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Hier findet ihr Templates und Lenses um Euch einen Hooligan zusammen zu bauen der im Spiel auch etwas kann.
=Maxima=
=Maxima=
*Power-Level: TBD
*Power-Level: TBD
Zeile 12: Zeile 14:
'''''Secondary Characteristics:''''' Damage 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]
'''''Secondary Characteristics:''''' Damage 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]


'''''Advantages:''''' Spend 15 points on the following advantages: Ambidexterity [5], Basic Move 1, 2 or 3 [5/level], Combat Reflexes [15], Daredevil [15], Flexibility [5] ''or'' Double-Jointed [15], Enhanced Dodge 1 [15], Enhanced Parry (Unarmed) 1 [5], Fearlessness 1 or 2 [2/level], Fit [5] ''or'' Very Fit [15], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Luck [15], Rapid Healing [5] ''or'' Very Rapid Healing [15], Recovery [10], Serendipity [15]
'''''Advantages:''''' Spend 15 points on the following advantages: Ambidexterity [5], Basic Move 1, 2 or 3 [5/level], Combat Reflexes [15], Daredevil [15], Flexibility [5] ''or'' Double-Jointed [15], Enhanced Dodge 1 [15], Enhanced Parry (bare hands) 1 [5], Fearlessness 1 or 2 [2/level], Fit [5] ''or'' Very Fit [15], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Luck [15], Peripheral Vision [15], Rapid Healing [5] ''or'' Very Rapid Healing [15], Recovery [10], Serendipity [15]
 
'''''Disadvantages:''''' -15 points chosen from among Appearance (Ugly) [-8], Appearance (Unattractive) [-4], Bad Temper [-10], Berserk [-10], Bloodlust [-10*], Bully [-10*], Compulsive Carousing [-5*], Fanaticism (FC Solothurn) [-15], Gullibility [-10*], Impulsiveness [-10*], Odious Personal Habit (Ultrafan) [-5], Overconfidence [-5*] Sense of Duty (Meine Cilque) [-5] or similar, appropriate disadvantages.
 
'''''Primary Skills:''' Savoir-Faire (Hooligans) (E) IQ+2 [4] • One'' of Brawling (E) DX+3 [8]; Boxing (A) DX+2 [8]; or Karate (H) DX+1 [8] • ''One'' of Wrestling (A) DX+2 [8], Sumo Wrestling (A) DX+2 [8]; or Judo (H) DX+1 [8].
 
'''''Secondary Skills:''' One'' of Carousing, Singing (E) HT+2 [4]; Sports (Soccer) (A) DX+1 [4]; Propaganda/TL8, Public Speaking, Writing (A) IQ+1 [4]; Artist(Calligraphy ''or'' Painting), Musical Composition, or Musical Instrument (Drums ''or'' Trumpet), all (H) IQ [4].
 
'''''Background Skills:''''' Driving (Automobile ''or'' Motorcycle) (A) DX-1 [1] • 20 points in non-combat skills related to your off-time profession and your hobbies.


=Klassenbau=
'''''Disadvantages:''''' Sense of Duty (Soccer Club) [-10] ''and'' Code of Honor (Hooligans) [-5] • A further -15 points chosen from among Alcoholism [-15], Appearance (Unattractive) [-4] ''or'' Appearance (Ugly) [-8], Bad Temper [-10*], Berserk [-10*], Bloodlust [-10*], Bully [-10*], Compulsive Carousing [-5*], Fanaticism (FC Solothurn) [-15], Gullibility [-10*], Impulsiveness [-10*], Odious Personal Habit (Ultrafan) [-5], Overconfidence [-5*] Sense of Duty (Crew) [-5], Troublemaker in Town 1 [10] or similar, appropriate disadvantages.
Ich versuche erstmals '''GURPS GM Toolkit 1: Characters''' zu benutzen. Die Niches findet ihr ab Seite 35 desselben Buches.
==Common Niches==
===Combat===
Almost every adventurer needs abilities useful in a fight, because battles take a while to game out and an incompetent PC means a bored player. However, combat challenges also define niches. The difference is that characters who fill pure combat niches require higher skill levels and more supporting attributes and advantages than their associates.  


Attributes and Secondary Characteristics: ST; DX; HT; HP; Basic Speed; and Basic Move.
'''''Primary Skills:''' One'' of Brawling (E) DX+3 [8]; Boxing (A) DX+2 [8]; or Karate (H) DX+1 [8]. • ''One'' of Wrestling (A) DX+2 [8], Sumo Wrestling (A) DX+2 [8]; or Judo (H) DX+1 [8].


Advantages: Ambidexterity; Combat Reflexes; Enhanced Defenses*; Extra Attack*; Fit; Gunslinger*; Hard to Kill; Hard to Subdue; High Pain Threshold; Peripheral Vision; Rapid Healing; Trained by a Master*; and Weapon Master*. Traits with an asterisk (*) may be too cinematic for some campaigns.  
'''''Secondary Skills:''''' Savoir-Faire (Hooligans) (E) IQ+1 [1] • ''One'' of Carousing, Singing (E) HT+1 [2]; Dancing, Sports (Soccer) (A) DX [2]; Performance, Public Speaking, (A) IQ [2]; Musical Instrument (Drums ''or'' Trumpet) (H) IQ-1 [2]. • ''One'' of Makeup/TL8, Sewing/TL8 (E) IQ+1 [2]; Poetry, Propaganda/TL8, Writing (A) IQ [2]; Artist(Calligraphy ''or'' Painting), Musical Composition (H) IQ-1 [2].


Disadvantages: Berserk, which brings both benefits and risks; Bloodlust, especially for assassins; Callous, ditto; and Sense of Duty, to one’s own side or some great cause worth fighting for.  
'''''Background Skills:''''' Area Knowledge (City) (E) IQ [1]; Computer Operation/TL8 (E) IQ [1];
Driving (Automobile ''or'' Motorcycle) (A) DX-1 [1]; Heraldry (Hooligans) (A) IQ-1 [1] • 20 points in non-combat skills related to your profession and your hobbies.


Skills: All combat/weapon skills! Countless niches encompass combat tasks, so pick matching skills. For example, an assassin might prefer Fast-Draw, Garrote, Guns (Pistol), Knife, and other skills for concealable weapons; a sniper needs Guns (Rifle); and a space marine is likely to know Battlesuit. Common supporting skills are Armoury, Connoisseur (Weapons), and Tactics; Animal Handling and Riding, for cavalrymen; and Savoir-Faire (Dojo), and possibly cinematic martial-arts skills, for martial artists.
* Beispiel: [[File:Hooligans Heinz Kraft.pdf]]
* GDF für GCA: [[File:Hooligans Templates.gdf]]


====Implementation====
=Klassen=
Ich versuche erstmals '''GURPS GM Toolkit 1: Characters''' zu benutzen. Die Niches (ab hier Nischen genannt) findet ihr ab Seite 35 desselben Buches.


[http://www.siff.org/wiki/index.php?title=Hooligans_Characters#Basic_Combat_.5B31.5D Basic Combat Lens]
Ich werde 50 und 100 CP zum vergeben anstreben, resp. 30 und 80 mit den -20 Disads - somit kommen die Templates komplett auf 200 oder 250 CP.


==Aheizer==
==Aheizer==
Während des Matches übernimmt er die Hauptrolle. Kann Group Performance als Mainskill -> Group Performance hat sehr viele Prerequisites, deshalb braucht man ein Template dafür!
Er übernimmt das Szepter wenn es darum geht die eigene Mannschaft anzufeuern und die Gegner zu verhöhnen. Er hat während des Matches die wichtigste Funktion inne: Group Performance. Im Vorfeld des Matches manipuliert er mittels Propaganda die sozialen Medien, anschliessend schreibt er Berichte für die Webseite mit Writing.
===Niches===
====Performing====
Many plots call for the PCs to entertain NPCs, whether that means placating the king to avoid beheading, impressing someone who can provide an introduction or a lucrative contract, or using a performance as a diversion. Or perhaps the play is the thing, and the campaign is about putting on successful shows!
 
Advantages and Perks: Appearance is universally handy. Then there’s Flexibility for contortionists; Musical Ability and Voice for musicians; Penetrating Voice and Rapier Wit (unless deemed too cinematic) for spoken-word types; Perfect Balance for acrobats; and so on. Be sure to suggest these in customization notes.


Disadvantages: Compulsive Carousing and Overconfidence. Performers sometimes actively exploit Dwarfism, Hunchback, Skinny, etc.
* ''Hauptnische:'' Performing
 
* ''Nebennischen:'' Social Engineering, Communications
Skills: Acrobatics; Carousing; Dancing; Fire Eating; Fortune-Telling; Games; Mimicry (Speech); Musical Instrument; Performance; Public Speaking; Singing; Sleight of Hand; Sports (anything fun to watch); Stage Combat; and Ventriloquism. Behind the scenes, add Artist (Scene Design); Electronics Operation (Media); Group Performance; Makeup; Musical Composition; Poetry; Sewing, for costumes; and Writing, for plays. Some artists are also experts at Connoisseur (Dance or Music) and/or Current Affairs (High Culture or Popular Culture).
 
====Deceit====
Many campaigns feature criminal or espionage activities. In those that do, some niche should handle the art of bypassing security not through force, stealth, or technology, but by pretending to be somebody else.
 
Attributes: IQ is crucial to impersonators (see p. B174).
 
Advantages and Perks: Cultural Adaptability*; Honest Face; Social Chameleon*; Voice; and Zeroed. Traits with an asterisk (*) may be too cinematic for some campaigns. People with established alter egos might have Alternate Identity.
 
Disadvantages: Compulsive Lying; Enemies; Secret; and Trickster.
 
Skills: Acting; Disguise; Fast-Talk; Forgery, if the deceiver prepares his own fake ID; Makeup; Mimicry (Speech); and Psychology. Savoir-Faire and Streetwise are useful for passing oneself off as a “generic” member of a particular social class.
 
====Social Engineering====
People can be the most puzzling challenge. Manipulating others and settling conflicts peacefully is a huge niche in almost every genre. In fact, it’s such a major role that unless the GM foresees the campaign being wall-to-wall Combat (p. 36) and Sneaking (p. 40), it’s best to scatter these abilities across several – perhaps all – templates.
 
Attributes: IQ defines “social intelligence,” doing what the “Charisma” or “Charm” attribute does in other RPGs.
 
Advantages and Perks: Appearance; Charisma; Cultural Adaptability*; Cultural Familiarity; Empathy; Fashion Sense; Honest Face; Pitiable; Rapier Wit*; Smooth Operator; Social Chameleon*; and Voice. Traits with an asterisk (*) may be too cinematic for some campaigns.
 
Disadvantages: Chummy; Compulsive Carousing; Overconfidence, for the reaction bonus from the impressionable; and Xenophilia, to avoid accidental bad reactions from foreigners.
 
Skills: Acting; Carousing; Connoisseur (Wine), or any other specialty that would impress; Current Affairs (High Culture, People, Popular Culture, or Travel); Dancing; Detect Lies; Diplomacy; Erotic Art; Fast-Talk; Interrogation; Intimidation; Leadership; Makeup; Merchant; Panhandling; Politics; Psychology; Public Speaking; Savoir-Faire; Sex Appeal; and Streetwise.
 
====Exploration====
“How do we get there?” is a classic RPG challenge! While not all adventuring groups have a dedicated navigator, map-maker, and route-finder, it’s an essential sideline for at least one niche in any genre where the heroes leave home occasionally. If the campaign’s explorers focus on the wilderness rather than on manmade places, it would be reasonable to merge this category with Outdoors (p. 39).
 
Advantages: Absolute Direction; Eidetic Memory; and Intuition.
 
Disadvantages: Curious.
 
Skills: Navigation above all else. Add Architecture, for indoor exploration; Area Knowledge, if only of the entire world in broad strokes; Cartography, for making maps; Current Affairs (Regional); Geography; Mathematics (Surveying); Meteorology/Weather Sense; Naturalist; Prospecting; and Urban Survival, for urban exploration.
 
===Skills===
Artist (Calligraphy or Painting)
Carousing
Current Affairs (High Culture, Hooligans, People, Popular Culture, Regional, or Travel)
Group Performance (Hooligans)
Heraldry
Intimidation
Leadership
Makeup
Musical Composition
Musical Instrument (Drums or Trumpet)
Propaganda
Psychology (Human)
Singing
Acting
Connoisseur (Dance or Beer), or any other specialty that would impress
Current Affairs (Hooligans)
Dancing
Fast-Talk
Mimicry (Speech)
Public Speaking
Savoir-Faire
Streetwise
Acrobatics
Architecture, for indoor exploration
Area Knowledge, if only of the entire world in broad strokes
Artist (Scene Design)
Cartography, for making maps
Computer Operation
Detect Lies
Diplomacy
Disguise
Electronics Operation (Media)
Erotic Art
Forgery, if the deceiver prepares his own fake ID
Group Performance
Interrogation
Merchant
Navigation
Panhandling
Performance
Poetry
Politics
Sewing
Sex Appeal
Singing
Sleight of Hand
Sports (anything fun to watch)
Urban Survival, for urban exploration.
Ventriloquism
Writing


==Orga==
==Orga==
===Niches===
Falls mal ein Crewmitglied Probleme mit dem Gesetz kriegt, ist der Orga da um die Wogen zu glätten. Ausserdem schaut der Orga, dass die Hools sicher zum Stadion und wieder zurück kommen. Zu guter letzt hält er auch den Überblick über die Finanzen der Crew.
====Communications====
Handling an adventuring group’s communications calls for a clear-voiced language expert. Intercepting enemy messages demands a good ear, too. At TL6+, add technical proficiency to all this. If the PCs aren’t prepared for such challenges, the adventure may grind to a halt the first time they encounter a code or a foreign tongue.


Attributes and Secondary Characteristics: IQ and Per.
* ''Hauptnische:'' Establishment
* ''Nebennische:'' Transportation, Money


Advantages and Perks: Acute Hearing; Cultural Familiarity; Language Talent; Languages; Penetrating Voice; and Voice.
==Oberschlegler==
 
Der Oberschleger ist dafür verantwortlich Gefahren rechtzeitig zu erkennen und einzuschätzen. Er übernimmt bei Strassen- und Massenschlachten die Führung und hilft mit seinem handwerklichen Geschick wo immer er kann.
Disadvantages: Xenophilia.
 
Skills: Computer Operation; Cryptography; Electronics Operation (Comm, EW, Media, or Surveillance); Electronics Repair (ditto); Gesture; Heraldry, because visual codes are communications, too; Linguistics; Lip Reading; Mimicry (Speech); Public Speaking; Savoir-Faire, in settings with strict social protocols surrounding messages; Typing; and Writing.
 
====Establishment====
Dealing with the setting’s apparatus of power can be a major challenge – possibly the principal one, in a relatively cerebral campaign. This can be the primary job of a niche, or of several if there are many different authorities to wrangle.
 
Advantages: Charisma, for leaders; Claim to Hospitality; Contacts; Legal Immunity; Patrons; Rank; Reputation; Security Clearance; Social Regard; Status; and Wealth.
 
Disadvantages: Any Code of Honor, Duty, or Sense of Duty expected of the position. In some settings, Jealousy or Selfish might be necessary to seem convincing.
 
Skills: Administration; Current Affairs (People or Politics); Diplomacy; Economics; Expert Skill (Political Science); Geography (Political); Heraldry; Law; Leadership; Politics; Propaganda; Public Speaking; and Savoir-Faire, usually but not always the High Society specialty.


====Money====
* ''Hauptnische:'' Security
Money makes most game worlds go round and presents PCs with endless challenges, starting with “How do we pay for our gear?” Solving these problems is essential in all genres, and a niche in itself in more thoughtful campaigns.
* ''Nebennische:'' Military, Crafting


Advantages: Business Acumen; Independent Income; Lightning Calculator; Mathematical Ability; Rank (Merchant or Administrative); and Wealth.
==Täuscher==
Um die gegnerischen Fans oder die Mannschaft zu schwächen muss man oft im Geheimen und Stillen operieren können. Der Täuscher kommt überall unerkannt rein um dort dann Chaos zu stiften. Und meistens auch heil wieder raus!


Disadvantages: Greed; Miserliness, to keep the money; and Workaholic.
* ''Hauptnische:'' Deceit
 
* ''Nebennische:'' Sabotage, Sneaking
Skills: Accounting; Administration; Current Affairs (Business), and conceivably other specialties, to exploit trends; Diplomacy, for high-powered negotiations; Economics; Finance; Gambling; Heraldry (Corporate Logos); Law (Contract or Business); Market Analysis; Mathematics (Statistics); Merchant; Panhandling, down at street level; Propaganda; and Savoir-Faire (High Society). These skills assume existing money; add Counterfeiting to make money (literally!) or Prospecting to find gold, silver, etc. at the source.
 
====Transportation====
Travel is a classic motivation for adventure, and thus a large part of many campaigns. An expert with vehicles, cargos, and related subjects can tackle numerous challenges. In a big group, “driver” and “pilot,” “operator” and “mechanic,” and so on may be separate niches.
 
Attributes: DX.
 
Advantages: Absolute Direction; Acute Vision; Combat Reflexes; and Signature Gear (Vehicle).
 
Disadvantages: Workaholic, for those long hauls.
 
Skills: Area Knowledge, possibly of specific transportation networks; Bicycling; Boating; Connoisseur (Vehicles); Crewman skills of all kinds; Current Affairs (Travel); Driving; Engineer (Vehicle Type); Freight Handling; Mechanic; Navigation; Packing; Parachuting; Piloting; Riding; Shiphandling; Submarine; and Teamster. At TL6+, any Electronics Operation specialty needed for essential vehicle systems may qualify, most often Sensors and – unless there’s room for a Communications (p. 36) expert – Comm.
 
==Oberschlegler==


==Dr Gschiid==
==Dr Dokter==
Er schient die gebrochenen Glieder ein die es unwillkürlich geben wird, damit verkürzt er die Spitalaufenthalte des Teams. Er ist ein Experte für Medikamente, Drogen und Gifte. Ausserdem kennt er sich mit allerhand illegalen Dingen aus, schliesslich schient er auch dem organisierten Verbrechen die Glieder.


==Ganov==
* ''Hauptnische:'' Medicine
* ''Nebennische:'' Technical Means, Streets


==Keiler (Rekrutierer)==
==Keiler (Rekrutierer)==
Er ist der Experte wenn es darum geht, neue Mitglieder für die Crew zu gewinnen.

Aktuelle Version vom 30. April 2015, 21:11 Uhr

Hier findet ihr Templates und Lenses um Euch einen Hooligan zusammen zu bauen der im Spiel auch etwas kann.

Maxima[Bearbeiten | Quelltext bearbeiten]

  • Power-Level: TBD
  • Attribute limits: ST 10-15 / DX 10-15 / IQ 10-15 /HT 10-15
  • Secondary characteristics limits: HP (+/-30%) / Will (min.IQ-4 - max.20) / Per (min.IQ-4 - max.20) / FP (+/-30%) / Basic Speed (+/-2) / Basic Move (+/-3)

Templates[Bearbeiten | Quelltext bearbeiten]

Hooligan [170][Bearbeiten | Quelltext bearbeiten]

Grundbauplan für einen Hooligan

Attributes: ST 12 [20]; DX 12 [40]; IQ 12 [40]; HT 12 [20]

Secondary Characteristics: Damage 1d-1/1d+2; BL 29 lbs; HP 12 [0]; Will 12 [10]; Per 12 [10]; FP 12 [0]; Basic Speed 6.00 [0]; Basic Move 6 [0]

Advantages: Spend 15 points on the following advantages: Ambidexterity [5], Basic Move 1, 2 or 3 [5/level], Combat Reflexes [15], Daredevil [15], Flexibility [5] or Double-Jointed [15], Enhanced Dodge 1 [15], Enhanced Parry (bare hands) 1 [5], Fearlessness 1 or 2 [2/level], Fit [5] or Very Fit [15], Hard to Kill 1 or 2 [2/level], Hard to Subdue 1 or 2 [2/level], High Pain Threshold [10], Luck [15], Peripheral Vision [15], Rapid Healing [5] or Very Rapid Healing [15], Recovery [10], Serendipity [15]

Disadvantages: Sense of Duty (Soccer Club) [-10] and Code of Honor (Hooligans) [-5] • A further -15 points chosen from among Alcoholism [-15], Appearance (Unattractive) [-4] or Appearance (Ugly) [-8], Bad Temper [-10*], Berserk [-10*], Bloodlust [-10*], Bully [-10*], Compulsive Carousing [-5*], Fanaticism (FC Solothurn) [-15], Gullibility [-10*], Impulsiveness [-10*], Odious Personal Habit (Ultrafan) [-5], Overconfidence [-5*] Sense of Duty (Crew) [-5], Troublemaker in Town 1 [10] or similar, appropriate disadvantages.

Primary Skills: One of Brawling (E) DX+3 [8]; Boxing (A) DX+2 [8]; or Karate (H) DX+1 [8]. • One of Wrestling (A) DX+2 [8], Sumo Wrestling (A) DX+2 [8]; or Judo (H) DX+1 [8].

Secondary Skills: Savoir-Faire (Hooligans) (E) IQ+1 [1] • One of Carousing, Singing (E) HT+1 [2]; Dancing, Sports (Soccer) (A) DX [2]; Performance, Public Speaking, (A) IQ [2]; Musical Instrument (Drums or Trumpet) (H) IQ-1 [2]. • One of Makeup/TL8, Sewing/TL8 (E) IQ+1 [2]; Poetry, Propaganda/TL8, Writing (A) IQ [2]; Artist(Calligraphy or Painting), Musical Composition (H) IQ-1 [2].

Background Skills: Area Knowledge (City) (E) IQ [1]; Computer Operation/TL8 (E) IQ [1]; Driving (Automobile or Motorcycle) (A) DX-1 [1]; Heraldry (Hooligans) (A) IQ-1 [1] • 20 points in non-combat skills related to your profession and your hobbies.

Klassen[Bearbeiten | Quelltext bearbeiten]

Ich versuche erstmals GURPS GM Toolkit 1: Characters zu benutzen. Die Niches (ab hier Nischen genannt) findet ihr ab Seite 35 desselben Buches.

Ich werde 50 und 100 CP zum vergeben anstreben, resp. 30 und 80 mit den -20 Disads - somit kommen die Templates komplett auf 200 oder 250 CP.

Aheizer[Bearbeiten | Quelltext bearbeiten]

Er übernimmt das Szepter wenn es darum geht die eigene Mannschaft anzufeuern und die Gegner zu verhöhnen. Er hat während des Matches die wichtigste Funktion inne: Group Performance. Im Vorfeld des Matches manipuliert er mittels Propaganda die sozialen Medien, anschliessend schreibt er Berichte für die Webseite mit Writing.

  • Hauptnische: Performing
  • Nebennischen: Social Engineering, Communications

Orga[Bearbeiten | Quelltext bearbeiten]

Falls mal ein Crewmitglied Probleme mit dem Gesetz kriegt, ist der Orga da um die Wogen zu glätten. Ausserdem schaut der Orga, dass die Hools sicher zum Stadion und wieder zurück kommen. Zu guter letzt hält er auch den Überblick über die Finanzen der Crew.

  • Hauptnische: Establishment
  • Nebennische: Transportation, Money

Oberschlegler[Bearbeiten | Quelltext bearbeiten]

Der Oberschleger ist dafür verantwortlich Gefahren rechtzeitig zu erkennen und einzuschätzen. Er übernimmt bei Strassen- und Massenschlachten die Führung und hilft mit seinem handwerklichen Geschick wo immer er kann.

  • Hauptnische: Security
  • Nebennische: Military, Crafting

Täuscher[Bearbeiten | Quelltext bearbeiten]

Um die gegnerischen Fans oder die Mannschaft zu schwächen muss man oft im Geheimen und Stillen operieren können. Der Täuscher kommt überall unerkannt rein um dort dann Chaos zu stiften. Und meistens auch heil wieder raus!

  • Hauptnische: Deceit
  • Nebennische: Sabotage, Sneaking

Dr Dokter[Bearbeiten | Quelltext bearbeiten]

Er schient die gebrochenen Glieder ein die es unwillkürlich geben wird, damit verkürzt er die Spitalaufenthalte des Teams. Er ist ein Experte für Medikamente, Drogen und Gifte. Ausserdem kennt er sich mit allerhand illegalen Dingen aus, schliesslich schient er auch dem organisierten Verbrechen die Glieder.

  • Hauptnische: Medicine
  • Nebennische: Technical Means, Streets

Keiler (Rekrutierer)[Bearbeiten | Quelltext bearbeiten]

Er ist der Experte wenn es darum geht, neue Mitglieder für die Crew zu gewinnen.