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NPCs in Southside


MBCE

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Monty Jacobs (created by MBCE; PM usage)

Monty Jacobs is 36 years old and owner of Monty's Garage. Monty bought the garage only five years and has been able to keep teh business afloat.

Monty helps the neighbor as much as possible. He often uses a spare room on the second floor to house people in trouble. His door has always been open to help anyone who asks for it. His reputation has spread through out the gang ranks as a safe haven from the law. This has gained Monty slight protection from both the gangs in Southside and Lincoln.

STREETWISE/GATHER INFO Checks

DC 5 Monty Jacobs owns Monty Garage in Southside.

DC 10 Monty is a fairly compentent mechanic. He oftens helps the elderly people in the neighborhood, deferring price until they are able to pay.

DC 15 Due to his good nature, Jacob is having money problems. He doesn't have the funds to keep up the look of the garage. His garage has minor damages.

DC 20 Monty has been slowly getting into debt with a bookie.

SERVICES

Monty has a large knowledge of machines. Though he focuses on vehicles, he can do minor work on items.

Monty does not have the inventor feat, though he has high craft: mechanic. He can easily create DC 15 items but DC 20 items are the limit of his abilities. If a DC 18 Diplomacy check is made, Monty will consider helping build any plans brought to him. However, he does not commit the materials.

Monty has limited contacts with the various gang members. He actually has some influence (being nice to grandmothers and grandfathers has paid off nicely for Monty!) with some of the younger gang memebers.

Monty's spare room can be used to house a wounded person from pursuit. A DC 15 Diplomacy check is needed to request the room.

Monty can succeed up to a DC 15 streetwise or gather info check to know what's going on the streets. DCs higher than 20 is beyond his ability. Monty knows to keep his nose out of people's private business.

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Monty Jacobs (created by MBCE; PM usage)

Monty Jacobs is 36 years old and owner of Monty's Garage. Monty bought the garage only five years and has been able to keep teh business afloat.

Monty helps the neighbor as much as possible. He often uses a spare room on the second floor to house people in trouble. His door has always been open to help anyone who asks for it. His reputation has spread through out the gang ranks as a safe haven from the law. This has gained Monty slight protection from both the gangs in Southside and Lincoln.

STREETWISE/GATHER INFO Checks

DC 5 Monty Jacobs owns Monty Garage in Southside.

DC 10 Monty is a fairly compentent mechanic. He oftens helps the elderly people in the neighborhood, deferring price until they are able to pay.

DC 15 Due to his good nature, Jacob is having money problems. He doesn't have the funds to keep up the look of the garage. His garage has minor damages.

DC 20 Monty has been slowly getting into debt with a bookie.

SERVICES

Monty has a large knowledge of machines. Though he focuses on vehicles, he can do minor work on items.

Monty does not have the inventor feat, though he has high craft: mechanic. He can easily create DC 15 items but DC 20 items are the limit of his abilities. If a DC 18 Diplomacy check is made, Monty will consider helping build any plans brought to him. However, he does not commit the materials.

Monty has limited contacts with the various gang members. He actually has some influence (being nice to grandmothers and grandfathers has paid off nicely for Monty!) with some of the younger gang memebers.

Monty's spare room can be used to house a wounded person from pursuit. A DC 15 Diplomacy check is needed to request the room.

Monty can succeed up to a DC 15 streetwise or gather info check to know what's going on the streets. DCs higher than 20 is beyond his ability. Monty knows to keep his nose out of people's private business.

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Monty Jacobs (created by MBCE; PM usage)

Monty Jacobs is 36 years old and owner of Monty's Garage. Monty bought the garage only five years and has been able to keep teh business afloat.

Monty helps the neighbor as much as possible. He often uses a spare room on the second floor to house people in trouble. His door has always been open to help anyone who asks for it. His reputation has spread through out the gang ranks as a safe haven from the law. This has gained Monty slight protection from both the gangs in Southside and Lincoln.

STREETWISE/GATHER INFO Checks

DC 5 Monty Jacobs owns Monty Garage in Southside.

DC 10 Monty is a fairly compentent mechanic. He oftens helps the elderly people in the neighborhood, deferring price until they are able to pay.

DC 15 Due to his good nature, Jacob is having money problems. He doesn't have the funds to keep up the look of the garage. His garage has minor damages.

DC 20 Monty has been slowly getting into debt with a bookie.

SERVICES

Monty has a large knowledge of machines. Though he focuses on vehicles, he can do minor work on items.

Monty does not have the inventor feat, though he has high craft: mechanic. He can easily create DC 15 items but DC 20 items are the limit of his abilities. If a DC 18 Diplomacy check is made, Monty will consider helping build any plans brought to him. However, he does not commit the materials.

Monty has limited contacts with the various gang members. He actually has some influence (being nice to grandmothers and grandfathers has paid off nicely for Monty!) with some of the younger gang memebers.

Monty's spare room can be used to house a wounded person from pursuit. A DC 15 Diplomacy check is needed to request the room.

Monty can succeed up to a DC 15 streetwise or gather info check to know what's going on the streets. DCs higher than 20 is beyond his ability. Monty knows to keep his nose out of people's private business.

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  • 3 weeks later...

The Brotherhood (as found in the Freedom City source book; Open usage)

The Brotherhood is a white-supremacist skinhead gang in Southside. Made up of the disaffected and angry white minority here, the group places blame for the world's ils at the feet of "mongrel races," i.e. any non-whites. They affect Nazi-style emblems and commit acts of violence and vandalism against those they perceive as their enemies. They survive on food or money gained by petty crime and drug dealing. The Brotherhood has some ties with other Aryan or skinhead gangs elsewhere in the country and world. The Freedom gang is particularly dangerous because of their association with the super-criminal White Knight.

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The Brotherhood (as found in the Freedom City source book; Open usage)

The Brotherhood is a white-supremacist skinhead gang in Southside. Made up of the disaffected and angry white minority here, the group places blame for the world's ils at the feet of "mongrel races," i.e. any non-whites. They affect Nazi-style emblems and commit acts of violence and vandalism against those they perceive as their enemies. They survive on food or money gained by petty crime and drug dealing. The Brotherhood has some ties with other Aryan or skinhead gangs elsewhere in the country and world. The Freedom gang is particularly dangerous because of their association with the super-criminal White Knight.

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  • 3 months later...

Madeline

Power Level 6

Submitted by Shadowboxer

Name Madeline Wilcox

Occupation Runaway, informant

Legal Status Citizen of the United States with no criminal record; still a minor

Identity Secret

Other Aliases None

Group Affiliations None

Martial Status Single

Place of Birth Freedom City

Known Relatives None

Height 5 ft 4 in

Weight 90 lbs

Eyes Black

Hair Blonde, dyed blue

STR 9 (-1) DEX 11 (+0) CON 9 (-1) INT 14 (+2) WIS 14 (+2) CHA 10 (+0)

TOUGH +1 / +8 FORT +2 REF +2 WILL +2

SKILLS Bluff 6 (+6), Climb 8 (+7), Gather Information 6 (+8), Knowledge (streetwise) 6 (+8), Notice 6 (+8), Search 4 (+6), Sense Motive 4 (+6), Stealth 8 (+8)

FEATS All-out Attack, Contacts, Defensive Roll, Dodge Focus 3, Taunt

POWERS Absorption 4 (Energy; Boost - Electrical Control; Extras: Power Magnet; Flaws: Limited - electricity only), Electrical Control 6 (Alternate Powers: Blast 4 (Extras: Area - Burst), Dazzle 6), Immunity 5 (electrical damage), Force Field 8 (Extras: Impervious), Speed 4 (100 mph; Flaws: Platform - power lines), Super-Senses 2 (Detect - electrical sources)

EQUIPMENT None

COMBAT Attack +4, Defense +4 (+0 flat-footed), Damage -1 (melee) +6 (Electrical Control), Initiative +0, Grapple +3, Knockback -8

DRAWBACKS Vunerable (Power Drains; Minor, Uncommon; -1)

Abilities 7 + Saves 5 + Skills 12 + Feats 7 + Powers 51 + Combat 9 - Drawbacks 1 = 90

Madeline has never told anyone why she ran away from home and chances are she never will. Sure, there's rumours out there, but she never acknowledges them. All anyone knows is that she's been living in the Southside for a year and does a good job of surviving the streets. She's perfectly content with her life at the moment and anyone who tries to "help" her get off the streets is in for a shocking surprise. She has a tendency to be sarcastic, defensive and stubborn, yet she can be rather caring (in her own acidic way) to those who win her respect. She likes to roll cigarettes while she's talking, and licks the top of her thumb when she's thinking.

Madeline is rather skinny and wears multiple layers of clothes, often in clashing colours, to conceal her thinness. Her hair is braided into dreadlocks and tied back in a ponytail. Some of the braids are coloured brightly as well. She wears rings on every finger and thick legwarmers over her jeans.

Gather Information Check

DC 5 "What? No."

DC 10 "I saw this street kid the other day cleaning windshields on O'Donnell. She started yelling at this guy who tried to shoo her away, and the all traffic lights just exploded. Weirdest thing ever."

DC 15 "Along the Boardwalk there's this kid named Madeline who skates on power lines. Skates! Can you believe it? Anyway, she's got the lowdown on everything."

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