibro, Super-Fine.  (Sw 1d (5) Cut, Th 2d (5) Imp.  LC 3)
+
Basic Dodge:11
  
Holdout Knife: Small, Super-Fine.  (Sw 1d-1 (2) Cut, Th 1d-1 (2) Imp.  LC 4)
+
Damage: 2d-1, 3d+2
  
'''Armor''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3)
+
Punch: +6 thrusting damage and target gets -1 to defend, +3 swinging damage
 +
Elbow: +5 damage
 +
Kick: +1 damage
  
'''Transport''':  Motorcycle.
+
DR 1(tough skin) to arms and legs
  
'''Other Equipment''':  Business Cards, Mobile Phone  ???
+
DR 4 to wrist and hand
  
'''History''': Adrian grew up on the streets of the Westside Nation, his parents were killed in a gang war when he was twelve and he has been surviving on the mean streets ever since.
 
  
Not particularly strong he was quick and smart, this saw him picked up by the (insert gang name) as a runner for them. Mostly tasked with delivering small quantities of drugs to the gang’s customers he soon came to know his way around the local streets and then the rest of Westside.
+
Advantages: [69]
  
Soon after he found a mentor in “Blade” a local street tough who was an expert in martial arts and deadly with a knife. He became the father figure in Griffon’s life and taught him a lot about surviving on the streets.
+
Ambidexterity [5]
  
Being an inquisitive and friendly sort he soon developed a number of friends and contacts around Paradise’s seedier side. His bosses within the gang soon came to see his ability to move relatively freely throughout the city as a blessing and promoted him to do courier work of a more legitimate nature.
+
Background (Eastside City Projects, Nashville area) [0]
  
Griffon used this opportunity to make more contacts around the city. He had an idea of how one day he would be able to get out of the courier business to become an information broker.
+
Signature Gear (50% of average, 60,000) [4]
  
At around age 23 Griffon began his career as an information broker, he found he could find out all sorts of interesting things about people in all sorts of places. He has had many opportunities for blackmail but has yet to resort to the darker side of his business.
+
Comfortable [10]
  
Currently Griffon operates out of and old apartment building which he shares with a group of street kids, an elderly couple and a pair of prostitutes. He considers them his people and does what he can to look out for them.
+
Cyberware [12]
  
 +
Extra Attack [25]
  
 +
Patron Corporate Illegal Weapons/Ammunition Supplier (individual or organization slightly more powerful 10, quite rarely (6 or less) ½) [5]
  
==Eren Kajian==
+
Reputation (Local area, as a good man; frightening at first glance, but a good man. Quite, polite, takes care of his sister. Nicer than…well, just about anyone they know. +4, small group, all the time) [7]
  
ST 10, DX 10, IQ 14, HT 10
+
Reputation (Cops, freaky looking bastard, but one of us once upon a time. Good guy, even if he is a little pathetic. Just takes care of his sister and keeps his head down nowadays. Sells used clothes, or something.+4, small group, some of the time (10 or less)) [3]
  
HP 10, Will 14, Per 17, FP 10
+
Street Talent (Streetwise, Urban Survival, +1 to all mental skills with the specialization “Eastside Projects: The City Dumps”)
  
Basic Lift 20 lbs, Damage: Thrust 1d-2, Swing 1d, Basic Speed: 5, Basic Move: 5
 
  
 +
Disadvantages: [-85]
  
'''Cyberware''': Pattern Recognition Audiovox, Anti-Toxin Glands, One level of Adrenal Cut-Outs, Chipware Socket.
+
Addiction: Tobacco [-5]
  
'''Advantages''':  Charisma 2, Voice, Talent: Eastgate Background. [Administration, Computer Operation, Law (Paradise), Research, Savoir-Faire (Corporate),  1 all “Eastgate” skills], Talent: Smooth Operator 1 [Acting, Carousing, Diplomacy, Fast-Talk, Intimidation, Leadership, Panhandling, Politics, Public Speaking, Savoir-Faire (Corporate), Sex Appeal, Streetwise), Talent: Street Savvy 2. (Area Knowledge (Urban), Streetwise, Survival (Urban)).
+
Bloodlust [-10]
  
'''Disadvantages''':, Overconfidence 10, Addiction 10
+
Callous [-5]
  
'''Skills''': Acting 13(14) [1], Area Knowledge (The Asylum) 14(16) [1], Area Knowledge (The City Dumps) 14(16) [1], Area Knowledge (Downtown) 15(17) [2], Area Knowledge (Eastgate) 14(17) [1], Area Knowledge (The Habitats) 14(16) [1], Area Knowledge (West Hollywood) 14(16) [1], Beam Weapons (Pistol) 10 [1], Brawling 11 [2], Carousing 14(15) [1], Computer Operation 14(15) [1], Criminology 14 [2], Diplomacy 13(14) [2], Electronics Operation (Surveillance) 14 [2], Fast-Talk 14(15) [2], Holdout 13 [1], Law (Paradise) 12(13) [1], Lockpicking 13 [1], Observation 17 [2], Photography 13 [1], Research 15(16) [4], Savoir-Faire (Corporate) 15(17) [2], Search 18 [4], Shadowing 13 [1], Streetwise (Downtown) 14(16) [2], Streetwise (Eastgate) 14(17) [1], Streetwise (The Asylum) 13(16) [1], Streetwise (The City Dumps) 13(16) [1], Streetwise (The Habitats) 13(16) [1], Streetwise (West Hollywood) 13(16) [1], Survival (Urban) 13(15) [1]
+
Dependant: Olivia Perkins, adorable, loveable 7 year old little sister (No more than 50%, Loved one, Quite often) [-20]
  
'''Equipment'''
+
Disturbing Voice [-10]
  
Non-descript Sedan, dark colours.
+
Greed [-15]
 
 
Daisho XP electrolaser pistol (Dam 1d-3 burn and HT-4(2) aff, Acc 4, Range 40/80, Wt. 2.2/0.5, RoF 3, Shots 180(3), ST 4, Bulk -2, Rcl 1, $800, LC 4) with 5 spare power-packs.
 
 
 
Mahara Rangi 9mm pistol (Dam 2d 2 pi, Acc 2, Range 150/1900, Wt. 2/0.7, RoF 3, Shots 18 1(3), ST 9, Bulk -2, Rcl 2, $800, LC 3) with 5 spare magazines.
 
Collapsible Baton
 
 
 
Suitcase with smart clothing, Sunglasses with variable lens, zoom and photography functions, Cellphone (Larger, more functional variety), Laptop and back-ups, 5 grams of high quality MDMA, Sensitive Audio-Recorder with Sound Editor and Micro-Microphone, Fibre-Optic cameras, Toolkit with power drill and 'standard content'.
 
 
 
'''Transport''':  Eren has his dark sedan, pretty much of a time that wouldn't look to out of place in any company employee fleet.
 
 
 
'''Appearance''':
 
 
 
Eren is of average height, and vaguely Eastern Mediterranean appearance: he could be Turkish or Armenian or Lebanese or more likely just another long term citizen of Paradise City, from parents who were long term citizens of Paradise City, from parents who were... At any rate, he has black hair and dark eyes, and likes to keep himself well shaven, although he sometimes has a tendancy to forget when working; a patina of stubble tends to indicate interest and engagement with the job. While he varies his clothing depending on the social situation, his dress will always be described as smart. He has a pair of shades he uses for camera work and so on, which he habitually wears when on the job, but doesn't really affect much else in terms of ornament. Those same shades serve to disguise sleep deprived eyes...
 
 
 
 
 
==Arnold Perkins==
 
 
 
Strength: 10+11+2 lifting strength (21)
 
Dexterity: 14 [80]
 
IQ: 12 [40]
 
Health: 10+3 (13)
 
 
 
HP: 10+4 (14)
 
 
 
FP: 10+6 (16)
 
 
 
Will: 12
 
 
 
Perception: 12
 
 
 
Basic Lift/Encumbrance: 106, 212, 318, 636, 1,060
 
 
 
Basic Speed: 7+3 (10)
 
 
 
Basic Move: 10+1 (11; +1 in melee combat, but only for the purposes of Turn Sequence)
 
 
 
Basic Dodge: 13-1 (12)
 
 
 
Damage: 2d, 4d-1
 
 
 
+3 punch damage
 
+3 thrust damage, -1 to defend against the blow
 
+4 elbow strike damage
 
+2 to ALL attack and damage rolls in melee
 
+2 to Hit Location in melee
 
+1 yard jumping distance
 
  
 +
Impulsiveness [-10]
  
'''
 
Advantages/Perks [43]:'''
 
 
Background (Eastside City Projects, Nashville area) [0]
 
Signature Gear (50% of average, 60,000) [4]
 
Comfortable [10]
 
Cyberware [12]
 
Patron Corporate Illegal Weapons/Ammunition Supplier (individual or organization slightly more powerful 10, quite rarely (6 or less) ½) [5]
 
Reputation (Local area, as a good man; frightening at first glance, but a good man. Quite, polite, takes care of his sister. Nicer than…well, just about anyone they know. +4, small group, all the time) [7]
 
Reputation (Cops, freaky looking bastard, but one of us once upon a time. Good guy, even if he is a little pathetic. Just takes care of his sister and keeps his head down nowadays. Sells used clothes, or something. +4, small group, some of the time (10 or less)) [3]
 
Street Talent (Streetwise, Urban Survival, +1 to all mental skills with the specialization “Eastside”) [0]
 
Smuggling Talent 2 (Smuggling, Fast Talk, Acting, Merchant, Intimidation, Driving) [10]
 
Perk: Weapon Bond (Gyroc Pistol) [1]
 
Perk: Weapon Bond (Gyroc Pistol) [1]
 
'''
 
 
Disadvantages/Quirks [-85]:'''
 
 
Addiction: Tobacco [-5]
 
Bloodlust [-10]
 
Callous [-5]
 
Dependant: Olivia Perkins, adorable, loveable 7 year old little sister (No more than 50%, Loved one, Quite often) [-20]
 
Disturbing Voice [-10]
 
Greed [-15]
 
Impulsiveness [-10]
 
 
Obsession (Raise Olivia right, give her everything she could need. Keep her safe and happy.) [-10]
 
Obsession (Raise Olivia right, give her everything she could need. Keep her safe and happy.) [-10]
  
 +
Cyberware Caused Advantages/Disadvantages:
  
'''Skills [87]:'''
+
Advantages:
 +
Combat Reflexes,
 +
Rapid Healing,
 +
Hard to Kill 4
  
Acting IA 13(15) 4
+
Disadvantages:
 +
Impulsiveness,
 +
Insomniac (15),
 +
Light Sleeper,
 +
Bad Temper,
 +
Ham Fisted,
 +
Restricted Diet (high protein food, mainly Meat)
  
Area Knowledge IE (Eastside) 13(14) 1
 
  
Area Knowledge IE (Eastside Projects) 13(14) 2
+
[91]
  
Area Knowledge IE (Eastside Playground) 13(14) 2
+
Skills:
 
 
Area Knowledge IE (Westside Deadlands) 12(13) 1
 
 
 
Area Knowledge IE (Westside Jungles, Firepits) 12(13) 1
 
 
 
Computer Operation IE 12 1
 
 
 
Driving TL8 Wheeled DA 13(15) 1
 
 
 
Driving TL8 Motorcycle DA 14(16) 2
 
 
 
First Aid IE 12 1
 
 
 
Fast Talk IA 12(15) 2
 
 
 
Filch DA 13 2
 
 
 
Guns (Gyroc) DE 19+1 16
 
  
-Technique: Dual Weapon Attack (Gyroc) 4 5
+
Running HA 13 2
  
Intimidation WA 13(15) 4
+
Brawling DE 15+1 1 (1 point free from background, 1 point spent.)
  
Judo DH 14+10 4
+
Shortsword DA 16+6 8
  
Karate DH 14+8 4
+
Karate DH 15+6 8
  
Merchant IA 15 12
+
Judo DH 15+8 8
  
Running HA 13 2
+
Guns (Pistol) DE 16 8
  
Shortsword DA 14+7 2
+
Driving TL8 Wheeled DA 14 2
  
Stealth DA 13 2
+
Driving TL8 Motorcycle DA 14 2
  
Streetwise IA(Eastside Projects, the City Dumps) 13(14) 4  
+
Fast Talk IA 13 4
  
Streetwise IA(Warzone, Eastside Playgrounds) 13(14) 2  
+
Filch DA 13 2
  
Smuggling IA 13(15) 4
+
Intimidation WA 13 4
  
Urban Survival PA 11(12) 1
+
Stealth DA 14 4
  
 +
Streetwise IA(Eastside Projects, the City Dumps) 13(14) 4
  
'''Cyberware:'''
+
Streetwise IA(Warzone, Eastside Playgrounds) 12(13) 1
  
''Advantages Granted:'' Ambidexterity; High Pain Threshold; Rapid Healing; Unfazeable;
+
Area Knowledge (Eastside) 13(14) 1
  
''Disadvantages Imposed:'' Must eat three times as much as normal, Insomniac (15), Light Sleeper, Impulsiveness, Bad Temper, Delicate Metabolism (protein rich diet), -2 acrobatics, climbing, and escape, Hamfisted (5 point version), -1 block, dodge, and parry, must make a will roll to draw a weapon not of martial art skill after surprise
+
Area Knowledge IE (Eastside Projects) 13(14) 2
  
 +
Area Knowledge IE (Eastside Playground) 12(13) 1
  
Hemispheric Symetrification: $5,000. Gives Ambidexterity.
+
Area Knowledge IE (Westside Deadlands) 12(13) 1
  
Metabolic Accelerator: $6,000. +1 Basic Speed, +1 ST, the user must eat three times as frequently as a normal person.
+
Area Knowledge IE (Westside Jungles, Firepits) 12(13) 1
  
Stimulant Feed 4,500 +1 speed, Insomniac (15), Light Sleeper
+
Computer Operation IE 13 2
  
Neuron Accelerator $5,000 +1 speed, Impulsiveness
+
First Aid IE 12 1
  
Aggression Booster: $1,000. Gives ST +2, High Pain Threshold, Bad Temper.
+
Acting IA 13 4
  
Streamlined Digestion: $2,500. Gives +1 ST, +1 HT, Delicate Metabolism (Fresh Meat Only, -20 point version).
+
Smuggling IA 14 8
  
Muscle Bonds: $3,000. +1 ST, Gives 3 Extra Hit Points.
+
Urban Survival PA 12(13) 2
  
Muscle Grafts: $8,400  +6 to ST
+
Merchant IA 14 8
  
Bionic Heart: $3,000. HT +1, FP +1, Hard to Kill +1.
 
  
Coagulant Glands: $5,000. Gives Rapid Healing.
+
Signature Gear (60,000) 58,000
 
 
Nutritional Editor: $6,000. +1 HT, 1 Extra Hit Point
 
 
 
Backup Heart: $6,000. Gives three levels of Hard to Kill, +5 Fatigue
 
 
 
All Limbs Hydraulic Rams: $2,400. Any limb with Hydraulic rams does +1 damage in hand-to-hand combat – the effect is not cumulative for weapons wielded 2-handed. If both legs have Hydraulic rams, add 1 yard to Move and jumping distance.
 
 
 
2 Elbow Brace: $2,000. +2 Judo, Wrestling, Lifting Strength, -2 Acrobatics, Climbing, Escape, +2 Punching damage, +4 elbow strike damage.
 
 
 
2 Hammer Hand: $2,000. The shoulder and elbow are rigged to throw particularly hard and fast punches and the hand and fingers are reinforced. The wrist and hand gain DR 4. Thrusting attacks made with the Hammer Hand inflict +3 damage and are defended against at -1. The hand is at +3 to resist wrist and finger locks. However, the hand has the Ham-Fisted disadvantage at the 5 point level. Hammer Hand includes the Brass Knuckles implant.
 
 
 
Cybernetic Link (Body Link +3 acrobatics, dancing, hand to hand) $4,000
 
 
 
Maxed Martial Arts Hard Reflexes (Kuntao; skills: Broadsword, Judo, Karate, Shortsword, Staff)
 
$6,000, +4 to skills related to martial art. Must make a will roll in the second after being surprised to draw a weapon not related to the art.
 
 
 
Reflex Trigger (Strike) $3,000
 
When the character is attacking unarmed, or with a melee weapon, their position in the Turn Sequence is calculated as if their Move were 1 higher, they are at +2 to all attack and damage rolls, and at +2 to the Hit Location technique. The character is at -1 to Block, Dodge and Parry.
 
 
 
2 Chip Slots $3,000.
 
 
 
Chips (all plainly visible when jacked in)
 
 
 
Unfazeable 3,000
 
 
 
SkillChip skill (fast talk) 2 1,050
 
 
 
 
 
'''Signature Gear:'''
 
  
 
Sports Motorcycle with smuggling compartments (travel bags) +13,400  
 
Sports Motorcycle with smuggling compartments (travel bags) +13,400  
 
 
Smart Car with smuggling compartments (2xtrunk) and programmable camouflage (allowing it to change colors and mimic styles)  $29,000
 
Smart Car with smuggling compartments (2xtrunk) and programmable camouflage (allowing it to change colors and mimic styles)  $29,000
 
 
Two Smugglers Travel Bags (can hold 100 pounds visibly, and 10 pounds “hidden” in a stealth compartment, giving +2 to skill) $2,400
 
Two Smugglers Travel Bags (can hold 100 pounds visibly, and 10 pounds “hidden” in a stealth compartment, giving +2 to skill) $2,400
 
 
Two Smugglers Trunk (can hold 400 pounds visibly, and 40 pounds “hidden” in a stealth compartment, giving +2 to skill) $8,000
 
Two Smugglers Trunk (can hold 400 pounds visibly, and 40 pounds “hidden” in a stealth compartment, giving +2 to skill) $8,000
 
 
Reflex Suit with thermo-optic chameleon surface (+4 to stealth in infravision or ordinary wavelengths, +2 against hyperspectral or ultraviolet, +1 against high or low band hyperspectral vision. Halved when moving.)  
 
Reflex Suit with thermo-optic chameleon surface (+4 to stealth in infravision or ordinary wavelengths, +2 against hyperspectral or ultraviolet, +1 against high or low band hyperspectral vision. Halved when moving.)  
 
12/4, flexible, all locations $5,200
 
12/4, flexible, all locations $5,200
 
 
Reflex Jacket (Heavy, disguised as trenchcoat) $575
 
Reflex Jacket (Heavy, disguised as trenchcoat) $575
 
18/6 to Torso, Limbs
 
18/6 to Torso, Limbs
  
 
+
Gear (60,000): 5,995.50
 
 
'''Gear:'''
 
  
 
Heavy Flashlight 20
 
Heavy Flashlight 20
 
 
CommLink (Small Cell phone with GPS, Neural Headset Video screen, Wearable HUD) $250
 
CommLink (Small Cell phone with GPS, Neural Headset Video screen, Wearable HUD) $250
 
 
Gripboots (equivalent to assault boots, +1 damage per die to kicking, +1 climbing (or +2 on ice)) 500
 
Gripboots (equivalent to assault boots, +1 damage per die to kicking, +1 climbing (or +2 on ice)) 500
 
 
Hip Flask (holds 1 pint) $10
 
Hip Flask (holds 1 pint) $10
 
 
Cigar Case (6 cigars) $30
 
Cigar Case (6 cigars) $30
 
 
Hyperspectral Visor (+3 vision, tracking, forensics, observation, search, can see in all light amounts, with HUD and 1xmagnification. $2,000
 
Hyperspectral Visor (+3 vision, tracking, forensics, observation, search, can see in all light amounts, with HUD and 1xmagnification. $2,000
 
 
Night Shades (Night vision 8, 2xmagnification, HUD) $250
 
Night Shades (Night vision 8, 2xmagnification, HUD) $250
 
 
Voice Mask $200
 
Voice Mask $200
 
 
Spool of razortape $40
 
Spool of razortape $40
 
 
Heavy Clamshell Armor $900
 
Heavy Clamshell Armor $900
 
 
Light Infantry Helmet + Visor $350
 
Light Infantry Helmet + Visor $350
  
 
+
Home:
 
 
'''Home:'''
 
 
 
 
3 safes (5 cubic feet each) $1,500
 
3 safes (5 cubic feet each) $1,500
 
 
Chemical Sprayer (Hidden in air duct straight above safes; biometric lock fails, these go off) $100
 
Chemical Sprayer (Hidden in air duct straight above safes; biometric lock fails, these go off) $100
 
 
Sleep Gas $0.50
 
Sleep Gas $0.50
 
 
2 x Responsive Beds $1,000
 
2 x Responsive Beds $1,000
 
 
TL9 Housebot $4,000
 
TL9 Housebot $4,000
  
'''
+
Weapons:
Personal Weapons:'''
 
 
 
 
Two Yosho-Noshi Mongolian 15mm (Dam 6d pi++, Acc 1, Range 1900, Wt. 2/1, RoF 3, Shots 9(3i), ST 10, Bulk -3, Rcl 1, $1,000, LC 3)
 
Two Yosho-Noshi Mongolian 15mm (Dam 6d pi++, Acc 1, Range 1900, Wt. 2/1, RoF 3, Shots 9(3i), ST 10, Bulk -3, Rcl 1, $1,000, LC 3)
 
Extended Clip x1.5 (13(3i))
 
Extended Clip x1.5 (13(3i))
Accessories: Infrared or Normal laser sight, Power Holster, Hud Link
 
 
Fee, with concealed carry permit $100
 
Fee, with concealed carry permit $100
 
10 clips of ammo ($650)
 
10 clips of ammo ($650)
Line 839: Line 582:
 
Superfine Long Knife (fine balance,very fine materials +1 to skill, -2 to break, +2 cutting/impaling damage ) (sw+2 (2) cut C, thrust+5 (2) imp C,1, Parry 0, weight 1.5, strength 7  
 
Superfine Long Knife (fine balance,very fine materials +1 to skill, -2 to break, +2 cutting/impaling damage ) (sw+2 (2) cut C, thrust+5 (2) imp C,1, Parry 0, weight 1.5, strength 7  
  
'''Inventory:'''
+
Inventory:
  
 
Accessories:
 
Accessories:
Line 856: Line 599:
 
Several stashed in bags of clothes (20 pounds)
 
Several stashed in bags of clothes (20 pounds)
  
8x AMT Stinger .22 (Dam 1d pi-, Acc 2, Range 60/1000, Wt. 2.5/0.3, RoF 3, Shots 9+1(3), ST 7, Bulk -2, Rcl 2, $100, LC 4) [800]
+
8x AMT Stinger .22 (Dam 1d pi-, Acc 2, Range 60/1000, Wt. 2.5/0.3, RoF 3, Shots 9+1(3), ST 7, Bulk -2, Rcl 2, $100, LC 4) [$800]
  
 
Hidden in Trunk of car (40 lbs)
 
Hidden in Trunk of car (40 lbs)
  
5xCaracas Hobgoblin .22 (Dam 2d+2 pi, Acc 1, Range 150/1900, Wt. 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2, $200, LC 3 [$1,000]
+
5xCaracas Hobgoblin .22 (Dam 2d+2 pi, Acc 1, Range 150/1900, Wt. 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2, $200, LC [$1,000]
  
 
5x Deusex AP-1 .380 (Dam 2d pi, Acc 3, Range 220/2000, Wt. 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2, $100, LC 3 [$500]
 
5x Deusex AP-1 .380 (Dam 2d pi, Acc 3, Range 220/2000, Wt. 2/0.5, RoF 3, Shots 30+1(3), ST 9, Bulk -2, Rcl 2, $100, LC 3 [$500]
 +
  
 
2x Mandla Thor .44. (Dam 3d+1 pi+, Acc 1, Range 280/2000, Wt. 2.5/0.7, RoF 3, Shots 20+1(3), ST 10, Bulk -3, Rcl 3, $250, LC 3 [$500]
 
2x Mandla Thor .44. (Dam 3d+1 pi+, Acc 1, Range 280/2000, Wt. 2.5/0.7, RoF 3, Shots 20+1(3), ST 10, Bulk -3, Rcl 3, $250, LC 3 [$500]
Line 881: Line 625:
  
 
(Located in Safes at home)
 
(Located in Safes at home)
 
 
Yosho-Noshi ICW 6.8mm (Dam 6d pi, Acc 4+2, Range 700/4000, Wt. 12/1.5, RoF 15, Shots 25+1(3), ST 10t, Bulk -5, Rcl 2, $7000, LC 1) [$7,000]
 
Yosho-Noshi ICW 6.8mm (Dam 6d pi, Acc 4+2, Range 700/4000, Wt. 12/1.5, RoF 15, Shots 25+1(3), ST 10t, Bulk -5, Rcl 2, $7000, LC 1) [$7,000]
  
Line 890: Line 633:
 
Colt Afghan LSW 15mm (Dam 6d pi++, Acc 2, Range 1900, Wt. 12/3, RoF 10, Shots 15(3), ST 8t, Bulk -4, Rcl 1, $1400, LC 1) [$1,400]
 
Colt Afghan LSW 15mm (Dam 6d pi++, Acc 2, Range 1900, Wt. 12/3, RoF 10, Shots 15(3), ST 8t, Bulk -4, Rcl 1, $1400, LC 1) [$1,400]
  
 +
Cyberware (60,000 dedicated): 79,900
  
==Vicki McMillan==
+
Semi-Obvious (Slight Bulge at the back of his skull.) Neuron Accelerator 5,000 +1 speed, Impulsiveness
 +
 
 +
Semi-Obvious (Barely noticeable traces of metal, maybe a wire, in the corners of his eyes) Stimulant Feed 4,500 +1 speed, Insomniac (15), Light Sleeper
 +
 
 +
(Visible metal pieces in the joint) Wrist Suspension: $4,000 for both. +1 Climbing, +1 Fast-Draw, +1 Fencing, +1 Pickpocket, +1 Sleight of Hand, +3 to resist the Wrist Lock technique.
 +
 
 +
(Snarls a lot, always seems mildly irritated…except when around Olivia.)Aggression Booster: $1,000. Gives ST +2, High Pain Threshold, Bad Temper.
 +
 
 +
(Can only eat meat, and does so in huge amounts. Often seen munching jerky.) Streamlined Digestion: $2,500. Gives +1 ST, +1 HT, Delicate Metabolism (Fresh Meat Only, -20 point version).
 +
 
 +
(Scars running down his arms, following the paths of the muscles.) Muscle Bonds: $3,000. +1 ST, Gives 3 Extra Hit Points.
 +
 
 +
(Scars running down his arms, stitches obviously used heavily. Moves slightly unnaturally.) Muscle Grafts: $8,400  +6 to ST
 +
 
 +
(Chest slightly raised over his heart, shows signs of surgery. No pulse, just a whirr, when a stethoscope is used.) Bionic Heart: $3,000. HT +1, FP +1, Hard to Kill +1.
 +
 
 +
(Blood is a dark, dark red color, not a natural bright red) Coagulant Glands: $5,000. Gives Rapid Healing.
 +
 
 +
(Has to eat small amounts throughout the day to avoid hunger; usually eating when not on a job) Nutritional Editor: $6,000. +1 HT, 1 Extra Hit Point.
 +
 
 +
(Visible pump jutting out of his ribcage; blood can be seen to be pumping through it.) Backup Heart: $6,000. Gives three levels of Hard to Kill, +5 Fatigue.
 +
 
 +
(Slightly jutting bits of splint still stick out an inch behind his wrists; bumps visible on his legs. Not painful; equivalent to a vestigial horn.) Bone Splints: $2,000. Gives 2 Extra Hit Points, DR 1 to the arms and legs (Limitation: Tough Skin), -1 point of damage per die in falls and crashes (maximum -5).
 +
 
 +
(Visible Metal, with plastic supports) 2 Elbow Brace: $2,000. +2 Judo, Wrestling, Lifting Strength, -2 Acrobatics, Climbing, Escape, +2 Punching damage, +4 elbow strike damage.
 +
 
 +
(Visible metal studs over knuckles, straight rods in bones of hand) 2 Hammer Hand: $2,000. The shoulder and elbow are rigged to throw particularly hard and fast punches and the hand and fingers are reinforced. The wrist and hand gain DR 4. Thrusting attacks made with the Hammer Hand inflict +3 damage and are defended against at -1. The hand is at +3 to resist wrist and finger locks. However, the hand has the Ham-Fisted disadvantage at the 5 point level. Hammer Hand includes the Brass Knuckles implant.
 +
 
 +
(Visible hydraulic reservoirs at elbows and knees, intrusive appearance down into limbs muscles) All Limbs Hydraulic Rams: $2,400. Any limb with Hydraulic rams does +1 damage in hand-to-hand combat – the effect is not cumulative for weapons wielded 2-handed. If both legs have Hydraulic rams, add 1 yard to Move and jumping distance.
 +
 
 +
(Visible bulges underneath skin where the retracted spines are, visible exit points) Spines: $3,000. Gives the Spines advantage at the 1 or 3 point levels
 +
 
 +
(Plainly visible at base of skull) 2 Chip Slots $3,000.
 +
 
 +
Chips (all plainly visible when jacked in)
 +
Unfazeable 3,000
 +
SkillChip skill (merchant) 2 1,050
 +
 
 +
Cybernetic Link (Body Link +3 acrobatics, dancing, hand to hand) $4,000
 +
 
 +
Maxed Martial Arts Hard Reflexes (Kuntao; skills: Broadsword, Judo, Karate, Shortsword, Staff)
 +
$6,000, +4 to skills related to martial art. Must make a will roll in the second after being surprised to draw a weapon not related to the art.
 +
 
 +
(In combat, lunges forward unpredictably) Reflex Trigger (Strike) $3,000
 +
When the character is attacking unarmed, or with a melee weapon, their position in the Turn Sequence is calculated as if their Move were 1 higher, they are at +2 to all attack and damage rolls, and at +2 to the Hit Location technique. The character is at -1 to Block, Dodge and Parry.
 +
 
 +
=Retired PCs=
 +
 
 +
==Adrian Griffon==
 +
 
 +
ST: 10, DX: 12, IQ: 13, HT: 10
 +
 
 +
HP 10, Will 13, Per 13, FP 10
 +
 
 +
Basic Lift 20 lbs, Damage: Thrust 1d-2, Swing 1d, Basic Speed: 5.75(6), Basic Move: 6
 +
 
 +
'''Cyberware''' (All Natural):  Chip Slot /w Pain Editor Chip, 8 lb flesh holster in torso, Two Bionic Ears w/ Sound Editor and Volume Cutout, Speedware 1 (  0.25 Speed),  Cyrberflex: Run 2 ( 4 to Running Skill).
 +
 
 +
'''Advantages''':  Basic Speed  0.25, Charisma 1, Patron (Web of friends and contacts all over the city with Current Affairs (Crime, 20 pts), Talent:  Ear to the Street 2 (Area Knowledge, Current Affairs (any street), Streetwise)  [10 pts], Westside Nation Background [Streetwise, Urban Survival, and  1 to all Mental skills that have the specialization (Westside Nation)].
 +
 
 +
'''Disadvantages''':  Code of Honor (Defend old gang in the Westside Nation, the “Nine Blades”)  [10 pts], Dependents:  Neighbors.  (Street Kids, Elderly Couple, Pair of Prostitutes).  [20 pts]
 +
 
 +
'''Skills''':
 +
Accounting 11 [1], Area Knowledge (The Asylum)  13(15)  [1], Area Knowledge (The Browns)  13(15)  [1], Area Knowledge (The Church Hill Area)  13(15)  [1], Area Knowledge (The City Dumps)  13(15)  [1], Area Knowledge (Downtown)  13(15)  [1], Area Knowledge (The Firepits)  13(15)  [1], Area Knowledge (The Habitats)  13(15)  [1], Area Knowledge (The Southside Jungles)  13(15)  [1], Area Knowledge (West Hollywood)  13(15)  [1], Area Knowledge (The Westside Nation)  14(17)  [2], Brawling 13 [2], Computer Operation  13 [1]m Current Affairs (Crime)  15(17) [4], Diplomacy  13 [4], Driving (Automobile)  13 [1], Driving (Motorcycle)  14 [2], Fast-Draw (Knife)  14 [4], Fast-Talk  13 [2], Guns (Pistol)  13 [2], Guns (SMG)  13 [2], Holdout  13 [2], Jumping  12 [1], Karate  13 [8], Melee Weapon (Knife)  15 [8], Research  14 [4], Running  10(14) [2], Stealth  13 [4], Streetwise (The Asylum)  12(15) [1], Streetwise (The Browns)  12(15) [1], Streetwise (The Church Hill Area)  12(15) [1], Streetwise (The City Dumps)  12(15) [1], Streetwise (Downtown)  12(15) [1], Streetwise (The Firepits)  12(15) [1], Streetwise (The Habitats)  12(15) [1], Streetwise (The Southside Jungles)  12(15) [1], Streetwise (West Hollywood)  12(15) [1], Streetwise (The Westside Nation)  13(16) [2], Urban Survival  12(13) [1]
  
[[Image:Vicki2.jpg]]
+
'''Weapons''':
  
Player: Illegible Smudge, Age: 21, Height: 5'4", Weight: 130 lbs, Build: Slim/Petite, Points: 170, Background: Church Hill
+
Machine Pistol: Daisho Jackal 9mm Machine Pistol (Dam 3d pi, Acc 2, Range 160/1800, Wt. 2.5/1, RoF 10, Shots 30 1(3), ST 9, Bulk -2, Rcl 3, $500, LC 2)
  
ST 12 (0)DX 15 (100) IQ 12 (40) HT 12 (20)
+
Combat Pistol:  Glock 90 10 mm (Dam 3d pi , Acc 2, Range 280/2000, Wt. 2.5/0.7, RoF 3, Shots 20 1(3), ST 10, Bulk -2, Rcl 3, $540, LC 3)
  
HP 12, Will 16, Per 12, FP 12
+
Holdout Pistol:  AMT Insurance .25 (Dam 2d pi, Acc 1, Range 100/1200, Wt. 1/0.2, RoF 3, Shots 18 1(3), ST 6, Bulk -1, Rcl 2, $240, LC 3)
  
Basic Lift 29 lbs, Damage: Thrust 1d-1, Swing 1d 2, Basic Speed: 7 (5 pts), Basic Move: 7
+
Combat Knife:  Large, Vibro, Super-Fine.  (Sw 1d (5) Cut, Th 2d (5) Imp.  LC 3)
  
'''Cyberwear''': Hard Reflexes: Balance, Long Vibro-Claws (Semi-Natural), Aggression Booster, Wired Reflexes (Semi-Natural), Fear Block, Light Tattoo: Gang Symbol
+
Holdout Knife: Small, Super-Fine.  (Sw 1d-1 (2) Cut, Th 1d-1 (2) Imp.  LC 4)
  
'''Advantages''': Combat Reflexes [15], Background: Church Hill [0], $60k of Cyberwear [12], Talent: Street [0], Attractive [4]
+
'''Armor''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3)
  
'''Disadvantages''': Shyness [-10], Miserliness [-10], Wealth: Struggling [-10], Impulsiveness [-10], Greed [-15], Addiction: Cigarettes [-5], Dependent: Her girlfriend Krystal (Loved One x2, 50% or less, 9 or less)[-10], Sense of Duty: Her former gangmates [-5], Bad Temper [0], Overconfidence [0]
+
'''Transport''': Motorcycle.
  
'''Skills''': Acrobatics 17 [2], Area Knowledge: Church Hill 12 [0], Area Knowledge: Downtown 12 [1], Brawling 16 [0], Climbing 17 [2], Computer Operation 12 [1], Dancing 17 [1], Electronics Ops: Security 14 [8], Fast-Draw: Pistol 17 [1], First-Aid 12 [1], Guns: Gyroc 15 [1], Holdout 11 [1], Intimidation 14 [2], Judo 14 [1], Jumping 17 [2], Karate 18 [8], Lockpicking 14 [8], Merchant 10 [2], Observation 12 [2], Pickpocket 14 [2], Stealth 17 [4], Streetwise: Church Hill 10 [0], Streetwise: Downtown 10 [1], Shadowing 12 [2], Urban Survival 12 [1]
+
'''Other Equipment''': Business Cards, Mobile Phone  ???
  
'''Weapons''':  
+
'''History''': Adrian grew up on the streets of the Westside Nation, his parents were killed in a gang war when he was twelve and he has been surviving on the mean streets ever since.
  
Vibro-Claws (Dam 2d 2 (5) cut / 2d 1 imp (5), Reach 1/C, Parry 0, Cost $5000)
+
Not particularly strong he was quick and smart, this saw him picked up by the (insert gang name) as a runner for them. Mostly tasked with delivering small quantities of drugs to the gang’s customers he soon came to know his way around the local streets and then the rest of Westside.
  
Ironstate Riotgun gyroc pistol 15mm (Dam 6d pi++, Acc 0, Range 1900, Wt. 2/0.7, RoF 3, Shots 6(3), ST 10, Bulk -2, Rcl 1, $150, LC 3)
+
Soon after he found a mentor in “Blade” a local street tough who was an expert in martial arts and deadly with a knife. He became the father figure in Griffon’s life and taught him a lot about surviving on the streets.
  
'''Armour''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3)
+
Being an inquisitive and friendly sort he soon developed a number of friends and contacts around Paradise’s seedier side. His bosses within the gang soon came to see his ability to move relatively freely throughout the city as a blessing and promoted him to do courier work of a more legitimate nature.
  
'''Other Equipment''': Light Intensification Contacts ($300/neg), Electronic Lockpick ($1500/3 lbs), Lockpicks ($50), Belt Holster ($25), Wristwatch ($20), Zippo Lighter ($25)
+
Griffon used this opportunity to make more contacts around the city. He had an idea of how one day he would be able to get out of the courier business to become an information broker.
  
'''Transport''':  Vicki tends to use public transport such as the subway for the most part, or else goes on foot if the distances are not too far. I don't see her owning a car.  When with the team, she rides in Jacob's sedan.
+
At around age 23 Griffon began his career as an information broker, he found he could find out all sorts of interesting things about people in all sorts of places. He has had many opportunities for blackmail but has yet to resort to the darker side of his business.  
  
'''Description''': Slim and petite but intense looking young woman with shoulder length glossy blue hair. She habitually wears a leather jacket and urban camouflage pattern cargo pants with army boots, clearly identifying herself as a gang-member. Her eyes are bright Frodo-blue and she seems to oscillate between being withdrawn and suddenly hostile and confrontational when people get too close. Those who look carefully can just make out faint silver threads of circuitry running beneath the skin and note that her fingernails appear to be made of stainless-steel.
+
Currently Griffon operates out of and old apartment building which he shares with a group of street kids, an elderly couple and a pair of prostitutes. He considers them his people and does what he can to look out for them.
  
 
=The Story So Far=
 
=The Story So Far=
Line 1,064: Line 871:
  
 
''Use the ID discovered on the bodies, and do some Net searches, finding out about the dead gangers.''
 
''Use the ID discovered on the bodies, and do some Net searches, finding out about the dead gangers.''
 
'''Day Two/Scene Seven (Downtown or We Meet At Last! Eeeeeeek!)'''
 
 
The team drive to the Downtown area in order to set up surveillance on Del Kim, another of the people on the list. Del Kim turns out to be the livein owner/manager of the Last Grenadier, a bar situated on ShibaWeis Road. After some preliminary outside surveillance and research, which reveals the fact that weapons are prohibited and that the bar closes from 9am to 2pm, Katherine, Lars, and Allen, prepare to go inside to do some further reconnaisance and, hopefully, work out where exactly Kim's residence is, whilst Jacob and Anvil remain in the street outside, in Katherine's car. The entire team remain in contact via radio links. Allen enters the building, leaving his gun with the bouncer, followed a minute or so later by Lars, who leaves behind his knife. Katherine is the last to enter the bar; she doesn't leave her gun or knife at the front, due to the fact that she left all her weapons back at her car. Having entered separately, to minimise the chance that people would realise they were a group, the three team members reunite at the bar itself. The team members soon spot Del Kim himself, sitting at the far end of the bar, on the service side, chatting with friends. They also see a doorway behind the bar. Whilst Allen engages the bartender in conversation, Katherine goes to the ladies' restroom, to investigate the possibility that the psycho might be able to see it as a method of entering the bar. She discovers that the place is very clean and hygienic and that she, at least, being nimble, could get into the restroom via one of the windows, though it would probably not be able to be opened from the outside without destroying it. She returns to the bar.
 
 
Meanwhile, Jacob and Anvil see a pair of battered red sedans pull up to the front of the Last Grenadier. Inside are a group of about eight young adults who look very familiar to the team: buzzcut haircuts, trenchcoats, and mirrorshades. The Hudson Kings, presumably. Anvil alerts the team members side the building, whilst Jacob prepares to distract them with his assault weapon. Allen then saunters towards the front door, keeping tables as cover between him and the exit. Allen is followed by Lars who gets his knife back from security, before moving to the exit. Katherine remains seated at the bar, in case the attack is a diversion for an actual attack on Del Kim, armed only with a heavy duty glass and a full bottle of beer. The eight gangers exit the sedans and start heading towards the Last Grenadier and the apprehensive bouncer. Jacob sprays one sedan with bullets, taking them completely by surprise. Three of the gangers react by standing around like idiots, two start to go for weapons, two dive for cover, whilst the last grapples the bouncer who is trying to make a break for the bar. Jacob drives away from the scene as quickly as possible. Luckily, the panicking people in the street keep the gangers from getting a clear shot at the car. At is at this point that, Arnold Perkins, the newest member of the team, shows up. In the ensuing gun battle, he kills three of the gangers, whilst Lars and Allen take another one prisoner, but not before one of the gangers fires a gas round into the bar. Finally, Allen bluffs, making the gangers believe that the team are a police SWAT team. The bluff works and the remaining three gangers run for it. Allen takes his "prisoner" to the car to question him. During the following conversation, the ganger confirms that they are the Hudson Kings and reveals that they were hired by the "metalman" who told the Kings that the team were bounty hunters after him, mercenary street ops working for the corpse.
 
 
Inside the bar the customers, panicked by the gas round, are trying to make a break for it, panicking even more when they realise that the back door is locked. Something starts battering that back door down. Katherine jumps over the bar to use it for cover, taking her metal bar stool with her, and fills a mug with hot water to use as a weapon when the psycho (for the team is sure it is he) finally breaks down the door. When Arnold comes into the bar, trying to help, Kim mistakes him for an enemy and starts talking shots at him with his shotgun. Fortunately, Arnold dodges each time. Unfortunately, that means the shotgun is empty by the time the door is broken in.... The backdoor smashes in, revealing the 'thing'. It wears a battered brown trenchcoat and a wide-brimmed hat and is more or less in the shape of a human being, but the proportions and angles are wrong. The 'thing' is likely 99% machinery, with the chest being too cylindrical and the limbs too thick, like telephone poles. The "hands" are metallic, slablike, and fingerless, covered with thin stick-like silver manipulators. The "head" is hidden by the hat, but is too small for a human head, barely big enough for a face, and certainly too small for a human brain. The 'thing's voice is obviously artificial, sounding like a "cross between an electric organ, a razor and an old combustion engine", and accompanied by static. Turning towards Del Kim it says "How can he live without his kidney". Seeing this 'thing' the team realises they are out of their league. Even Arnold, the most cybered individual in the team, isn't a match for it, and Arnold is badly hurt trying to hold it up. The team in the bar, along with Del Kim, flee for Allen's car, Katherine using her mug of hot water and beer bottle to good effect, distracting two gangers who suddenly show up, so that they she and Kim can get past them, whilst Jacob uses Katherine's car to run them over. The two cars speed safely off, Jacob's distraction being enough to have stopped any pursuit. The team decides to lie low and start heading for the Salariman Easy, a fly-by-night hotel, with Del Kim and the ganger along for the ride as well.
 
 
''Question the ganger about the "metalman". What did he mean by "working for the corpse": the corpse that the parts came from?
 
''Should we call the cops? It looks like we may be out of our league''
 
 
'''Day Two/Scene Eight (The Salariman Easy) '''
 
 
The team arrive at the hotel where Allen books a room for them all. The team makes sure that Del Kim and the ganger, along with the team members to look after them, go up the back entrance from the parking garage.
 
 
Once in their suite of the rooms, Jacob and Katherine look after Arnold's wounds, whilst Anvil and Allen question the captured ganger, who is still under the mistaken impression that the team are cops.
 
 
He turns out to be Multipack Goodwin of Nineteen. 2904 B Stewart Building, 1000 Arcadia Road and he reveals that the metalman hired him and the rest of the Hudson Kings a few days ago, when the team first appeared, through a fixer by the name of Geo Schlesinger, and it was he who set the Hudson Kings on the team in the firefight outside the hospital. Recently, the main team was sent against Del Kim whilst another team to Angela Starsky in the Asylum (presumably the two bodies found earlier). The next target was to be William Price, the 14 year old who lives in Church Hill (though the ganger noted that that might change with the team's interference), whilst Victor Lebedev and Captain Philip Abu-Assad were also listed as potential targets. Allen tries to spread the rumour that Captain Philip Abu-Assad is already dead, putting the blame for the severing of his arm on a team of Hudson Kings. The Kings were ordered to remove the relevant organ from each body, not to injure it in any way, and to put it on ice. They also discover the Kings mostly likely had nothing to do with the murder of the two cops and Multipack, when threatened with this, says that he'll help the team get the metalman; the team lets him go with the story that he escaped the team.
 
 
The team discovers very little about the metalman through all of this, but they do discover that he drives a black Ford Abrams that he can jack into with a rollcage, armour, teched out engine, and a very nice stereo system. This is necessary, since he isn't his legs are too big for him to fit into a normal car. They also discover that he has rifles, possibly has longarms, and is probably ex-military.
 
 
Having told the Del Kim he could go (he claiming to have a safe place to lie low) and let Allen's contact know a part of the truth (that the Hudson Kings shot up the Last Grenadier and were working with a cyborg, and that one of the targets was Angela Starsky) the team start to argue about how to take out this fully-cyborged killing machine. A tentative plan is made that involves junker vehicles, bombs,(maybe) EMP devices, and possibly getting the gangers whose warchief was killed along for the ride, and then the more tired members of the team (including Katherine) get a few hours of precious shut-eye before the real work begins.
 
 
'''We could possibly follow Multipack and discover more about this metalman.'''
 
  
 
=What We Know So Far=
 
=What We Know So Far=
Line 1,121: Line 903:
  
 
'''Date: 7th April 2106 (late)''': Two gangers with long trenchcoats, mirrorshades, and with buzzcut hair (the Hudson Kings?) were found, dead, in a wrecked cheap new four-wheel Rendolant opposite the building of Angela Starsky, one of the (still living) donor recipients, on the evening of 7th April 2106. They were warm and so had only been killed a short while before. A search of the bodies revealed that one is (or has ID for) Carl Dayvid Andrews and the other has ID with a few names, those being Rob Springer, Rob Catch, and Rob Baggins. Doubts were raised as to whether the punks (high on some substance) had killed them, while team members wondered whether they were casing Starsky's building.
 
'''Date: 7th April 2106 (late)''': Two gangers with long trenchcoats, mirrorshades, and with buzzcut hair (the Hudson Kings?) were found, dead, in a wrecked cheap new four-wheel Rendolant opposite the building of Angela Starsky, one of the (still living) donor recipients, on the evening of 7th April 2106. They were warm and so had only been killed a short while before. A search of the bodies revealed that one is (or has ID for) Carl Dayvid Andrews and the other has ID with a few names, those being Rob Springer, Rob Catch, and Rob Baggins. Doubts were raised as to whether the punks (high on some substance) had killed them, while team members wondered whether they were casing Starsky's building.
 
'''Date: 7th April 2106 (even later)''': The team, casing the next place to put cameras, The Last Grenadier, run into the Hudson Kings again. After Allen bluffs the Kings into believing that the team are cops, his prisoner reveals that the Kings have been hired by the psycho, the "metalman"; the "metalman" told them that the team were assassins/bounty hunters working for the corpse. The team members inside the bar actually spot this "metalman", who appears to be 99% cybered up.  wears a battered brown trenchcoat and a wide-brimmed hat and is more or less in the shape of a human being, but the proportions and angles are wrong. The "metalman' is likely 99% machinery, with the chest being too cylindrical and the limbs too thick, like telephone poles. The "hands" are metallic, slablike, and fingerless, covered with thin stick-like silver manipulators. The "head" is hidden by the hat, but is too small for a human head, barely big enough for a face, and certainly too small for a human brain. The 'things' voice is obviously artificial, sounding like a "cross between an electric organ, a razor and an old combustion engine", and accompanied by static. He is obviously there to kill Del Kim and take his kidney for he says, turning to look at Kim, "How can he live without his kidney?" The team members later speculate that maybe the "metalman" or "thing" (as the team members dub it) is the original owner of the organs its been "repossessing". However, if that is so, than a high ranking member of Yardley-West-Templeton Hospital's administration, such as its CEO, would have had to have sanitised the autopsy which would have revealed the fact that the body had no brain.
 
  
 
==The Targets (Living and Dead)==
 
==The Targets (Living and Dead)==
Line 1,138: Line 918:
 
'''Sarah Freeland''' (dead)
 
'''Sarah Freeland''' (dead)
  
Sarah Freeland was a young police officer who lived in The Towers. She had her partner were murdered in Netflix Parade in The Towers on 7th April 2106. Freeland then had her spine removed. After the murder the Hudson Kings, gangers based around Hudson Street, The Towers, went to ground, as did "Billy Dancer" a man who knew the cops.
+
Sarah Freeland was a young police officer who lived in The Towers. She had her partner were murdered in Netflixe Parade in The Towers on 7th April 2106. Freeland then had her spine removed. After the murder the Hudson Kings, gangers based around Hudson Street, The Towers, went to ground, as did "Billy Dancer" a man who knew the cops.
  
 
'''Del Kim''' (alive)
 
'''Del Kim''' (alive)
  
Del Kim lives in the Downtown area. He is a short and somewhat pudgy white-haired man. He frequents a local club, the Last Grenadier. His web security is surprisingly good and he protects his accounts carefully. His credit history has its ups and downs, however, and he once declared bankruptcy. Judging by the sorts of funds involved, it looks like he was making some investments. Del Kim was the latest target of the psycho but was saved by the intervention of the team. He is currently with the team in the Salariman Easy.
+
Del Kim lives in the Downtown area. He is a short and somewhat pudgy white-haired man. He frequents a local club, the Last Grenadier. His web security is surprisingly good and he protects his accounts carefully. His credit history has its ups and downs, however, and he once declared bankruptcy. Judging by the sorts of funds involved, it looks like he was making some investments.
  
 
'''David Kline''' (dead)
 
'''David Kline''' (dead)

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)