Thieves and Gangsters


This sheet can be used to generate generic criminal types. However, it is a little different from most of the character sheets presented here, since gangsters are a motley crew, and the toughest fighters are usually, but might not always be the leaders. Thus, this character sheet can be used to generate gangsters of a different range of points. GMs can pick and choose to suit their needs or generate them randomly by rolling a d6-1. Zero-point gangsters are simply new recruits - normals with no particularly useful skills yet. Often they are country youths recently come to the city and "adopted" as cheap muscle or fall guys. The others are experienced gangsters, at home with street fights and dodging the law. Some might be violent if pressed, with little regard for their own life or that of others. Others might act as unofficial guardians of their "patch" with a robin-hood sense of justice.

10 points

20 points

30 points

40 points

50 points

CHA

VAL

VAL

VAL

VAL

VAL

STR

10

10

10

13

13

DEX

11

11

14

14

14

CON

10

10

10

10

10

BOD

10

10

10

10

10

INT

10

10

10

10

10

EGO

10

10

10

10

11

PRE

10

10

13

14

14

COM

10

10

10

10

10

PD

3

4

4

4

4

ED

2

2

2

2

2

SPD

2

3

3

3

3

REC

4

4

4

5

5

END

20

20

20

20

20

STUN

20

20

20

22

22

Total cost

+4

+13

+23

+29

+31

OCV

4

4

5

5

5

DCV

4

4

5

5

5

ECV

3

3

3

3

4

Powers, Skills, etc

2

FAM : 2 specific weapons or FAM: common melee weapons. Often peasant weapons are chosen (staff, sling, etc) or easily concealed weapons (knives, chain weapons, etc)

var.

Choose randomly or pick skills to fill the remaining points from the list below.

2

AK: Local area (11-)

2

KS: Local criminals

2

KS: Local law enforcement

2

PS: appropriate urban or rural employment

5

Brawling (+1-4d6 HA, @ 5 points per dice)

3

Climbing

2

Combat skill levels: +1 OCV with a specific maneuver or weapon

3

Combat skill levels: +1 OCV/DCV with a class of weapons

3

Concealment

3

Conversation

3

Forgery

3

Gambling

3

Lockpicking

1

Lang: Chinese (Native, literate)

3

Shadowing

3

Stealth

3

Sleight of hand

3

Streetwise

1

Transport Fam: Boats or animal drawn wagons

Normal Equipment

Standard clothes

weapon: sword, knife, staff, chain etc

Sandals

Lockpicking set or dice

 

Disadvantages +50

No disadvantages are required, however, some appropriate ones are:

20

Hunted by authorities (MoPo, NCI)

5

Reputation (criminal)

15

Psych Lim: Greedy (common, strong)

10

Psych Lim: violent (uncommon, strong)