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=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==
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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]
 
=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]
 
 
'''Weapons''':
 
 
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)
 
 
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)
 
 
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)
 
 
Combat Knife:  Large, Vibro, Super-Fine.  (Sw 1d (5) Cut, Th 2d (5) Imp.  LC 3)
 
 
Holdout Knife:  Small, Super-Fine.  (Sw 1d-1 (2) Cut, Th 1d-1 (2) Imp.  LC 4)
 
 
'''Armor''': Ballistic Vest (DR 12 vs piercing and cutting / DR 4 vs other damage, Flexible, LC 3)
 
 
'''Transport''':  Motorcycle.
 
 
'''Other Equipment''':  Business Cards, Mobile Phone  ???
 
 
'''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.
 
 
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.
 
 
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.
 
 
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.
 
 
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.
 
 
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.
 
 
 
 
==Eren Kajian==
 
 
ST 10, DX 10, IQ 14, HT 10
 
 
HP 10, Will 14, Per 17, FP 10
 
 
Basic Lift 20 lbs, Damage: Thrust 1d-2, Swing 1d, Basic Speed: 5, Basic Move: 5
 
 
 
'''Cyberware''':  Pattern Recognition Audiovox, Anti-Toxin Glands, One level of Adrenal Cut-Outs, Chipware Socket.
 
 
'''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)).
 
 
'''Disadvantages''':, Overconfidence 10, Addiction 10
 
 
'''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]
 
 
'''Equipment'''
 
 
Non-descript Sedan, dark colours.
 
 
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==
 
==Arnold Perkins==
Line 890: Line 644:
 
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]
  
 +
=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]
  
==Vicki McMillan==
+
'''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 1,075: Line 845:
 
''Question the ganger about the "metalman". What did he mean by "working for the corpse": the corpse that the parts came from?
 
''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''
 
''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=

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