Seymour Ruiz (Mutant Rat Information Broker)

EU's Team Evil - If you hear them they're not after you.
GM: Dodsrike
AGM: Ace of Spades

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Seymour Ruiz (Mutant Rat Information Broker)

Postby Seymour Ruiz » Tue Mar 12, 2019 1:33 pm

Player Name: Jason
G-Mail: Leprecoon99
Character Name: Seymore Ruiz
Aliases: Frankie “Chavez” Escuso & Miquel Vasquez
Race: Mutant Rat
O.C.C.: Information Broker
Alignment: Aberrant
XP Level: 1
XP Points: 1500 (Ace of Spades, 6/1/19)
Next Level @ XP: 2,050
Sentiments/Non-Humans: Human? Non human? Assholes are assholes, no matter what they look like.
Sentiments/Coalition: Where? They found me?
Disposition: Curious, loyal, trustworthy - known as the type to keep his mouth shut.
Insanity Ideas:
Obsession: Paranoid delusions about being monitored by the CS

ATTRIBUTES
I.Q. 16
M.E. 8
M.A. 10
P.S. 14
P.P. 21
P.E. 13
P.B. 12
Spd. 39

PHYSICAL DATA
P.P.E.: 8
H.P.: 22
S.D.C.: 34
Age: 21
Sex: Male
Height: 5'
Weight: 160 lbs.
Description: Seymour has a vaguely human, bipedal appearance, and rat-like head with human legs, arms and a long, hairless tail. He is thin and wiry with fully articulated hands and long, sharp nails.

Racial Abilities
Climb 85%/80%
Swim 75%
Prowl 72% (+2%)
Identify scents: 62% (+2%)
Track by scent: 58% (+2%)
The tail is not like prehensile feet
Double jointed
Ambidextrous
Rats and most rodents must chew on wood, concrete, or metal to wear down their ever growing teeth, otherwise their fangs will grow through their jaws.

Natural Abilities
Perception Bonus: 27%
Charm/Impress: 5%
Invoke Trust/Intimidate: 10%
Max. Encumbrance: 48 lbs.
Max. Carrying Weight: 280 lbs.
Max. Lifting Weight: 140 lbs.
Max. Jumping Ability: Can leap 6' up and 10' across (+30% across with a running start)

Special Abilities
1. Black Market Benefits: All three Benefits are available to this character, but most Information Brokers stay focused on their information business, supplemented by extortion rackets and detective and espionage work. Any formal business is likely to be related to these, such as a detective agency. For most, buying and selling information is their business, and they do very well at it.
  • Professional Courtesy and Connections
    Black Marketeers tend to see each other as brothers and sisters in the same, big, underground organization. As a courtesy, even members of rival factions are, as a general practice, regarded as comrades-in-arms rather than enemies, and treated with respect and courtesy. Sure, competition and rivalries can get heated at times, but the Five Factions have each carved out their place in the market and, for the most part, support each other. This means a fellow Black Marketeer will generally take the word of his brother over that of an outsider or "mark" (customer), and certainly over that of the authorities.
    This trust and camaraderie demand a degree of loyalty and trust in return. As a result, Black Marketeers make it a rule, to be honest, fair and sincere with each other, to the point of admitting accidents, wrongdoings, and mistakes. It is better to admit to, and pay the price for, a stupid mistake or misstep than lie to a fellow Black Marketeer within the same Faction, and NEVER to a Boss.
    Another benefit of being a member of an organized crime syndicate is connections. A fellow member of the Black Market always gets a small discount on anything purchased from the Black Market. A better deal may be possible if the character is a regular customer, a Boss, a big spender or friend. This includes discounts at Body-Chop-Shops and other professional services. The Black Market is a network of criminal operations and services, and fellow Black Marketeers are insiders who are part of that network.
    As such, they are expected to bring the Black Market opportunities and profit, and the organization reciprocates by providing work, services, and information in return.
    A Black Marketeer can also count on truthful (though possibly incomplete or withheld) information, provided it doesn't require giving up trade secrets that could hurt a brother's business. Fellow Black Marketeers are happy to share rumors and word on the street, offer warnings of trouble from the law and outsiders (but not necessarily from within the Black Market itself), and offer up the location of Black Market Body-Chop-Shops, dealers, fences and other Black Market facilities and services. They may even be willing to make an introduction to a Lieutenant or Captain of a local crime crew.
    Bonuses:+ 10% to the skill Find Contraband when it is through the Black Market. Most Black Market Fences pay 5% more to fellow Marketeers than they do to outsiders, and most sell goods and services to fellow Black Marketeers at a 10% discount.
  • Black Market Loans & Credit Lines
    A Black Marketeer has one advantage over most other player characters. If he needs a quick influx of money for a deal, he can usually get it with no problem through the Black Market. Loans and lines of credit are made by going to an NPC Black Market Banker, Captain or Boss at a local Black Market facility that knows him personally or by reputation (even if he's just starting out). Otherwise, he'll need a known and trusted Black Market "associate" (again, probably an NPC/Non-Player Character) willing to vouch for him to a higher up, or willing to lend him the money himself. The money lent doesn't just magically appear, the character must have access to his account at a Black Market bank and he'll be given a Black Market debit card with the available funds. Once approved, a Black Market bank can have the funds ready within 30 minutes.
    Available Funds for a Black Market Loan or Credit: How much a Black Marketeer can borrow depends on the character's experience, reputation and clout within the organization, as well as on his personal assets: house, criminal enterprises, drug stash, etc.
    • 25,000 credits per level of experience; double if he has plenty of known personal assets worth at least 10 times the amount he wants to borrow.
    • +50,000 additional credits per level of experience for a character with a sterling reputation in the Black Market for reliability, making money or having repaid past loans and vig without incident. Must be at least second level and a rising star.
    • +200,000 additional credits per level of experience if a high ranking NPC (Non-Player Character), such as a Black Market Captain, Boss, Family or Faction, endorses the character for whom the line of credit is being secured. This is likely to require some role-playing to attain.
    All these amounts are cumulative, provided the character meets the requirements.
    Note: A line of credit works just like a loan. The full amount requested is made available in the character's account, and interest begins to accrue immediately on the entire amount, whether the character has spent it or it sits in his Black Market bank account. Collateral: In all cases, it is understood by the borrower that everything he owns is automatically put up as collateral for the loan. Failure to pay the loan and the vig in full, when due, means seizure of the necessary assets owned by the borrower to cover the loan, or worse.
    Alternative Black Market Loans: In all cases, loans and lines of credit made via the Black Market are expected to be repaid within 90-180 days, with interest compounded weekly. There are only two exceptions:
    1. Money lent to a character by a friend who agrees to much more reasonable terms and time to pay, but such terms are dictated by the lender, and while fairer, they may remain odious, especially if that friend is a fellow Black Marketeer.
    2. When a Black Marketeer player character calls in a "favor" to get a loan, it is usually he who dictates the terms. If the favor is coming from a friend, business or anyone with whom the Black Marketeer wishes to maintain a good business relationship, the terms will be fair for both parties. (Something like 10% interest compounded monthly and payment in full expected at the end of one or two years.) If the "favor" is being demanded from someone the character has no need or desire to maintain a good relationship with, the borrower can make any demand he wants (1% interest compounded annually and due in 20 years). However, unfair favors are likely to create a new enemy, so even then it is wise to make a fair deal. (Something like 5% interest compounded monthly or annually, and payment in full expected at the end of 2-5 years.)
    Note: Borrowing money via the Black Market and calling in favors are effective when handled with tact and diplomacy, and for enterprises that have a very high likelihood of a quick return and handsome profit. They are not long-term and are costly even in the short term. A Black Marketeer getting a loan through the Black Market organization had better know what he is doing or he could find himself in a world of hurt. This is why most Black Marketeers would rather get money the good old-fashioned ways: robbery and extortion. Both can be dangerous during the initial acquisition of funds, but once acquired, there is no vig nor requirement to repay the money. Of course, Black Marketeers with business savvy can also earn a nice, steady income and save piles of credits via criminal and legitimate Black Market enterprises. However, owning and overseeing a business is not for everyone, and business has its own perils.
    The "Vig" - Interest Rate: The "vig" on personal loans is an interest rate of 20% compounded weekly. No questions asked. Payment in full, plus interest, is expected no later than 90 days later. Some lenders may demand a weekly payment with interest, while others are willing to wait for the entire amount, plus interest, at the end of the 90 days. In the latter case, interest accrues the entire time and weekly interest is applied to the original loan amount plus the increasing interest that grows weekly. The longer it takes to repay the loan, the more money is owed when it is repaid. A 90-day extension of the loan may be negotiated at a retroactive 30% interest rate that starts from the initial date of the loan. A loan for a one-time opportunity, such as a heist, purchase for resale, etc., requires a 30-day repayment of the loan and no extension is likely. In this case, the lender gets a 25% cut from the transaction off the top instead of the usual 20% vig. So if the "opportunity" yields a return greater than what a personal loan would have been, the lender gets that greater amount; 25% of the take. If the opportunity fails to yield a profit, the lender expects to get his loan repaid in full, without any additional vig. It is a risk he took for a bigger slice of the pie, and he's okay with that. Black Marketeers are risk takers. However, that's only if the deal really is a dud. If the lender finds out that the borrower is holding out on him and made back his own investment or a secret profit, the lender is likely to extract payment by "messing up" the borrower - a brutal beating and breaking both legs or severing a limb (a couple fingers, hand or foot) and/or seizure of assets up to double the loan amount. All of which is allowed by the Black Market for such an infraction. If the loan is for a business enterprise, the "vig" is 25% compounded weekly, with repayment of the loan in full plus interest due in 180 days. In the alternative, no vig and no repayment is required if the lender gets a permanent 10% "buy in" to the business. However, the lender is a permanent partner and gets weekly or monthly payments from the profit of the business. The more the lender makes, the happier he is and things go well. If there is no profit after three years from the date of his initial investment, or if the profit is less than the money lent plus vig, the full amount of the loan plus the usual vig, compounded weekly over that three year period, is expected to be paid, or else. Any profit sharing paid to the lender during that time period is not applicable to the return of the loan plus vig, even if it was almost the full amount. If the borrower does not have the money, but the lender believes the business has genuine profit-making potential "under new management" - his own - the lender has the right to seize the business and all assets in that business, but the borrower is released from his debt whether the business goes on to make money or fails.
    If the business is worthless and the borrower cannot repay the loan plus vig, the Black Market lender can seize the borrower's assets until the loan and the vig are paid in full. If that is not enough, the lender may insist the borrower perform one or more services sufficient to cover his debt. In the alternative, the lender has the right to extract penalties that can include forfeiture of the borrower's life and/or the lives of the borrower's family, business partners and teammates. Of course, a benevolent lender will not take such extreme measures as a "favor" or reward for some other service or benefit rendered to him by the borrower. If a favor, it means the borrower owes the lender a BIG debt and can expect that favor to reflect that whenever it may be called in.
  • Black Market Enterprises - this character has elected to not begin play with a business. See page 76 of the Black Market sourcebook for details.
2. Special Abilities of the Information Broker: The Information Broker starts with Informant: Confidential, Informant: Street Snitch, Street Rep: Trustworthy and Friends in Low Places, especially within the Black Market. O.C.C. Related Skills may be traded at a rate of two skills for one Black Market Special Ability, described earlier in the Black Marketeer O.C.C. section.Note: Will coordinate specific contacts from abilities with G.M. once approved.
  • Informant: Confidential
    The Black Marketeer has ONE well-placed informant, mole, spy or snitch within an existing group, organization or business. The identity of this "mole" is a highly valued and protected secret asset that should never be shared even with trusted friends. Bonus: +1 to his network at levels 5, 10 and 15. Others may be acquired through role-playing at the G.M.'s discretion. see pg 80 SB07
  • Informant: Street Snitch
    The Black Marketeer has 3 Street Snitches in his pocket. Bonus: +1 to his crime network at levels 2, 4, 6, 7, 8, 9, 11, 13 and 15. Others may also be acquired through role-playing at the G.M.'s discretion. See pg 80 SB 07
  • Street Rep: Trusthworthy
    Word on the street is this guy is fair and honest in his business dealings and can be trusted by fellow Black Marketeers, crooks, and outlaws. He is in good standing with his clientele and he may have a rep for being the "go to guy" when looking for "X" -whatever that may be. "X" probably ties into one of the character's criminal enterprises or a particular Black Market service with which he is affiliated or run by a friend or crime boss. Note: This is the character's rep "on the street," and is not necessarily what the Black Market or the authorities may think of him. Bonuses: +5% bonus to the skills Barter, Gambling, Gambling Dirty Tricks and Pick Pockets.
  • Friends in Low Places
    This Black Marketeer knows his share of 8 thugs, thieves, drug dealers, pimps, streetwalkers, beggars, snitches, gamblers, gang-hangers, Cyber-Snatchers, City Rats, cutthroats and lower echelon criminals and lowlifes within the Black Market and outside of it. Bonus: The Black Marketeer gets an additional 10% discount on most Black Market purchases and transactions from these lowlifes only. See pg 80 SB 07
  • Friends in High Places
    Black Marketeer has connections with 3 lieutenants and perhaps 4 other higher-ups (business operators, smugglers, fences, etc.) and even one Boss within his Faction of the Black Market. In addition, he has a total of 5 well placed "friends" in the local community spread out among the government, influential business owners, media and/or the local authorities/police. See pg 80 SB 07
3. Information Grapevine
The Information Broker's stock in trade is information and he cannot afford to be too fussy about where or how he gets his information. Brokers do not wait for information to drop into their laps, they are proactive and set up networks for gathering (and disseminating) information.
These networks or "grapevines" may consist of a number of different things but rely on operatives, contacts, and snitches.
Note: Part of that grapevine is a street reputation that the Information Broker pays for reliable information on many subjects. An Information Broker's grapevine network may come from all walks of life, ranging from strategically placed personnel in various media, law enforcement, military offices, researchers at universities, to workers and clerks at businesses, bartenders, prostitutes (they can learn a lot from their customers in the sack!), City Rats, crooks and homeless street people. The motives of operatives in the grapevine also vary. Some do their tasks just for profit of some type- cash, status, power (real or imagined), trade goods, a paying job, etc.- while others may be paying off a debt or favor, or have an ulterior reason (wants to become a Black Marketeer, likes having connections to the Black Market, seeks revenge against the government, law or business, is a spy or undercover agent himself and is spying on the Information Broker or the Black Market, or feeding them information for his own purposes, and so on). What positions these contacts hold and what information they can gather (or spread) is dependent on the role-playing skills of the player and the discretion of the G.M.

4. Spyware
Information Brokers do whatever it takes to gather information, and that includes expert use of bugs, listening devices, cameras, and surveillance equipment. Both high-tech spyware and mystical devices can provide a Broker with invaluable (and very profitable) information.
Starts with 1d4 = 2 of each type of bugs and surveillance devices.


O.C.C. Skills
Computer Operation 60% (+5%)
Computer Programming 40% (+5%)
Computer Hacking 37% (+5%)
Intelligence 32% (+4%)
Language: American -- 99% (+1%)
Language: Spanish --73% (+3%)
Language: Euro -- 73% (+3%)
Literacy: American -- 60% (+5%)
Lore: Magic
--General Knowledge: 40% (+5%)
--Recog. Magic Circles, Runes, etc: 30% (+5%)
--Recognize Enchantment: 24% (+4%)

Lore: Psychics & Psionics -- 37% (+5%)
Lore: Demons & Monsters -- 42% (+5%)
Mathematics: Basic -- 57% (+5%)
Pilot: Automobile -- 68% (+2%)
Radio: Basic -- 57% (+5%)
Research -- 62% (+5%)
Streetwise -- 42% (+5%)
Surveillance -- 44% (+5%)
W.P.: Energy Pistol
W.P.: Knife
Hand to Hand: Basic

O.C.C. Related Skills
T.V./Video -- 42% (+5%)
Pilot: Helicopter -- 37% (+5%)

Secondary Skills
Appraise Goods -- 32% (+5%)
Photography -- 47% (+5%)
W.P. Targeting

EP Bought -
Fortune and Glory: Physical skill of choice - Running
Aikido


Combat Data
HTH Type: Aikido
Number of Attacks: 4
Initiative Bonus: +4
Strike Bonus: +3
Parry Bonus: +5
Dodge Bonus: +6
HTH Damage Bonus: 0
Bonus to Roll w/Punch: +4
Bonus to Pull a Punch: +3
Bonus to Disarm: +2
Bonus to Breakfall: +3
Available Combat Maneuvers
Bite: 2D6
Body Block/Tackle 1d4 + special
Body Flip/Throw +2 strike / 1d6 + kd
Claw strike (with fingernails): 2D4
Elbow: 1d6
Entangle: special
Knee: 1d6
Kick Attack: 2d4
Punch: 1d6
Power Punch: 2d6 (2 APM)
All Holds

Weapon Proficiencies
Aimed Shots: +3 to Strike Bonus (costs 2 actions)
Burst Shots: +1 Strike Bonus
Called/Aimed Shots: +3 Strike Bonus, 12+ Strike Roll Required (costs 3 actions)
Melee Called Shots: No bonus to Strike, No extra action cost

W.P. Knife: +1 to parry, +1 to strike when thrown
W.P. Energy Pistol
W.P. Targeting: +1 to strike

Saving Throw Bonuses
Coma/Death: +0
Magic (varies): +0
Lethal Poison (14+): +0
Non-Lethal Poison (16+): +0
Insanity (12+): +0
Psionics (15+): +0
Horror Factor (varies): +0
Last edited by Seymour Ruiz on Mon Apr 29, 2019 1:55 pm, edited 25 times in total.
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Seymour Ruiz
 
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Re: Seymour Ruiz - WIP

Postby Seymour Ruiz » Tue Mar 12, 2019 1:35 pm

Equipment

NG-C100 Cargonaut

Carried/In Hand
Ancient Analog Video Camera (1,000 credit value)

Worn on Person
Headphones
Comb
Tinted Goggles
Hat
Traveling Clothes (Black t-shirt / media vest / Army green cargo pants)
In pants: pocket-size notepad - 2 pencils / 12 markers
Boots - left: survival knife
CAF Elite Corps Load-Bearing Chest Rig (Patron Item)
Image
Features:
• 12 attachment points
• Integrated IRMSS: 20,000 credits to recharge (R:UE, p.263)
Attachment points can be utilized to carry 1 each of the following item types: sidearm, magazine, E-clip, grenade, canteen, food ration pack, minor items or individual tools.

Attachment: Radio
Attachment: Flashlight / Pen Flashlight
Attachment: Digital Camera / x2 Memory Cards
Attachment: Portable cd Recorder/Player (also plays 1 and 3 in a/v discs)
Attachment: Video Disc Player (also plays 1 and 3 inch a/v discs)
Attachment: Pocket Mirror / Magnifying Glass
Attachment: Canteen
Attachment: Gas Mask/Air Filter
Attachment: 5x 1 inch discs
Attachment: BigBore "Holdout" Derringer
Attachment: Normal binoculars
Attachment: Portable Language Translator
N-F50A Superheavy Force Field
Image
M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2


Backpack
The backpack is padded, sealable, and lightly armored. Internal space can be utilized to carry a variety of items. Internal capacity is 30" long, 18" wide, and 6" deep. Items larger than a grenade will require more than one space.
• Space: Set of dress clothes
• Space: Tablet
• Space (x2): Laser Holographic Portable Computer
• Space: Still Camera
• Space: Telephoto Lens
• Space: Still Camera Film x10
• Space (x2): Portable Electronics Tool Kit
• Space: one set of Casual Clothes

Stored in Vehicle
Ancient Analog Video Camera (1,000 credit value)
2x Keyhole or Tube Microphones
2x Contact Microphone
2x Commercial Wireless Microphone
2x Compact Commercial Wireless Microphone: (size of a pack of cigarettes)
2x Wireless Microphone
2x Tracer Bug
2x Bumper Beeper
2x Listening (bugging) Device
2x Tie Clasp: Microphone;
2x Electric Condenser Mic
2x Broadcast Quality Tie Tack
2x Room Bug
2x Transmitters (typical)
2x Transmitters (quality crystal)
2x Low-Frequency Converter
2x Frequency Equalizer (controls cutoff of certain frequencies and boosts others)
2x Test Transmitter
2x Transducer
2x Telephone Induction Unit
2x Sound Amplifier (high quality)
2x Telephone Bugs
2x Room Bug Mini-Transmitter
2x Telephone Line Transmitter
2x Field Strength Meter
2x Broadband Receiver
2x Pocket Vibration Detector
2x Pocket Scrambler
2x Portable Telephone Scrambler
2x Video Briefcase
2x Video Wall Mount
2x Mini-Telephoto Document Camera
Thin rope (100')

Gear Stats

NG-C100 Cargonaut
Image
M.D.C. by Location:
  • *Headlight (1): 10
  • *Treads/Tracks (2, modular cargo bed): 90 each
  • *Armored Tires (2, cab): 18 each
  • Windshield: 30
  • Cargo Area/Back Seat: 60
  • Main Body: 140
* Requires a called shot at -4 to strike
Statistical Data:
Speed: (see book for details)
  • Wheels and Tracks: 80 mph maximum
  • Tracks only: 50 mph maximum
Range: 300 miles (can accept gas, diesel, ethanol or even strong alcohol mixtures)
Modifiers: -10% to piloting on rough surfaces, -15% on broken terrain or mud/snow to 1'
Crew: 1 driver, 3 passengers (+4 passengers in pickup version)
Class: Pilot Automobile
Dimensions: 10' tall, 8' wide, 14' long, 2 tons (+APT, if any)
Cargo: can pull APTs & up to 55 tons (see book for details)
Power System: Liquid Fuel
Weapon Systems:
  • None
Book Reference: p.210, WB34


BigBore "Holdout" Derringer
Image
  • Range: 50'
  • Damage: 1D6 M.D.
  • Rate of Fire: single shots only
  • Payload: Two rounds; breech loaded
  • Weight: 3 lbs.
  • Features: steady aim
  • Modifiers: +1 to strike on aimed shots; +5% to concealment
  • Book Reference: p.137-138, SB8


Empress Heavy Ion Pistol (Patron Item)
Image
Atorian ion blasters use accelerated, charged particles in a dense, destructive beam. The Empress model is manufactured exclusively for use by imperial guards of the six princesses of the Empire. None have ever made their way to the galactic black market.
• Range: 600'
• Damage: 6d6+2 + possible EMP effect
• Rate of Fire: Single shots only
• Payload: 8 shots per E-clip
• Modifiers: +1 to initiative, +3 to strike, critical strike on Natural 17-20
• Features:
☞ Custom Grip
☞ Laser Targeting
☞ EMP effect: a localized EMP discharge from a called shot against any electrical, cybernetic, or bionic location struck will disable that location/item for 1d6 melee rounds.
Last edited by Seymour Ruiz on Tue Jun 25, 2019 6:13 am, edited 19 times in total.
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Re: Seymour Ruiz - WIP

Postby Seymour Ruiz » Wed Mar 20, 2019 1:50 pm

Background Story

Seymour was raised in the barren outskirts of Laredo to a litter of 6. His parents were a pair of escaped rats. His mom had been a scout and dad was a grunt. They met in the field and got along so they made sure to be paired as a part of a team. One day while on patrol, the team came across a merchant caravan being attacked by a gang of bandits. These bandits turned out to be more than the team could handle, with only mom and dad and the sarge surviving the battle. Sarge was a large mutant bear with a cyber arm. After the smoke cleared, the three grabbed whatever gear had survived and hauled ass away. They finally settled in Laredo, Texas.

After a few weeks of scrounging and scraping, Sarge came back to the hideout with some cash, weapons and a panicked look on his face. We got to go. The CS found us.” He got his go bag and turned to the others. Mom and Dad just looked at him with fear on their faces. Mom took sarge’s hand. ”I just found out. I am with child. We can’t go.” Dad grunts and stands ”Sarge! We will lead them away from my family.” He leans down, kisses his woman, then stands and grabs his bag. With a final look at mom, turns and heads out the door with Sarge right behind him.

That was 8 years ago. Being the only one of his litter who it. The rest were killed or captured except for Seymour. Seymour liked being a rat on the streets of Laredo. To him, he is the only real “Street Rat” around. Mutant rats reach physical maturity in just a year, so Seymour had to learn quick. Mom is always warning him to be careful and try to stay out of trouble. Seymour decided to figure out how to survive while being small and weak. This means learning what he can from whoever will teach. After a couple of years, he knew enough to not die stupid. A little fighting, what can be sold, and what is needed. His favorite currency was information. He made his name known as the guy for info. If you want something found out, ask PapaRatzzi. Because of his size, he had to be more cunning than the others. This led to him discovering his mental abilities.

It was a gloomy evening and Seymour was on his way home from a long day of snooping and scrounging for stuff he may be able to pawn. As he approached an old shed, he hears the sounds of a struggle. Sneaking over for a better look, he discovers a human man with an old style news camera and a large bag being mugged by a couple of tweakers. Seymour looks around for help. Seeing nothing, He pulls out his knife and screams while he charges in. Thanks to their state of mind, the tweakers freak out and run away. Seeing the human, Seymour does his best, but with no medical skills, He just grabs the human and gear and helps to get them off the street.

Once inside a nearby building, Seymour leans the man against a wall and once he has looked around quickly, checks him out. ”You ok? Good thing they were tweakers. I am not much in a fight, but I do what I can.” Taking a breathe, he gives the man a once over. ” I ain't no doc, but nothing looks broken. A few bruises and you will be sore.” He looks at the man’s face and notices he is out cold. Seymour decides to use his skills and connections to get this guy some help. He buggers off to his favorite hangout and to try to recruit some help to haul the guy to Seymour’s flophouse.

After a couple of weeks, the man is better and in return for their help, the man offers to teach Seymour how to use his mind instead of his small body. Knowing that this man was serious, Seymour accepts. Over the next couple of years, Seymour learns how to use a camera as well as good an education as a mutant can get in a post-apocalyptic era. When the man says he must leave, Seymour asks to tag along. The man says yes. As they travel, but always returning to Laredo, Seymour learns many things, The man is called Terry Johansen and he is a reporter. He travels and writes about what he sees. Along with his writing, he has poor photos to go along. This is the thing that attracts Seymour. He spends hours looking at photos and figuring out how to work the cameras, especially the big one. Terry then makes the choice to show Seymour camera work. Seymour thrives at it and becomes Terry’s cameraman. He practices his camera skills by taking pics of the robot battles that happen in Laredo.

A couple more years go by. Terry and Seymour explore most of the Southern US. All was great for Seymour. He loved traveling and working with Terry. Then the black market called on them. Terry was being contracted to extort someone in power in a nearby town, with apparently is normal. Terry lets him in on a secret. Terry is in the blackmarket and uses his reporting to get and sell info. Now that Seymour knows, he has a choice. Join or……. Seymour joins and takes to it fast. Within 2 months, Terry lets him know that he has a solo mission. Seymour discovers that Terry has set him up in Laredo with a basic cover as a courier, but with the black market, he is a media restorer with a way to get stuff for people on the sneak.

Another 6 months goes by and Seymour gets a message from one of his street runners that Terry is looking for him. With a smile, Seymour grabs his bag and heads off to meet up. Seeing his friend at his favorite diner, He walks in and sits. An hour later, Seymour is packing up his belongings and heading off to Merctown for work. Apparently, it is a hotspot of action, so chances are he can make a name for himself.
Last edited by Seymour Ruiz on Sun Mar 24, 2019 8:06 am, edited 3 times in total.
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Re: Seymour Ruiz (Mutant Rat Information Broker)

Postby Seymour Ruiz » Mon Apr 29, 2019 1:45 pm

EP SKILLS BONUSES

Running -
+1 to P.E.
+4d4 = 9 to Spd
+1d6 = 6 to S.D.C.

Aikido -
+2d6:
1, 6
S.D.C.,
+1d4 = 3 M.E.,
+1 P.P., and
+1 P.E.
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Seymour Ruiz
 
Posts: 37
Joined: Tue Mar 12, 2019 12:49 pm

Re: Seymour Ruiz (Mutant Rat Information Broker)

Postby Seymour Ruiz » Sun Jun 23, 2019 8:39 am

Seymour's Friends in Low Places
The Black Marketeer gets an additional 10% discount on most Black Market purchases and transactions from these lowlifes only.
  • Fenrick the Fence: Owner/proprietor of the Buyer's Market Pawnshop. Fenrick is willing to deal in anything, including blatantly illegal and hot merchandise. He sells guns (including CS and prohibited ones), new (stolen) and used (don't ask) cybernetics and bionics, drugs, bootleg music and videodiscs, booze and even information. The Fence is an independent, he is not associated with any of the criminal cartels in the Warrens and will fence goods for anyone. Word on the street is that Fenrick has something on somebody or knows someone powerful to remain independent without being muscled by the mob. He sometimes hires people to pick up, transport/deliver or acquire "special merchandise" for him.
  • Bart Longfellow: Night shift bartender at The Gunman's Tavern. He buys and sells weapons on the sly, including items prohibited within city limits. Prices are high, at least 20-30% higher than at the Arms Bazaar, but the weapons are clean , their serial numbers removed, no gun registration or permit is needed, and no questions asked. Two minutes after a sale, Longfellow doesn't remember a name or face.
  • Vannick Annox: Owner of Flesh Peddler's. He pays the Greenskins 12% in credits plus favors from the female staff for protection and for providing an onsite security team: 6-8 big, tough-looking brutes who work as bouncers. He resents the Greenskins' free "favors," and seriously dislikes the gang's leader. He and his girls are reasonably reliable to pick up on rumors and leads, but not much else.
  • Ralph "Roach" Moldinar: Owner of Roach 's Hotel. He's a member of the Greenskins, and lets fellow gang members stay in three of the suites for half price. Consequently, it's common to see 10-20 Greenskins milling around in the lobby and out front , with another 10-40 crashed upstairs. Street walkers, drug dealers, con artists, craps players and thugs who shake down customers for extra credits work the street around the hotel in a three block radius. Anyone looking to hire or hook up with the Greenskins can do so at the Roach Hotel.
  • Rex Craven: Bartender at The Mausoleum. Rex is some sort of death-loving mage, but the antipathy he and (reportedly) his boss hold for the Greenskins is quite animated. The Mausoleum's owner pays them a pittance (3%) mainly just to rid himself of their annoying attempts at extortion. Note: Word on the street is that those looking to hire Necromancers, Witches, demonic assassins or an army of animated dead should speak to Creed or Rex. There is also a rumor that there is some sort of death cult operating from or which hangs out at the Mausoleum.
  • Tricky Ricky: A young lieutenant in the Mega-Monkeys gang. Tricky Ricky has undergone MOM conversion, but it was fairly recent, so he's just unpredictable, and not totally bat-shit nutters like one who has been a Crazy for a long time. He's utterly loyal to the gang and loves it like his family.
  • Jace Everson: He's the primary lieutenant of the Cyber Street Gang, and kind of a "third in command" in their hierarchy. He's a clever guy, especially for a Juicer, but his goals are short-term and pretty typical of juicers: he just wants to live fast and die young.
  • Quick Hands McGee: Quick Hands is the gang's unofficial third in command, best friend and protector of the gang's leader "Davey Boy", and trusted member of the crew. He's incredibly quick not only with his hands, but with his wits, and from his conversations with him in the past, he certainly seems to know a lot of the names and faces in the criminal underworld of MercTown quite well.


Seymour's Friends in High Places
Black Marketeer has connections with 3 lieutenants and perhaps 4 other higher-ups (business operators, smugglers, fences, etc.) and even one Boss within his Faction of the Black Market. In addition, he has a total of 5 well placed "friends" in the local community spread out among the government, influential business owners, media and/or the local authorities/police. These civilian friends in high places already owe the Black Marketeer a "favor" or are corrupt, so when properly motivated with bribe money or enticed with the right opportunity or means to their own goal, or in exchange for a favor from the Black Marketeer, they can pull strings to get criminal investigations or charges dropped, provide insider information, and otherwise assist the Black Marketeer in subtle and even direct ways. provided their help does not get them entangled in public controversy or cost them their career or fortune. Likewise, having these "friends" enables the Black Marketeer to get 50% more money from Black Market loans and lines of credit.
  • Boss Dutcher (Boss within Seymour's faction of the Black Market)
      Lieutenants
      • Donnie "Easy Money" Martz (Titan Juicer who's the newest member of the Murder for Hire crew)
      • Rocko "the Rock" (Alien enforcer in the Murder for Hire crew)
      • Maxwell Dobson (Max's Munitions)
      Higher-Ups
      • Pug Purtok (Shooter's)
      • Fritz Habicht (Warhawk Magazine)
      • Richard "Cadillac" Cordera (The Gunman's Tavern)
      • Sammy Marconi (MercTown Escort Service)
      "Friends" in the local community
      • Jefferson Rockford (owner of the Ambassador Suites)
      • Jacius Larkent (a former Senator from the Manistique Imperium)
      • Herman Pritchett (current Union President of the MercTown Labor Union)
      • Lieutenant Dobson (MercTown Defenders; Property Crimes Division)
      • Clayton Meanie (Spy Gear Electronics)


Informant: Confidential
The Black Marketeer has ONE well-placed informant, mole, spy or snitch within an existing group, organization or business. The identity of this "mole" is a highly valued and protected secret asset that should never be shared even with trusted friends.
  • TBD during the course of play with GM


Street Snitches
The Black Marketeer has 3 Street Snitches in his pocket.
  • TBD during the course of play with GM
  • TBD during the course of play with GM
  • TBD during the course of play with GM
Seymour Ruiz
OOC Comments
S.D.C.: 34/34
Hit Points: 22/22
P.P.E.: 8/8

Armor Worn: N-F50A Superheavy Force Field
Image
M.D.C. by Location:
  • Force Field: 160
Weight: 15 lbs.
Modifiers: none
Features:
  • 6 hour duration per E-clip
Book Reference: p.122, DB2

Weapon(s) Carried and Locations: “BigBore” Derringer (on CAF Elite Corps Load-Bearing Chest Rig)
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Seymour Ruiz
 
Posts: 37
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