New power category: Wealth (revised)
Posted: Mon Nov 17, 2014 8:08 am
I've made up this power category. I'd like to ask for feedback, comments, suggestions, and such to it. Sorry for lack of pics, I'm not much of artist. You're free to help expand or use or share this idea, as long as I get the credits for the concept.
[*]This is revised edition since the old topic that had been dropped so many pages that a giant necro posting would have been silly.
Power Category: Wealth Revised edition
Original concept by Dobergirl
Wealth is associated with power. Thus, the more wealth you have, the more powerful you are. These are people who are normal people who have the funds and connections enough to make even the greatest super heroes tremble. These characters work best as NPC villains, support characters or could make for a very unique playable character.
The four types of wealthy poweress
Playes can either pick one or roll using the random table provided bellow.
01-25 CEO
26-50 Kingpin
51-75 Leader
76-00 Inherited
CEO
A wealthy CEO of multimillionaire company who enjoys the luxurious lifestyle and all the benefits it gives.
Step one; Character attributes
Roll the character as you'd normally do, with the following bonus.
Bonus
+1d4 to MA
If even after the bonus, you have low MA, adjust your MA acoardingly: MA 19. Do not add bonus roll to this any more, it's the final stat
Age
Most CEOs are old, regardless of how young or old the actualy company they're running is. From the experience
01-20 40 years old
21-40 50 years old
41-60 60 years old
61-80 70 years old
81-00 80 years old
Focus of the company
Select one area or roll
01- 10 Agriculture and mining; production of raw material, such as plants or minerals.
11-20 Financial; include banks and other companies that generate profit through investment and management of capital.
21-30 Information; generate profits primarily from the resale of intellectual property and include movie studios, publishers and packaged software companies.
31-40 Manufacturers; produce products, from raw materials or component parts, which they then sell at a profit. Companies that make physical goods, such as cars or pipes, are considered manufacturers.
41-50 Real estate: generate profit from the selling, renting, and development of properties comprising land, residential homes, and other kinds of buildings.
51-60 Retailers and distributors; act as middle-men in getting goods produced by manufacturers to the intended consumer, generating a profit as a result of providing sales or distribution services. Most consumer-oriented stores and catalog companies are distributors or retailers.
61-70 Service ; offer intangible goods or services and typically generate a profit by charging for labor or other services provided to government, other businesses, or consumers. Organizations ranging from house decorators to consulting firms, restaurants, and even entertainers are types of service businesses.
71-80 Transportation; deliver goods and individuals from location to location, generating a profit on the transportation costs.
81-00 Utilities; produce public services such as electricity or sewage treatment, usually under a government charter.
The age of Company
Generally, the longer the company has run the less chance it has of failing. Long running company also have better reputation and are more known.
01-20 Ten years
21-40 Five years
41-60 Two years
61-80 One year
81-00 1d4 months
Note: The time the company has been around does not affect money or any of the other things CEO gets. This is meant as help to creating the nature of the company.
Step Two; Skills and education
Do not roll for education and skill as usual. The character has equilavent of Bachelor's degree and gets the skill programs, bonuses and secondary skills going with it but there are requirements.
Business Program and Technical Skill Programs must be selected. Must be able to speak and write at least 3 different languages (the native language counts as one).
Step Three: Special Abilities
1. Money.
Gain 50,000$ per every month from the company. At levels 3, 5, 7, 9, 13, and 15, a new branch office is opened that generates 25,000$ monthly.
2. Access to every item listed in the equipment section. This includes things that are miliatry grade and things that are usually not avaivable to public, the person can pull few strings to get an item that wasn't for sale.
Step Four: Equipment
Personal items
A plush house, furnished with about 2,000,000$ worth, a 1d4 years old sports car, and probably a Yacht.
Financial Resources
Starts with 1d4x1,000,000$, with about 40% of the money being ready to use cash, the rest come from stocks and bonds that need to be liquidified to get acess to the money but it'll take 2d6 months for the assest to fully turned. The assest can be sold faster if the money is needed but then have only 30% of the price.
Note that this character does NOT have lifetime savings, as these are all of his money he's gathered during his life.
Step Five: Other stuff
Aligment: Any aligment can be chosen, but generally leans towards good or selfish.
Experience table: Use Hardware.
Kingpin
Not all business are within the law. There are crime syndicates that make money at the expense of others. Because of the nature of the money come from shady operations rather than something of legal nature, the character doesn't have a steady source of money but rather must actively break the law to obtain more money.
Step one; Character attributes
Roll the character as you'd normally do, with the following bonus.
Bonus
+2 to MA
+1d6 to IQ
Step Two; Skills and education
Do not roll for education and skill as usual.
Crime Syndicate program
Basic Mathematics 98%
Drive Automobile +10%
Speak, read, and write native language 98%
Speak and be literate at another language +20%
Business&Finance +20%
Computer Operation +20%
Surveilance systems +10%
5 skills can be chosen from Rogue Category
3 Secondary Skills
Step Three: Special Abilities
1. Thugs
The character starts with 2d6 thugs that start from level one. The thugs can be named and the player can choose their gender or use the following table to help choose the genders.
01-50 Male
51-00 Female
Each thug has the following stats
IQ: 8+1d4
PS: 12+1d6
P.P: 8+1d6
All rest are "average" of 9.
The thugs start with base of 35 SDC.
Aligment (roll for each)
01-20 Abberant
21-60 Miscreant
61-80 Diabolic
81-00 Anarchist
Skills known to all thugs
Speak Native language (+30%)
Literacy (+30%)
Basic math (+30%)
Climbing (+15%)
Prowl (+15%)
Pilot Motorcycle (20%)
W.P Knife
W.P Revolver
Select only two of the additional skills for any of the thugs
Basic electronics (+15%)
Basic mechanics (+10%)
Pick Pockets (+20%)
Pick Locks (+20%)
Running
Body building
Boxing
Pilot Truck (20%)
Forgery (+20%)
Disguise (20%)
None of the thugs start with equipment and must be bought seperately.
You get 1d4 more thugs when the Kingpin reaches levels of 2, 3, 7, 10, and 13.
2. Special agents
Starting at level 5 the Kingpin gets far more highly skilled agents, 1 at level 5, then 1 more at levels 8, 12, and 15. Roll 1d4+6 for each invidual's level. The Kingpin is free to choose their gender or roll using the table found under thugs section.
Each special agent starts with the following stats
IQ: 14+1d6
ME: 12+1d4
PS: 11+1d6
PP: 10+1d6
The rest of stats are 12.
Aligment (roll for each)
01-20 Abberant
21-60 Miscreant
61-80 Diabolic
81-00 Anarchist
Roll a percentile for the power category of the agent
1-40 Hardware
Use the HU2 table
41-80 Special Training
Roll only for the ones bellow
01-50 Hunter/Manhunter/Vigilante
51-70 Secret Operative/Spy
71-90 Stage Magician/Master of Illusion
91-00 Ancient Master
81-00 Cyborgs
The special agent gets all the bonuses and education from their power category. All equipment must be purchased for agents.
2. Pay day!
No criminal wants to work for free forever. To determine the monthly wage of a thug, roll 1d4x500$ and add 500$ per level. Special agents have 1d4x1000$ and add 500$ per level. If unable to pay or the Kingpin chooses to neglect the pay day, the thug/agent will most likely walk off or at the worst case, even attempt to take what's theirs forcefuly! Remember, to manage a big criminal empire you also need a steady flow of a cash to be able to pay your minions.
3.Underworld connections
Does not have to pay extra for any item on "black market."
Step Four: Equipment
Personal items
A plush house, with many "hot goods" and items that have been collected by the thugs, about 100,000$ worth, plus a bullet proof limo.
Money
Roll the dice for money
1-15 100,000$
16-29 150,000$
30-45 200,000$
46-60 250,000$
61-75 300,000$
76-89 350,000$
90-00 400,000$
This is in combination with any possible lifetime savings the character may have rolled at the start.
Step Five: Other stuff
Aligment: Generally evil but can also be played as selfish
Experience table: Use Special Training.
Leader
There are the people who run things. They make the decisions that alter the very country that the roleplay takes place in.
Note: For purposes of the gaming, we're to assume the game takes place in a democratic country. If in monarchy run country, switch the stats of Elected and Monarchry together.
Three arch types of a leader
Either roll randomly or pick one
01-40 Elected
41-80 Monarchy
81-00 Dictatorship
Step one; Character attributes
Roll character like normally, with the following bonuses.
Bonus
For Elected
MA set to 16 or if above, add +1d4
PB set to 13 or if above, add +1d4
For Monarchy
MA set to 15 or if above, add +1
PB set to 15 or if above, add +2
For Dictatorship
MA set to 19 or if above, add +1d4
PB set to 12 or if above, add +2
Step Two; Skills and education
Select four technical skill and four languages the character can speak and be literate at. All skills have 15% starting bonus. Also gets eight Secondary Skills.
NOTE: Must have the skills in Business and Finance, both Math: Basic and Advanced, and Law (General). Photography and TV/Video is suggested, but not required.
Step Three: Special Abilities
1. Political immunity: The character has diplomatic immunity and can bend some laws, as long as they do not get caught by the press doing so. Has many connections to people and can get acess to all items, including miliatry grade and hot goods.
2. Imporant hostage: Any hostile action towards the character is considered a major attack that will have the offender be charged with big crimes and have the best branches of SWAT, S.C.R.E.T and more to help combat the offender and save the diplomat. This character is always considered a high priority hostage and the law enfoircements will do whatever in their power to save them.
3.Bodyguards: Starts with having 2d4 ammount of bodyguards around him, with minimum of three guards.
Roll the stats for each invidual bodyguard, each roll is final.
IQ: 1d6+8
ME: 2d6+6
MA: 1d6+8
PS: 2d6+14
PP: 2d6+8
PE: 2d6+8
PB. 2D6+6
SPD: 2d6+8
SDC: 45
HP: PE+1d6 per level and 10 once in lifetime bonus.
Level of Exprience: 1d4+2
Number of attacks: 5
Attacks: Punch 1d6, Kick 1d6+2, Knockout/Stun; natural 20
Bonuses: +3 initiative, +2 to strike, +3 to parry, +4 damage, +4 pull punch, +2 roll with punch, +1 save vs magic/poison, +6% vs coma/death
Typical skills: Streetwise (+24), Prowl (10%), Detect Ambush (+10%), W.P Automatic Pistol, plus two domestic and three technical skills of choice, eight secondary skills, plus either Weapon proficiency modern OR physical/athletic program.
Weapons: Typically, carries a large pistol in shoulder holster, concealed back up pistol in a belt and/or ankle holster, and blackjack for general purposes of protection. No heavy duty weapons or cybernetic implants or any hi tech are readily avaivable to them, but each guard can be fitted with any upgrades the player wishes.
Each bodyguard is ready to die for the leader and would take a bullet to the chest for them or sacrifice self to let the leader escape.
If a bodyguard dies, finding a suitable replacement will take 1d4 months, at which point the bodyguard is rolled as new one.
Can hire an extra bodyguard at level 3, 6, 9, 13, and 15.
4. The press: All actions the character does receive huge media coverage and mass attention. While this may sound like a great deal when making a business deal or a publicity stunt, if the character is caught doing illegal activities, they will receive huge negative mark. Diplomatic characters may lose their position, while monarchy or dictators may be overthrown as result.
5. Save the situation: In case of being caught in the middle of an inescapable scandal of utmost heinous crimes, there's a chance that the player may lose their position. Depending on the severity of the crime, the character must roll 1d20 over the required amount of the crime that has been done based on several factors. The character has +2 save from scandal at lvl 1 and gets 1+ bonus to save from scandal at levels 3, 5, 8, 12, and 14.
Breaking and entering 4
Forgery 5
Extortion 6
Theft 7
Drugs 8
Robbery 9
Kidnapping 10
Assault 11
Murder 12
Also, add the following numbers to the required number to roll with the several factors
Linked to the crime or having organized the crime 2
Caught doing the thing in person 4
Caught doing the thing in person with concrete evidence (Clear photos or videos or concrete audio) 6
For each witness 1
So seeing the person literally kill another, captured on tape and seen by two would require roll of 18!
When scandal arises
If the scandal goes public through any means then the leader must roll percentile
01-31 Forgiven Either the public does not believe the evidence or they are too in love with the leader to care.
32-57 Minor scandal The smear is minor and the leader has to only pay 1d4x2000 in fines to hush up the murmurs or do donation drives
58-80 Major scandal Major smear on the reputation that may tarnish the leader's image forever, roll 3d6 for the amount of months people will be suspicious of the leader, don't answer to his cries of help and may even throw rotten tomatoes and such at them!
81-83 Impeached The character is stripped off his power either by higher power or their monarchy and kingdom gets overthrown. They lose 75% of all their cash aside and they lose their diplomatic privilages. Only one loyalist agent will remain, who has been with the leader the longest period of time while the rest abandon him.
84-00 Declared public menace The leader becomes target, not only do they lose their diplomatic privilages, all their assets will be frozen. Police, SWAT, and maybe even SCRET will actively hunt the character until ammends are made.
It is up to GM's decision how and if the leader can make sufficent ammends to help rebuild their reputation and maybe gain back their lost fortune.
Step Four: Equipment
Personal items
A plush house, furnished with about 600,000$ worth, a 1d4 years old sports car, and probably a Yacht.
Financial Resources
Roll 2d6x100,000 for the money you start with, this is in combination with any life savings the character may have. There is 40% chance the character also own stocks and bonds worth 2d6x100,000.
Step Five: Other stuff
Aligment: Any aligment can be chosen.
Experience table: Use Special Training
Inherited
Some people are born with "golden spoon in mouth" and never have to rise their fingers to get to where they are. They get most of the money possible but have to meet certain requirements to get acess to the fortune.
Step one; Character attributes
Roll the character as you'd normally do. Do not roll the life savings as the character has unqiue life savings table.
Step Two; Skills and education
Character can have as big of education as they want, roll as normally.
Step Three: Special Abilities
1. Life savings Roll percentile for how much you already have in the bank.
1-12 10,000$
13-26 20,000$
27-38 30,000$
39-50 40,000$
51-63 60,000$
64-76 80,000$
77-88 100,000$
89-00 120,000$
2 The Family Fortune. The inherited fortune that you're entitled to you is vast and varies greatly. These are additions to any life savings the character may have.
Roll the percentile to see what is the type of the money or property the character is entitled to.
1-10 Cash! 2d6x1,00,000$
11-20 Property Old coins that have been collected for many years. Valued list price is 4d6x1,000,000$ but will take 3 to 12 months (roll 3d4) months to liquidate. Quick sale will get 30% of full value.
21-30 Cash! Only 4d6x10,000$
31-40 Blue Chip Stocks Total number of stocks is 2dx100; each stock is approximitely 10,000$ EACH. The stocks may go up and down, if sold immediattely the fortune is 10,000$ per each, minus 2% broker's fee from the the cash ammount.
41-50 Property Your old family manor is your inheritance. (You've since moved away from it.) Value is at 3d6x1,000,000$ but to get full value 4 to 16 months (roll 4d4). Quick sale means reducing the asking price by 30%.
51-60 Trust Fund 3d4x1,000,000$ has been set aside for the character by a benefactor. However, the character can only draw on 10% of the total avaivable money per year. When the total reaches a minimum of 10,000$ the character will receive it in a lump sum. The money is carefully dispensed by a law firm.
61-70 Property Your inheritance consists of jewels such as diamonds, sapphires, rubies and so on, many of them cut. Value is 2d4x1,000,000$ but to get full value would need 3 to 12 months (roll 3d4) Quick sale will get 60% of the full value.
71-80 Cash! 6d6x100,000$
81-90 PropertyPriceless antique is your inheritance. Value is at 2d4x1,000,000$ but to get full value it will take 4 to to 16 months (roll 4d4) Quick sale will get 50% of the full value.
91-00 Bonds The bonds are valued at 1d6x1,000,000$ but do not reach their full maturity and value untill for 1 to 4 years. (roll 1d4) All or some can be cashed prematurely for half the price.
3.Butler Male or female butler (01-60 Male, 61-00 Female) who lives inside the house. They do various chores such as:
Cleaning the house.
Watering plants.
Making beds.
Serving food.
Caring for babies.
Fending off obsessed fans.
Repairing possible costume
Assures public this is not the hero/villain, unless especially stated that they want to be known as one
Repairing broken objects and electronics.
Evicting unwanted personel.
Roll 3D6 for each attribute of the butler, along with any of the bonuses.
HP is 3D6+PE +1d6 per level
SDC 1d6+15
The butler is 9+1d4 level.
The aligment of the butler is always SAME AS THE CHARACTER.
The butler has the base following skills, the IQ bonuses and level bonuses apply
Butler program
Cooking +25%,
Speak native language +40%
Read and write native language +35%
Basic Math +15%
Play musical instrument +20%
Sewing +25%
Drive automobile +15%
Preserve food +15%
Also select one program and ten secondary skills. If butler is rolled being level 12, add one extra secondary skill like HU 2 recommends starting from LEVEL ONE and progress the skills as needed.
The butler's wage is 1200$ per week. If wished, the butler can be fired and a new one can be hired later. The same butler cannot be hired ever again, they have gone off to other duties.
If the butler dies very suddenly, finding suitable replacement may take from two months to even a year! (2d6) The new butler candidate is rolled like the earlier.
Step Four: Equipment
Personal items
The character has a new conventional automobile (car, SUV, ETC, the car is 1d4 weeks old) worth of about 18,000$, nice two story house, the latest computers (one desktop, one portable, one electronic notebook), electronics, cell phone (probably the latest in the market with phone, game, and mp3 player all rolled in one), expensive wardrobe, personal posessions, and the basics they need to live comfortably.
Financial Resources
Roll 2d6x100,000 for the money you have on the ready.
Step Five: Other stuff
Aligment: Any aligment can be chosen.
Experience table: Use Hardware
[*]This is revised edition since the old topic that had been dropped so many pages that a giant necro posting would have been silly.
Power Category: Wealth Revised edition
Original concept by Dobergirl
Wealth is associated with power. Thus, the more wealth you have, the more powerful you are. These are people who are normal people who have the funds and connections enough to make even the greatest super heroes tremble. These characters work best as NPC villains, support characters or could make for a very unique playable character.
The four types of wealthy poweress
Playes can either pick one or roll using the random table provided bellow.
01-25 CEO
26-50 Kingpin
51-75 Leader
76-00 Inherited
CEO
A wealthy CEO of multimillionaire company who enjoys the luxurious lifestyle and all the benefits it gives.
Step one; Character attributes
Roll the character as you'd normally do, with the following bonus.
Bonus
+1d4 to MA
If even after the bonus, you have low MA, adjust your MA acoardingly: MA 19. Do not add bonus roll to this any more, it's the final stat
Age
Most CEOs are old, regardless of how young or old the actualy company they're running is. From the experience
01-20 40 years old
21-40 50 years old
41-60 60 years old
61-80 70 years old
81-00 80 years old
Focus of the company
Select one area or roll
01- 10 Agriculture and mining; production of raw material, such as plants or minerals.
11-20 Financial; include banks and other companies that generate profit through investment and management of capital.
21-30 Information; generate profits primarily from the resale of intellectual property and include movie studios, publishers and packaged software companies.
31-40 Manufacturers; produce products, from raw materials or component parts, which they then sell at a profit. Companies that make physical goods, such as cars or pipes, are considered manufacturers.
41-50 Real estate: generate profit from the selling, renting, and development of properties comprising land, residential homes, and other kinds of buildings.
51-60 Retailers and distributors; act as middle-men in getting goods produced by manufacturers to the intended consumer, generating a profit as a result of providing sales or distribution services. Most consumer-oriented stores and catalog companies are distributors or retailers.
61-70 Service ; offer intangible goods or services and typically generate a profit by charging for labor or other services provided to government, other businesses, or consumers. Organizations ranging from house decorators to consulting firms, restaurants, and even entertainers are types of service businesses.
71-80 Transportation; deliver goods and individuals from location to location, generating a profit on the transportation costs.
81-00 Utilities; produce public services such as electricity or sewage treatment, usually under a government charter.
The age of Company
Generally, the longer the company has run the less chance it has of failing. Long running company also have better reputation and are more known.
01-20 Ten years
21-40 Five years
41-60 Two years
61-80 One year
81-00 1d4 months
Note: The time the company has been around does not affect money or any of the other things CEO gets. This is meant as help to creating the nature of the company.
Step Two; Skills and education
Do not roll for education and skill as usual. The character has equilavent of Bachelor's degree and gets the skill programs, bonuses and secondary skills going with it but there are requirements.
Business Program and Technical Skill Programs must be selected. Must be able to speak and write at least 3 different languages (the native language counts as one).
Step Three: Special Abilities
1. Money.
Gain 50,000$ per every month from the company. At levels 3, 5, 7, 9, 13, and 15, a new branch office is opened that generates 25,000$ monthly.
2. Access to every item listed in the equipment section. This includes things that are miliatry grade and things that are usually not avaivable to public, the person can pull few strings to get an item that wasn't for sale.
Step Four: Equipment
Personal items
A plush house, furnished with about 2,000,000$ worth, a 1d4 years old sports car, and probably a Yacht.
Financial Resources
Starts with 1d4x1,000,000$, with about 40% of the money being ready to use cash, the rest come from stocks and bonds that need to be liquidified to get acess to the money but it'll take 2d6 months for the assest to fully turned. The assest can be sold faster if the money is needed but then have only 30% of the price.
Note that this character does NOT have lifetime savings, as these are all of his money he's gathered during his life.
Step Five: Other stuff
Aligment: Any aligment can be chosen, but generally leans towards good or selfish.
Experience table: Use Hardware.
Kingpin
Not all business are within the law. There are crime syndicates that make money at the expense of others. Because of the nature of the money come from shady operations rather than something of legal nature, the character doesn't have a steady source of money but rather must actively break the law to obtain more money.
Step one; Character attributes
Roll the character as you'd normally do, with the following bonus.
Bonus
+2 to MA
+1d6 to IQ
Step Two; Skills and education
Do not roll for education and skill as usual.
Crime Syndicate program
Basic Mathematics 98%
Drive Automobile +10%
Speak, read, and write native language 98%
Speak and be literate at another language +20%
Business&Finance +20%
Computer Operation +20%
Surveilance systems +10%
5 skills can be chosen from Rogue Category
3 Secondary Skills
Step Three: Special Abilities
1. Thugs
The character starts with 2d6 thugs that start from level one. The thugs can be named and the player can choose their gender or use the following table to help choose the genders.
01-50 Male
51-00 Female
Each thug has the following stats
IQ: 8+1d4
PS: 12+1d6
P.P: 8+1d6
All rest are "average" of 9.
The thugs start with base of 35 SDC.
Aligment (roll for each)
01-20 Abberant
21-60 Miscreant
61-80 Diabolic
81-00 Anarchist
Skills known to all thugs
Speak Native language (+30%)
Literacy (+30%)
Basic math (+30%)
Climbing (+15%)
Prowl (+15%)
Pilot Motorcycle (20%)
W.P Knife
W.P Revolver
Select only two of the additional skills for any of the thugs
Basic electronics (+15%)
Basic mechanics (+10%)
Pick Pockets (+20%)
Pick Locks (+20%)
Running
Body building
Boxing
Pilot Truck (20%)
Forgery (+20%)
Disguise (20%)
None of the thugs start with equipment and must be bought seperately.
You get 1d4 more thugs when the Kingpin reaches levels of 2, 3, 7, 10, and 13.
2. Special agents
Starting at level 5 the Kingpin gets far more highly skilled agents, 1 at level 5, then 1 more at levels 8, 12, and 15. Roll 1d4+6 for each invidual's level. The Kingpin is free to choose their gender or roll using the table found under thugs section.
Each special agent starts with the following stats
IQ: 14+1d6
ME: 12+1d4
PS: 11+1d6
PP: 10+1d6
The rest of stats are 12.
Aligment (roll for each)
01-20 Abberant
21-60 Miscreant
61-80 Diabolic
81-00 Anarchist
Roll a percentile for the power category of the agent
1-40 Hardware
Use the HU2 table
41-80 Special Training
Roll only for the ones bellow
01-50 Hunter/Manhunter/Vigilante
51-70 Secret Operative/Spy
71-90 Stage Magician/Master of Illusion
91-00 Ancient Master
81-00 Cyborgs
The special agent gets all the bonuses and education from their power category. All equipment must be purchased for agents.
2. Pay day!
No criminal wants to work for free forever. To determine the monthly wage of a thug, roll 1d4x500$ and add 500$ per level. Special agents have 1d4x1000$ and add 500$ per level. If unable to pay or the Kingpin chooses to neglect the pay day, the thug/agent will most likely walk off or at the worst case, even attempt to take what's theirs forcefuly! Remember, to manage a big criminal empire you also need a steady flow of a cash to be able to pay your minions.
3.Underworld connections
Does not have to pay extra for any item on "black market."
Step Four: Equipment
Personal items
A plush house, with many "hot goods" and items that have been collected by the thugs, about 100,000$ worth, plus a bullet proof limo.
Money
Roll the dice for money
1-15 100,000$
16-29 150,000$
30-45 200,000$
46-60 250,000$
61-75 300,000$
76-89 350,000$
90-00 400,000$
This is in combination with any possible lifetime savings the character may have rolled at the start.
Step Five: Other stuff
Aligment: Generally evil but can also be played as selfish
Experience table: Use Special Training.
Leader
There are the people who run things. They make the decisions that alter the very country that the roleplay takes place in.
Note: For purposes of the gaming, we're to assume the game takes place in a democratic country. If in monarchy run country, switch the stats of Elected and Monarchry together.
Three arch types of a leader
Either roll randomly or pick one
01-40 Elected
41-80 Monarchy
81-00 Dictatorship
Step one; Character attributes
Roll character like normally, with the following bonuses.
Bonus
For Elected
MA set to 16 or if above, add +1d4
PB set to 13 or if above, add +1d4
For Monarchy
MA set to 15 or if above, add +1
PB set to 15 or if above, add +2
For Dictatorship
MA set to 19 or if above, add +1d4
PB set to 12 or if above, add +2
Step Two; Skills and education
Select four technical skill and four languages the character can speak and be literate at. All skills have 15% starting bonus. Also gets eight Secondary Skills.
NOTE: Must have the skills in Business and Finance, both Math: Basic and Advanced, and Law (General). Photography and TV/Video is suggested, but not required.
Step Three: Special Abilities
1. Political immunity: The character has diplomatic immunity and can bend some laws, as long as they do not get caught by the press doing so. Has many connections to people and can get acess to all items, including miliatry grade and hot goods.
2. Imporant hostage: Any hostile action towards the character is considered a major attack that will have the offender be charged with big crimes and have the best branches of SWAT, S.C.R.E.T and more to help combat the offender and save the diplomat. This character is always considered a high priority hostage and the law enfoircements will do whatever in their power to save them.
3.Bodyguards: Starts with having 2d4 ammount of bodyguards around him, with minimum of three guards.
Roll the stats for each invidual bodyguard, each roll is final.
IQ: 1d6+8
ME: 2d6+6
MA: 1d6+8
PS: 2d6+14
PP: 2d6+8
PE: 2d6+8
PB. 2D6+6
SPD: 2d6+8
SDC: 45
HP: PE+1d6 per level and 10 once in lifetime bonus.
Level of Exprience: 1d4+2
Number of attacks: 5
Attacks: Punch 1d6, Kick 1d6+2, Knockout/Stun; natural 20
Bonuses: +3 initiative, +2 to strike, +3 to parry, +4 damage, +4 pull punch, +2 roll with punch, +1 save vs magic/poison, +6% vs coma/death
Typical skills: Streetwise (+24), Prowl (10%), Detect Ambush (+10%), W.P Automatic Pistol, plus two domestic and three technical skills of choice, eight secondary skills, plus either Weapon proficiency modern OR physical/athletic program.
Weapons: Typically, carries a large pistol in shoulder holster, concealed back up pistol in a belt and/or ankle holster, and blackjack for general purposes of protection. No heavy duty weapons or cybernetic implants or any hi tech are readily avaivable to them, but each guard can be fitted with any upgrades the player wishes.
Each bodyguard is ready to die for the leader and would take a bullet to the chest for them or sacrifice self to let the leader escape.
If a bodyguard dies, finding a suitable replacement will take 1d4 months, at which point the bodyguard is rolled as new one.
Can hire an extra bodyguard at level 3, 6, 9, 13, and 15.
4. The press: All actions the character does receive huge media coverage and mass attention. While this may sound like a great deal when making a business deal or a publicity stunt, if the character is caught doing illegal activities, they will receive huge negative mark. Diplomatic characters may lose their position, while monarchy or dictators may be overthrown as result.
5. Save the situation: In case of being caught in the middle of an inescapable scandal of utmost heinous crimes, there's a chance that the player may lose their position. Depending on the severity of the crime, the character must roll 1d20 over the required amount of the crime that has been done based on several factors. The character has +2 save from scandal at lvl 1 and gets 1+ bonus to save from scandal at levels 3, 5, 8, 12, and 14.
Breaking and entering 4
Forgery 5
Extortion 6
Theft 7
Drugs 8
Robbery 9
Kidnapping 10
Assault 11
Murder 12
Also, add the following numbers to the required number to roll with the several factors
Linked to the crime or having organized the crime 2
Caught doing the thing in person 4
Caught doing the thing in person with concrete evidence (Clear photos or videos or concrete audio) 6
For each witness 1
So seeing the person literally kill another, captured on tape and seen by two would require roll of 18!
When scandal arises
If the scandal goes public through any means then the leader must roll percentile
01-31 Forgiven Either the public does not believe the evidence or they are too in love with the leader to care.
32-57 Minor scandal The smear is minor and the leader has to only pay 1d4x2000 in fines to hush up the murmurs or do donation drives
58-80 Major scandal Major smear on the reputation that may tarnish the leader's image forever, roll 3d6 for the amount of months people will be suspicious of the leader, don't answer to his cries of help and may even throw rotten tomatoes and such at them!
81-83 Impeached The character is stripped off his power either by higher power or their monarchy and kingdom gets overthrown. They lose 75% of all their cash aside and they lose their diplomatic privilages. Only one loyalist agent will remain, who has been with the leader the longest period of time while the rest abandon him.
84-00 Declared public menace The leader becomes target, not only do they lose their diplomatic privilages, all their assets will be frozen. Police, SWAT, and maybe even SCRET will actively hunt the character until ammends are made.
It is up to GM's decision how and if the leader can make sufficent ammends to help rebuild their reputation and maybe gain back their lost fortune.
Step Four: Equipment
Personal items
A plush house, furnished with about 600,000$ worth, a 1d4 years old sports car, and probably a Yacht.
Financial Resources
Roll 2d6x100,000 for the money you start with, this is in combination with any life savings the character may have. There is 40% chance the character also own stocks and bonds worth 2d6x100,000.
Step Five: Other stuff
Aligment: Any aligment can be chosen.
Experience table: Use Special Training
Inherited
Some people are born with "golden spoon in mouth" and never have to rise their fingers to get to where they are. They get most of the money possible but have to meet certain requirements to get acess to the fortune.
Step one; Character attributes
Roll the character as you'd normally do. Do not roll the life savings as the character has unqiue life savings table.
Step Two; Skills and education
Character can have as big of education as they want, roll as normally.
Step Three: Special Abilities
1. Life savings Roll percentile for how much you already have in the bank.
1-12 10,000$
13-26 20,000$
27-38 30,000$
39-50 40,000$
51-63 60,000$
64-76 80,000$
77-88 100,000$
89-00 120,000$
2 The Family Fortune. The inherited fortune that you're entitled to you is vast and varies greatly. These are additions to any life savings the character may have.
Roll the percentile to see what is the type of the money or property the character is entitled to.
1-10 Cash! 2d6x1,00,000$
11-20 Property Old coins that have been collected for many years. Valued list price is 4d6x1,000,000$ but will take 3 to 12 months (roll 3d4) months to liquidate. Quick sale will get 30% of full value.
21-30 Cash! Only 4d6x10,000$
31-40 Blue Chip Stocks Total number of stocks is 2dx100; each stock is approximitely 10,000$ EACH. The stocks may go up and down, if sold immediattely the fortune is 10,000$ per each, minus 2% broker's fee from the the cash ammount.
41-50 Property Your old family manor is your inheritance. (You've since moved away from it.) Value is at 3d6x1,000,000$ but to get full value 4 to 16 months (roll 4d4). Quick sale means reducing the asking price by 30%.
51-60 Trust Fund 3d4x1,000,000$ has been set aside for the character by a benefactor. However, the character can only draw on 10% of the total avaivable money per year. When the total reaches a minimum of 10,000$ the character will receive it in a lump sum. The money is carefully dispensed by a law firm.
61-70 Property Your inheritance consists of jewels such as diamonds, sapphires, rubies and so on, many of them cut. Value is 2d4x1,000,000$ but to get full value would need 3 to 12 months (roll 3d4) Quick sale will get 60% of the full value.
71-80 Cash! 6d6x100,000$
81-90 PropertyPriceless antique is your inheritance. Value is at 2d4x1,000,000$ but to get full value it will take 4 to to 16 months (roll 4d4) Quick sale will get 50% of the full value.
91-00 Bonds The bonds are valued at 1d6x1,000,000$ but do not reach their full maturity and value untill for 1 to 4 years. (roll 1d4) All or some can be cashed prematurely for half the price.
3.Butler Male or female butler (01-60 Male, 61-00 Female) who lives inside the house. They do various chores such as:
Cleaning the house.
Watering plants.
Making beds.
Serving food.
Caring for babies.
Fending off obsessed fans.
Repairing possible costume
Assures public this is not the hero/villain, unless especially stated that they want to be known as one
Repairing broken objects and electronics.
Evicting unwanted personel.
Roll 3D6 for each attribute of the butler, along with any of the bonuses.
HP is 3D6+PE +1d6 per level
SDC 1d6+15
The butler is 9+1d4 level.
The aligment of the butler is always SAME AS THE CHARACTER.
The butler has the base following skills, the IQ bonuses and level bonuses apply
Butler program
Cooking +25%,
Speak native language +40%
Read and write native language +35%
Basic Math +15%
Play musical instrument +20%
Sewing +25%
Drive automobile +15%
Preserve food +15%
Also select one program and ten secondary skills. If butler is rolled being level 12, add one extra secondary skill like HU 2 recommends starting from LEVEL ONE and progress the skills as needed.
The butler's wage is 1200$ per week. If wished, the butler can be fired and a new one can be hired later. The same butler cannot be hired ever again, they have gone off to other duties.
If the butler dies very suddenly, finding suitable replacement may take from two months to even a year! (2d6) The new butler candidate is rolled like the earlier.
Step Four: Equipment
Personal items
The character has a new conventional automobile (car, SUV, ETC, the car is 1d4 weeks old) worth of about 18,000$, nice two story house, the latest computers (one desktop, one portable, one electronic notebook), electronics, cell phone (probably the latest in the market with phone, game, and mp3 player all rolled in one), expensive wardrobe, personal posessions, and the basics they need to live comfortably.
Financial Resources
Roll 2d6x100,000 for the money you have on the ready.
Step Five: Other stuff
Aligment: Any aligment can be chosen.
Experience table: Use Hardware