“How do jou like that eh? You fuckin Maricon! Jou think you can take me. Jou need a fuckin army to take me. I take jou all to fuckin hell!”
-Tony Montana in ‘Scarface’ tells the hit squad sent to kill him what he thinks of their chances.
While this RP is intended to be freeform, each of the characters would need some form of narrative description wrapped around them. The 'profiles' listed below aren't intended to be a straight-jacket of any sort, just a way of shaping the raw material that is your character concept. Concepts such as skills, merits and flaws are there as flavour, not to provide mechanical assistance (there won't be any dice-rolling!) The next couple of posts cover skills and merits/flaws in more detail.
So who do you want to be? a tough guy, schemer or drug dealer? Cracking skulls or shifting kilos of China White requires different aptitudes. There are cheaters and beaters, stealers and dealers and each have particular talents and areas of expertise; but foremost criminals are opportunists that exploit a given situation when it arises. While drug dealers may kill out of necessity or profit, and thugs may set up a numbers racket, you can always rely on a criminal to revert to type....liars will defraud and violent men will injure as this is their nature.Asshole:
The Asshole is a fucked up in the head felon destined for a lifetime of jail or a bullet behind the ear. This twisted loser is a maelstrom of hate, oozing malice from every pore. He delights in destruction and violent behaviour sometimes simply for its own sake. From being just plain stupid and offensive, to being a dangerous whacko with something to prove, assholes litter the criminal world committing such crimes as reckless driving, criminal damage, assault, public drunkenness, drug possession and lewd behaviour. Often escalating with the more psychotic to serious sicko crimes like wanton arson, aggravated robbery and random acts of rape and homicide. (please note that the Asshole profile is primarily meant for NPC's but not exclsively).
Typical Skills: Balls, Batting, Blade, Creep, Endurance, Escape, Evade, Handgun, Lifting, and Threat.
Typical Merits: Iron Constitution, Adrenaline, Death Wish, Psycho, Evil Eyes, and Survival Instinct.
Typical Flaws: Drugs, Alcohol, Temper, Spite, Flaky, Big Mouth, and Sadism.Broker
The Broker, for a price or percentage, trades information and acts as a go between and fixer. Are you looking for a fence that can lay off specialist swag, or a talented wheelman for you next big score, then a broker is the guy you go and see. Brokers rarely get their hands dirty handling anything; they simply make the phone calls and the introductions. They buy insider information like the alarm layout to a bank and sell it on to criminals that make use of it, job done. They also finance operations fronting the set-up money for bank jobs and drug buys in return for an agreed percentage of the profits.
Typical Skills: Awareness, Break & Enter, Deal, Impress, Drugs, Know Streets, Language, School, Suss, and Teach.
Typical Merits: Creative Speaker, Empathy, Grey Man, Logical Thinker, and Total Recall.
Typical Flaws: Hesitant, Gambling, Greed, Weak Stomach, and Yellow Streak. Dealer
The Dealer is a criminal who buys and sells drugs or stolen property for profit. Typically this criminal has brains and a degree of experience to know what’s what, and who to pass it off to. A fence or drug dealer is the options available or legitimate businessman if the criminal has inclination to go somewhat straight.
Typical Skills: Assault, Awareness, Cheat, Conceal, Deal, Drugs, Impress, Language, School, and Suss.
Typical Merits: Intuitive, Creative Speaker, Total Recall, Suspicious Mind, and Winning Smile.
Typical Flaws: Drugs, Glass Jaw, Greed, Notoriety, Poor Grip, Power, Spender, and Yellow Streak.Heister
The Heister is a criminal that robs at gun or knifepoint. Truck hijackings, muggings and stick ups of convenience stores, liquor stores and banks are the type of crimes that this thug/thief commits.
Typical Skills: Awareness, Blade, Conceal, Creep, Drive, Handgun, Patch Up, Rifle, SMG, and Threat.
Typical Merits: No Nerves, Adrenaline, Heavy Hitter, Acute Senses, Intuition, and Fast Reactions.
Typical Flaws: Alcohol, Bad Nerves, Drugs, Gambling, Greed, Risk Taker, Short Attention Span, and Spender.Hustler
The Hustler is a criminal that cheats lies and deceives individual victims and organisations out of property and money. Typically the hustler is a person of style, experience and intelligence who is able to appear genuine and plausible. Cheating welfare, credit card fraud, flim flams, working a bunk game, insurance scams, setting up phony companies, bar room grifts are all ways to fleece people out of their money.
Typical Skills: Awareness, Cheat, Coax, Conceal, Deal, Impress, Perform, Shop (Art), Stealing, and Threat.
Typical Merits: Winning Smile, Sex Appeal, Suspicious Mind, Creative Speaker, and Grey Man.
Typical Flaws: Notoriety (Liar), Greed, Spite, and Yellow Streak. Pimp
The Pimp is a criminal that profits from prostitution by playing a game with a ho’s mind. The pimps hustle is to trick the ho into thinking she needs him to run her. A super style and icy cold toughness with threat, coax and impress skills to match are required to break her down, and get the give on her hard earned dough.
Typical Skills: Assault, Batting, Blade, Coax, Conceal, Deal, Impress, Know Streets, Suss, and Threat.
Typical Merits: Winning Smile, Sex Appeal, Evil Eyes, Creative Speaker, Psycho, and Suspicious Mind.
Typical Flaws: Big Mouth, Drugs, Flaky, Greed, Peculiar Looking, Spender, and Womanizer. Rat
This criminal trades information on his associates for breaks, favours, plain spite, or more often than not, cold hard cash. The clients are usually cops – detectives looking to get the dope on this month’s Mr. Big. The felon could be in a hole of his own and needing an out he turns rat – putting the finger on the fattest catch he knows. Alternatively he’s on the department’s payroll picking up regular envelopes for the low down on the juiciest happenings of the week. Top informers on the hottest jobs may even wear a wire and play the risky game of trying to get the dirt on the target. Some play informer for their own ends, snitching on and sometimes even setting up rival criminals for the Five O to take out. A rat may also work his own kind keeping a keen ear and watchful eye on who is doing what. Then dropping a dime to someone who will care.
Typical Skills: Awareness, Conceal, Coax, Creep, Deal, Gambling, Impress, Know Streets, Steal, and Suss.
Typical Merits: Acute Senses, Survival Instinct, Total Recall, and Winning Simile.
Typical Flaws: Bad Nerves, Big Mouth, Drugs, Feather Fists, Flaky, Greed, Spite, and Yellow Streak.Thug
The Thug is a criminal that uses violence or the threat of it to get money and respect. Typically the thug is a big powerful brute that is able to throw his weight around or intimidate a victim through sheer size and menace. Body guarding, debt collection, door work, extortion, punishment beatings and contract murder are all possible lines of work for the thug.
Typical Skills: Assault, Awareness, Batting, Blade, Evade, Explosives, Handgun, Lifting, Rifle, and Threat.
Typical Merits: Hardcore Attitude, Heavy Hitter, Vice Grip, Granite Jaw, Adrenaline, Psycho, and Fast Reactions.
Typical Flaws: Butter Fingers, Food, Heavy Footed, Irrational Thinker, Power, Sadism, Short Attention Span, and Temper.Thief
The Thief is a criminal that is into plain old-fashioned stealing. If it’s someone else’s and it isn’t nailed down then it’s up for grabs. Typically the thief is a dude that is light on his feet and light with his fingers combined with a good suss check. Essential skills are break and enter, move, creep, awareness, conceal, deal and drive. Shoplifting, burglary, smash and grab, car theft and pick pocketing are ways to make disrespect for other people’s property pay.
Typical Skills: Awareness, Break & Enter, Conceal, Creep, Deal, Drive, Know Streets, Shop (Electronics), Stealing, and Suss.
Typical Merits: Acute Senses, Explosive Speed, Intuitive, Light Fingered, Light Footed, No Nerves, and Vice Grip.
Typical Flaws: Drugs, Greed, Obsessional Behaviour, Risk Taker, Spender, and Yellow Streak.Racketeer
The Racketeer is a criminal that has his fingers in a lot of pies. Typically the criminal is a gangster organizing several continuing illegal enterprises like sports betting, card games, loan sharking, extortion, large scale commercial theft and fraud. Deal, threat, cheat and violence-related skills are required to maintain these rackets. The gangster could be independent or more likely belong to an organised crime group like the Mafia.
Typical Skills: Batting, Cheat, Coax, Deal, Disguise, Gambling, Handgun, Impress, Know Streets, and Suss.
Typical Merits: Evil Eyes, Focus, Heavy Hitter, Logical Thinker, Suspicious Mind, and Winning Smile.
Typical Flaws: Alcoholism, Food, Gambling, Greed, Heavy Footed, Notoriety, Power.Runner
The Runner is an all purpose gopher and errand boy. He hides cash in a stash pad, couriers drugs from one side of town to the next, carries a gun so his boss don’t have to, and collects money or bets from his bosses customers. A peons job but one with opportunities to rise or rip off. Control, Brains and Sense are useful attributes so as to not screw up and get whacked.
Typical Skills: Athletics, Awareness, Blade, Conceal, Drive, Escape, Evade, Gambling, Impress, and School.
Typical Merits: Acute Senses, Focus, Grey Man, Survival Instinct, and Winning Smile.
Typical Flaws: Feather Fists, Greed, Power, and Risk Taker.Wheelman
The Wheelman is a criminal that earns cash from his skills as a getaway driver. His job on a score is to sit tight and keep the engines of a high performance vehicle ticking over, in readiness to burn rubber when the rest of the crew burst out of the bank with duffel bags full of dough. In addition to being ace drivers’ wheelmen have to be able to keep cool under pressure, resisting the panic to push the car and themselves too far. Local knowledge is also an essential asset as a wheelman must be familiar with every twist and turn, alley and short cut in the area to blow off the heat. On the side a wheelman can earn money as a courier of contraband such as guns, porn and drugs. When the cargo can be worth tens of thousands of dollars, and being pulled over could mean 20 years in the Can you don’t want a cowboy shifting the gears.
Typical Skills: Awareness, Auto Repair, Balls, Conceal, Drive, Gambling, Hand Gun, Impress, Know Streets, and School.
Typical Merits: Fast Reactions, Survival Instinct, Death Wish, No Nerves, and Grey Man.
Typical Flaws: Big Mouth, Gambling, Risk Taker, and Short Attention Span.