Difference between revisions of "S*** City Characters"

From RPGnet
Jump to: navigation, search
Line 75: Line 75:
  
 
'''''Crap'''''<br>
 
'''''Crap'''''<br>
A sprawling basement workspace with weird-ass electronica, machining tools, and a proving range.
+
A sprawling basement workspace with weird-ass electronica, machining tools, and a proving range.<br>
 +
Various hi-tech and luxe oddments: 3-barter
 
<br>
 
<br>
 
<br>
 
<br>

Revision as of 09:26, 22 November 2010

Thanks for visiting Shit City! We hope you took a little something with you.

Starring, in no particular order:

Hammer the Chopper

Stats and Basic Moves
Cool +1* (Do something under fire)
Hard +2 (Go aggro, seize by force)
Hot 0 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird -1 (Open yer brain)

Special Moves
Pack Alpha: Roll +Hard to impose will on gang.
Fucking Thieves: Roll +Hard to shake out pockets and saddlebags for that thing you really, really need.

Crap
1-armor
Sawed-off (3-harm close reload messy)
Machete (3-harm hand messy)
Hammer's Gang, the 2-Harm Medium Disciplined Obliged Scorpions!

  • Turk, Guzz, Spokes, Chum, Rust, Tucker, Newt, Koz, Lucky, No-Nose, Stump, Tubby, Vix, Fork, Joker, Torch, Roadkill, Orly, 8-Ball, Therm, Tiny, Zilla, Sark, Wino, Cap, Gutshot, Drip, Grinder, Zed, Scuff


Wakeman the Gunlugger

Stats and Basic Moves
Cool -1 (Do something under fire)
Hard +3 (Go aggro, seize by force)
Hot -2 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird +2 (Open yer brain)

Special Moves
Insano Like Drano: +1 Hard
NOT TO BE FUCKED WITH: Counts as a 3-Harm Small gang in battle, with appropriate armor.
Battle-Hardened: When Acting Under Fire, roll +Hard instead of +Cool.

Crap
2-armor
Silenced sniper rifle (3-harm ap far hi-tech)
SMG(2-harm ap close area loud)
Grenades (4-harm hand area reload messy)
Oddments worth 1-barter

Barnum the Hardholder

Stats and Basic Moves
Cool +1 (Do something under fire)
Hard +2 (Go aggro, seize by force)
Hot +1 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird -2 (Open yer brain)

Special Moves
Leadership: Roll +Hard to command gang in a fight.
Wealth: Roll +Hard at the beginning of the session to determine the Hold's state of surplus or want.

Crap
Shotgun (3-harm close messy)
Silenced Sniper Rifle (3-harm far hi-tech)
Oddments-a-plenty, including much delightful lucre: 2-barter
Barnum's Gang, the 4-Harm Medium Unruly 1-armor Executors!

  • Some names soon.

Robinson the Savvyhead

Stats and Basic Moves
Cool +1 (Do something under fire)
Hard -1 (Go aggro, seize by force)
Hot 0 (Seduce or manipulate)
Sharp +1 (Read a sitch, read a person)
Weird +2 (Open yer brain)

Special Moves
Oftener Right: +1 to others' rolls made when following your honest advice: mark experience when they do so.
Bonefeel: Roll +Weird at the beginning of the session to establish hold for being in the right place at the right time.

Crap
A sprawling basement workspace with weird-ass electronica, machining tools, and a proving range.
Various hi-tech and luxe oddments: 3-barter



Return to Shit City