Editing Paradise City:Dave Kline Got Murdered

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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]
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Arnold Perkins, Smuggler and general Thug
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Arnold Perkins is am imposing figure; heavily cybered for his previous career as a member of the armed CityPol in the Eastside, a career that forced him to learn to defend himself, and more. Now, he is almost devoid of natural joints, his organs heavily modified, constantly feeling cold or hot from the unnatural materials that so pervasively inhabit his body. When his father was gunned down in the streets, he was left to raise his little sister, still only a baby, left orphaned as his fathers current wife had died in childbirth. He left his job, immediately bonding with the little baby, and spent his time barely managing a living online in order to stay and raise and protect his little sister.
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As she grew older, and began attending school, he had to find a way to make a living; his previous career was off limits to him; something about the way he had quit got him blacklisted for subsequent rehiring. Must have been  because he cited family reasons, and the rampant corruption of the force as his reasons for quitting. So, he went under the knife again, and again, reinforcing his already nearly inhuman body in order to manage a career breaking the laws and regulations he had once enforced, selling guns and ammunition to the gangs and criminal underworld in the surrounding zones. When his reputation as a reputable source of weaponry really took off was when he was contacted by a shady corper who had backyard connections to arms manufacturers; he was a handy middleman for the greedy arms manufacturers, and his business really took off.
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Now, he relies almost entirely on smuggling for his money, though he takes odd jobs as well on the side, depending on the payment offered. The few he has accepted have been high profile situations, that needed to be dealt with in a low profile manner; he did well, and was contacted by a rather attractive female fixer about possibly representing him. Within three months, she had him in as a second-stringer on a 200,000 square job.
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Strength: 10+11+2 lifting strength (21)
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Dexterity: 14 [80]
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IQ: 12 [40]
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Health: 10+3 (13)
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HP: 10+4 (14)
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FP: 10+6 (16)
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Will: 12
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Perception: 12
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Basic Lift/Encumbrance: 106, 212, 318, 636, 1,060
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Basic Speed: 7+3 (10)
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Basic Move: 10+1-1 (10; +1 in melee combat, but only for the purposes of Turn Sequence) [-5]
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Basic Dodge: 13-1 (12)
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Damage: 2d, 4d-1
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+3 punch damage
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+3 thrust damage, -1 to defend against the blow
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+4 elbow strike damage
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+2 to ALL attack and damage rolls in melee
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+2 to Hit Location in melee
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+1 yard jumping distance
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'''
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Advantages/Perks [41]:'''
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Background (Eastside City Projects, Nashville area) [0]
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Signature Gear (50% of average, 60,000) [4]
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Comfortable [10]
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Cyberware [12]
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Patron Corporate Illegal Weapons/Ammunition Supplier (individual or organization slightly more powerful 10, quite rarely (6 or less) ½) [5]
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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]
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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]
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Street Talent (Streetwise, Urban Survival, +1 to all mental skills with the specialization “Eastside”) [0]
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Smuggling Talent 2 (Smuggling, Fast Talk, Acting, Merchant, Intimidation, Driving) [10]
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'''
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Disadvantages/Quirks [-85]:'''
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Addiction: Tobacco [-5]
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Bloodlust [-10]
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Callous [-5]
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Dependant: Olivia Perkins, adorable, loveable 7 year old little sister (No more than 50%, Loved one, Quite often) [-20]
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Disturbing Voice [-10]
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Greed [-15]
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Impulsiveness [-10]
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Obsession (Raise Olivia right, give her everything she could need. Keep her safe and happy.) [-10]
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'''Skills [89]:'''
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Acting IA 12(14) 2
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Area Knowledge IE (Eastside) 13(14) 1
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Area Knowledge IE (Eastside Projects) 13(14) 2
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Area Knowledge IE (Eastside Playground) 13(14) 2
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Area Knowledge IE (Westside Deadlands) 12(13) 1
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Area Knowledge IE (Westside Jungles, Firepits) 12(13) 1
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Computer Operation IE 12 1
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Driving TL8 Wheeled DA 13(15) 1
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Driving TL8 Motorcycle DA 13(15) 1
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First Aid IE 12 1
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Fast Talk IA 12(15) 2
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Filch DA 13 2
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Guns (Gyroc) DE 20 24
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-Technique: Dual Weapon Attack (Gyroc) 4 5
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Intimidation WA 12(14) 2
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Judo DH 14+10 4
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Karate DH 14+8 4
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Merchant IA 15 12
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Running HA 13 2
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Shortsword DA 15+8 4
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Stealth DA 14 4
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Streetwise IA(Eastside Projects, the City Dumps) 13(14) 4
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Streetwise IA(Warzone, Eastside Playgrounds) 12(13) 1
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Smuggling IA 13(15) 4
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Urban Survival PA 12(13) 2
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'''Cyberware:'''
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''Advantages Granted:'' Ambidexterity; High Pain Threshold; Rapid Healing; Unfazeable;
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''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
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Hemispheric Symetrification: $5,000. Gives Ambidexterity.
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Metabolic Accelerator: $6,000. +1 Basic Speed, +1 ST, the user must eat three times as frequently as a normal person.
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Stimulant Feed 4,500 +1 speed, Insomniac (15), Light Sleeper
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Neuron Accelerator $5,000 +1 speed, Impulsiveness
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Aggression Booster: $1,000. Gives ST +2, High Pain Threshold, Bad Temper.
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Streamlined Digestion: $2,500. Gives +1 ST, +1 HT, Delicate Metabolism (Fresh Meat Only, -20 point version).
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Muscle Bonds: $3,000. +1 ST, Gives 3 Extra Hit Points.
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Muscle Grafts: $8,400  +6 to ST
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Bionic Heart: $3,000. HT +1, FP +1, Hard to Kill +1.
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Coagulant Glands: $5,000. Gives Rapid Healing.
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Nutritional Editor: $6,000. +1 HT, 1 Extra Hit Point
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Backup Heart: $6,000. Gives three levels of Hard to Kill, +5 Fatigue
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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.
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2 Elbow Brace: $2,000. +2 Judo, Wrestling, Lifting Strength, -2 Acrobatics, Climbing, Escape, +2 Punching damage, +4 elbow strike damage.
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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.
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Cybernetic Link (Body Link +3 acrobatics, dancing, hand to hand) $4,000
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Maxed Martial Arts Hard Reflexes (Kuntao; skills: Broadsword, Judo, Karate, Shortsword, Staff)
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$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.
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Reflex Trigger (Strike) $3,000
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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.
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2 Chip Slots $3,000.
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Chips (all plainly visible when jacked in)
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Unfazeable 3,000
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SkillChip skill (fast talk) 2 1,050
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'''Signature Gear:'''
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Sports Motorcycle with smuggling compartments (travel bags) +13,400
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Smart Car with smuggling compartments (2xtrunk) and programmable camouflage (allowing it to change colors and mimic styles)  $29,000
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Two Smugglers Travel Bags (can hold 100 pounds visibly, and 10 pounds “hidden” in a stealth compartment, giving +2 to skill) $2,400
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Two Smugglers Trunk (can hold 400 pounds visibly, and 40 pounds “hidden” in a stealth compartment, giving +2 to skill) $8,000
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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.)
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12/4, flexible, all locations $5,200
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Reflex Jacket (Heavy, disguised as trenchcoat) $575
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18/6 to Torso, Limbs
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'''Gear:'''
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Heavy Flashlight 20
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CommLink (Small Cell phone with GPS, Neural Headset Video screen, Wearable HUD) $250
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Gripboots (equivalent to assault boots, +1 damage per die to kicking, +1 climbing (or +2 on ice)) 500
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Hip Flask (holds 1 pint) $10
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Cigar Case (6 cigars) $30
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Hyperspectral Visor (+3 vision, tracking, forensics, observation, search, can see in all light amounts, with HUD and 1xmagnification. $2,000
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Night Shades (Night vision 8, 2xmagnification, HUD) $250
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Voice Mask $200
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Spool of razortape $40
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Heavy Clamshell Armor $900
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Light Infantry Helmet + Visor $350
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'''Home:'''
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3 safes (5 cubic feet each) $1,500
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Chemical Sprayer (Hidden in air duct straight above safes; biometric lock fails, these go off) $100
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Sleep Gas $0.50
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2 x Responsive Beds $1,000
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TL9 Housebot $4,000
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'''
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Personal Weapons:'''
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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)
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Extended Clip x1.5 (13(3i))
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Accessories: Infrared or Normal laser sight, Power Holster, Hud Link
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Fee, with concealed carry permit $100
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10 clips of ammo ($650)
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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
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'''Inventory:'''
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Accessories:
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10xNight Shades [$2,500]
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10xInfrared Glasses [$5,000]
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5xPower Holster [$5,000]
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In bags, trunk, plainly visible: $2,500 dollars worth of clothing, with normal street clothes in bags in the car, hard wearing tougher clothes in the other bag, and nicer gear (either respectable clothes, or synthleather jackets, shoes, and the like) in the trunk. Arnold covers as a clothing merchant, and also makes a little money on the side doing it while he’s actually working. Huge variety; buys his stuff at pawnshops, estate sales, that kind of thing. Nice stuff separated, and kept in trunk locked.
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Special Ammunition:
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EMP rounds (10xnormal cost, $500 worth)
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Shotshell rounds (normal cost, $500 worth)
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HEC rounds (normal cost, $1,500 worth)
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Normal Ammunition (normal cost, $2,500 worth)
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Several stashed in bags of clothes (20 pounds)
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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]
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Hidden in Trunk of car (40 lbs)
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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]
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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]
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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]
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2x Damno Streetkeeper .60 (Dam 4d+2 pi++, Acc 1, Range 250/2700, Wt. 4/0.2, RoF 3, Shots 11+1(3), ST 12, Bulk -3, Rcl 4, $450, LC 3) [$900]
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(Hidden in two Trunks at home, 80lbs)
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10x Najal Survival .25 (Dam 2d-1 pi, Acc 1, Range 100/1200, Wt. 1/0.2, RoF 3, Shots 18+1(3), ST 6, Bulk -1, Rcl 3, $100, LC 3) [$1,000]
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2xColt AR-900 .40 Assault Rifle (Dam 8d pi++, Acc 4, Range 800/2200, Wt. 8/2, RoF 10, Shots 50+1(3), ST 11t, Bulk -4, Rcl 3, $2500, LC 2) [$5,000]
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3x Thorak Demolition Gyroc Carbine 15mm (Dam 6d pi++, Acc 1, Range 1900, Wt. 4/1, RoF 3, Shots 10(3), ST 7t, Bulk -3, Rcl 1, $200, LC 2) [$600]
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3x S&W Chokma CAWS 12g (Dam 4d+4 pi++, Acc 2, Range 100/500, Wt. 10/1.5, RoF 10 (or 10x9 at 1d+1 pi-), Shots 10+1(3), ST 11t, Bulk -5, Rcl 4, $400, LC 2)[$1,200]
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3x Mahara Kali Gyroc Carbine 15mm (Dam 6d pi++, Acc 2, Range 1900, Wt. 4/2, RoF 3, Shots 15(3), ST 8t, Bulk -4, Rcl 1, $700, LC 2) [$2,100]
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(Located in Safes at home)
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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]
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Zauben Fafnir 5.7mm Gatling Carbine (Dam 4d pi-, Acc 4, Range 350/3000, Wt. 10/2, RoF 40, Shots 200(3), ST 9t, Bulk -4, Rcl 2, $2400, LC 1). [$2,400]
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2x Colt Dragon LAW 15mmPBL (Dam 3d+2 pi++, Acc 4, Range 220/2000, Wt. 20/10, RoF 30, Shots 30(30), ST 10t, Bulk -6, Rcl 1, $3000, LC 1) [$6,000]
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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]
  
 
=Retired PCs=
 
=Retired PCs=

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