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Gangster
Gangster
various
 
Cost

Characteristic

Value Roll Notes
5 STR 15 12- Lift: 200.0kg; Dice: HTH Damage 3d6 END [1]

Gangster

12 DEX 14 12- OCV 5 DCV 5
6 CON 13 12-
2 BODY 11 11-
-2 INT 8 11- PER Roll 11-
2 EGO 11 11- ECV: 4
5 PRE 15 12- PRE Attack: 3d6
0 COM 10 11-
5 PD 8/10   8/10 PD (0/2 rPD)
5 ED 8/10   8/10 ED (0/2 rED)
6 SPD 3   Mental Defense: 0
0 REC 6   Phases: 4, 8, 12
2 END 30   Running: 6" (12" NC)
5 STUN 31   Swimming: 2" (4" NC)
 

Cost

Powers

END

10 Guns: Multipower, 40-point reserve, (40 Active Points); Limited Power Power loses about a third of its effectiveness (-1/2); all slots Independent (-2), IAF (-1/2)
1u 1) Hidden Pistol: (Total: 38 Active Cost, 11 Real Cost) Killing Attack - Ranged 1d6+1, +1 Increased STUN Multiplier (+1/4) (25 Active Points); Independent (-2), IAF (-1/2), 2 clips of 8 Charges (-1/4) (Real Cost: 7) plus Concealment 14- (13 Active Points); Independent (-2), IAF (-1/2) (Real Cost: 4)
1u 2) Tommy Gun: Killing Attack - Ranged 1d6+1, Autofire (5 shots; +1/2), 64 Charges (+1/2) (40 Active Points); Independent (-2), OAF (-1)
7 Hand Weapon: Multipower, 30-point reserve, (30 Active Points); Limited Power Slot Can Only Be Changed Between Adventures (-1/2); all slots Independent (-2), IAF (-1/2)
1u 1) Club: Hand-To-Hand Attack +4d6, Reduced Endurance (1/2 END; +1/4) (25 Active Points); Independent (-2), OAF (-1), Hand-To-Hand Attack (-1/2) 1
1u 2) Hidden Knife: (Total: 30 Active Cost, 8 Real Cost) Killing Attack - Hand-To-Hand 1d6 (2d6 w/STR), Reduced Endurance (1/2 END; +1/4) (19 Active Points); Independent (-2), IAF (-1/2) (Real Cost: 5) plus Concealment 13- (11 Active Points); Independent (-2), IAF (-1/2) (Real Cost: 3) 1
6 Tough: Armor (2 PD/2 ED)
 

Cost

Talents

2

Resistance (2 points)

Cost

Perks

1

Fringe Benefit: Membership (Gang)

1

Reputation: Gangster (A medium-sized group) 8-, +1/+1d6

Cost

Martial Arts
Maneuver Phase OCV DCV Notes
Dirty Infighting
Arm Lock 1/2 +0 -1 Grab One Limb, 25 STR for holding on
Bash 1/2 -2 +1 7d6 Strike
Block 1/2 +2 +2 Block, Abort
Choke Hold 1/2 -2 +0 Grab One Limb; 2d6 NND
Escape 1/2 +0 +0 30 STR vs. Grabs
Punch 1/2 +0 +2 5d6 Strike
Weapon Element: Blades, Clubs

Cost

Skills

8

+1 with All Combat

Everyman Skills

AK: various, USA 11-

Acting 8-

Climbing 8-

Concealment 8-

Conversation 8-

Deduction 8-

Language: English (idiomatic) (4 Active Points)

PS: Petty Crook (Custom Adder) 11-

Paramedics 8-

Persuasion 8-

Shadowing 8-

Stealth 8-

TF: Custom Adder, Small Motorized Ground Vehicles
[Notes: Custom Mod is Everyman Skill]

10

Individual Skills
[Notes: AK 8-/11-, Breakfall 8-, Bribery 8-/11-, Bureaucratics 8-, Combat Driving 8-/11-, Concealment 11-, CuK 8-/11- Forgery 8-, Gambling 8-/11-, Interrogation 8-/11-/12-, KS 8-, Language, Lockpicking 8-, Persuasion 8-, PS 8-, Security Systems 8-, Shadowing 8-/11-, Stealth 11-, Survival 8-, Systems Op 8-, Teamwork 8-, TF, WF, Weaponsmith 8-]

1

KS: His Gang's Customs and History 8-

2

PS: Gangster 11-

1

Trading 8-

3

Streetwise 12-

4

WF: Common Melee Weapons, Small Arms
80+ Disadvantages

5

Distinctive Features: Obvious Gangster (Easily Concealed; Noticed and Recognizable; Detectable By Commonly-Used Senses)

15

Hunted: Local Police 8- (Mo Pow, NCI, Limited Geographical Area, Harshly Punish)

15

Psychological Limitation: Bully (Common, Strong)

20

Psychological Limitation: Code of Conduct: Omerta (Common, Total)
5 Experience Points
 
Characteristics Cost 53 Base Points 80
Powers Cost 27 Disadvantages 55
Talents Cost 2 Experience Points 5
Perks Cost 2 Total Points 140
Martial Arts Cost 27
Skills Cost 29
Total Cost 140
 
Concept Agent Hair Colour various
Nationality American Eye Colour various
Place of Birth various, USA Height 1.78 m/5' 10"
Date of Birth various Weight 82.00 kg/181 lbs
 
Background

These are typical Golden Age gangsters. They are more than a match for most cops, but are more a danger to their targets and bystanders than they are to most Mystery Men.

Personality
Men such as these are both bullies and followers. They join gangs to belong to a group. In turn the gangs demand of them their loyalty, and, often their lifes.
Quote
"Got it? That's just the way it is."
Powers

These guys are your basic mob enforcers and hitmen that do the dirty work for their bosses. They know how to fight with the fists, knives, clubs, and guns that they use.

Appearance

In the Golden Age, gangsters usually came out of the same mold. Whether big or small, thin or bulky, they were all rough cut guys with guns, knives, and/or clubs. Most wore nice clothing, typically seeming to be a uniform for the gang. Caesar's boys have red vests, crimson jackets, and black trousers ; Pokerface's dealers have no vests, but an ace of spades emblem on their pocket of their shirt white shirts along with black jackets and pants; Heavyhand's thugs are the only ones that wear gloves that go with their pinstripe shirt, jacket, and pants.