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NPCs of The Boardwalk (OOC)


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Sandra Rayne (From Freedom City sourcebook 1st ed. p 81)

Sandra is a prostitute who works near the Boardwalk. She came to Freedom City as a runaway and ended up on the streets selling herself for money. She's twenty now and lives in an apartment in Southside she uses for her "in calls." She makes enough money to live better than many people in her position and she's managed to avoid being picked up by a pimp or getting hooked on drugs. Lots of her "boyfriends" are quite well off and provide her with gifts. Interestingly, one of her "friends" is Foreshadow, who pays Sandra for information from time to time. She keeps this to herself. She's concerned by the fact that Foreshadow has told her she needs to get out of "the life" soon. He hasn't said why, but she's worried nonetheless.

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Sandra Rayne (From Freedom City sourcebook 1st ed. p 81)

Sandra is a prostitute who works near the Boardwalk. She came to Freedom City as a runaway and ended up on the streets selling herself for money. She's twenty now and lives in an apartment in Southside she uses for her "in calls." She makes enough money to live better than many people in her position and she's managed to avoid being picked up by a pimp or getting hooked on drugs. Lots of her "boyfriends" are quite well off and provide her with gifts. Interestingly, one of her "friends" is Foreshadow, who pays Sandra for information from time to time. She keeps this to herself. She's concerned by the fact that Foreshadow has told her she needs to get out of "the life" soon. He hasn't said why, but she's worried nonetheless.

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Sandra Rayne (From Freedom City sourcebook 1st ed. p 81)

Sandra is a prostitute who works near the Boardwalk. She came to Freedom City as a runaway and ended up on the streets selling herself for money. She's twenty now and lives in an apartment in Southside she uses for her "in calls." She makes enough money to live better than many people in her position and she's managed to avoid being picked up by a pimp or getting hooked on drugs. Lots of her "boyfriends" are quite well off and provide her with gifts. Interestingly, one of her "friends" is Foreshadow, who pays Sandra for information from time to time. She keeps this to herself. She's concerned by the fact that Foreshadow has told her she needs to get out of "the life" soon. He hasn't said why, but she's worried nonetheless.

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Lenny (created by MBCE; available for general use)

If you need anything from information to general equipment, the person to talk to is Lenny. Lenny, his full name is unknown has made it his part in life to be in the know. Everyone in South Freedom knows that Lenny keeps his ears to the ground on all of the happenings between the various gangs and mafia organization. He is often called forth to be a neutral messenger between various factors.

Lenny isn't a saint by any means, but he does try to keep a low profile with the various law enforcing groups that come his way. Lenny refrains from spilling information to the police unless he sees that an activity might endanger too many "civilians". Occasionally, he is paid by groups to "snitch" on opposing adversaries and everyone knows this.

Lenny's attitude with supers is slightly different. He realizes that there is nothing to protect him from their strength, so he often hands out information to the street level heroes that happen to be in the area. He has had dealings with Foreshadow, but has come to not really like being surprised by the mysterious hero.

Description

Lenny is a weasel looking man that smiles a lot. First impressions of the man usually don't go well, but his reputation proceeds him. He is short, about 5'5" but very thin, with short cut brown straight hair. Lenny's clothing changes depending on what area he is in at the moment, sure to wear neutral colors and designs. He's quick to talk to new comers to learn more about them for business sake.

Lenny knows his life depends on being honest with the people he works with so he keeps his word. If he promises to do something, he does it. Also, Lenny knows the value of keeping his mouth shut. Even under extreme duress, Lenny refrains from giving up information. In fact, trying to force him to give information causes him to 'clam' up more. Lenny is always looking for payment for his services which he uses to further his information network as well as building his own nest egg.

Game Info

Lenny can find out any basic information about gangs or mafia activities in South Freedom. (DC 15 or less)

More detailed information, like exact plans and such, calls for more time and energy. (DC 20 checks)

The most secretive points, like who is Silencer, or where does Foreshadow go in board walk is beyond his abilities. (No DCs above 20. They are beyond his ability)

A DC 10 streetwise check will let you know that Lenny is the man in the know around South Freedom.

A DC 15 check will let you know that he is frequently in the Boardwalk area.

A DC 20 check will let you know that he has contacts with various gang and mafia groups.

Lenny is able, for a price, able to get various mundane equipment for people. What is not able to get directly, he can send people to get in contact with. So for forgeries, he would send them to a forger to do the work. Lenny can also connect weapon deals with people if they are willing to pay him his commission.

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Lenny (created by MBCE; available for general use)

If you need anything from information to general equipment, the person to talk to is Lenny. Lenny, his full name is unknown has made it his part in life to be in the know. Everyone in South Freedom knows that Lenny keeps his ears to the ground on all of the happenings between the various gangs and mafia organization. He is often called forth to be a neutral messenger between various factors.

Lenny isn't a saint by any means, but he does try to keep a low profile with the various law enforcing groups that come his way. Lenny refrains from spilling information to the police unless he sees that an activity might endanger too many "civilians". Occasionally, he is paid by groups to "snitch" on opposing adversaries and everyone knows this.

Lenny's attitude with supers is slightly different. He realizes that there is nothing to protect him from their strength, so he often hands out information to the street level heroes that happen to be in the area. He has had dealings with Foreshadow, but has come to not really like being surprised by the mysterious hero.

Description

Lenny is a weasel looking man that smiles a lot. First impressions of the man usually don't go well, but his reputation proceeds him. He is short, about 5'5" but very thin, with short cut brown straight hair. Lenny's clothing changes depending on what area he is in at the moment, sure to wear neutral colors and designs. He's quick to talk to new comers to learn more about them for business sake.

Lenny knows his life depends on being honest with the people he works with so he keeps his word. If he promises to do something, he does it. Also, Lenny knows the value of keeping his mouth shut. Even under extreme duress, Lenny refrains from giving up information. In fact, trying to force him to give information causes him to 'clam' up more. Lenny is always looking for payment for his services which he uses to further his information network as well as building his own nest egg.

Game Info

Lenny can find out any basic information about gangs or mafia activities in South Freedom. (DC 15 or less)

More detailed information, like exact plans and such, calls for more time and energy. (DC 20 checks)

The most secretive points, like who is Silencer, or where does Foreshadow go in board walk is beyond his abilities. (No DCs above 20. They are beyond his ability)

A DC 10 streetwise check will let you know that Lenny is the man in the know around South Freedom.

A DC 15 check will let you know that he is frequently in the Boardwalk area.

A DC 20 check will let you know that he has contacts with various gang and mafia groups.

Lenny is able, for a price, able to get various mundane equipment for people. What is not able to get directly, he can send people to get in contact with. So for forgeries, he would send them to a forger to do the work. Lenny can also connect weapon deals with people if they are willing to pay him his commission.

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Lenny (created by MBCE; available for general use)

If you need anything from information to general equipment, the person to talk to is Lenny. Lenny, his full name is unknown has made it his part in life to be in the know. Everyone in South Freedom knows that Lenny keeps his ears to the ground on all of the happenings between the various gangs and mafia organization. He is often called forth to be a neutral messenger between various factors.

Lenny isn't a saint by any means, but he does try to keep a low profile with the various law enforcing groups that come his way. Lenny refrains from spilling information to the police unless he sees that an activity might endanger too many "civilians". Occasionally, he is paid by groups to "snitch" on opposing adversaries and everyone knows this.

Lenny's attitude with supers is slightly different. He realizes that there is nothing to protect him from their strength, so he often hands out information to the street level heroes that happen to be in the area. He has had dealings with Foreshadow, but has come to not really like being surprised by the mysterious hero.

Description

Lenny is a weasel looking man that smiles a lot. First impressions of the man usually don't go well, but his reputation proceeds him. He is short, about 5'5" but very thin, with short cut brown straight hair. Lenny's clothing changes depending on what area he is in at the moment, sure to wear neutral colors and designs. He's quick to talk to new comers to learn more about them for business sake.

Lenny knows his life depends on being honest with the people he works with so he keeps his word. If he promises to do something, he does it. Also, Lenny knows the value of keeping his mouth shut. Even under extreme duress, Lenny refrains from giving up information. In fact, trying to force him to give information causes him to 'clam' up more. Lenny is always looking for payment for his services which he uses to further his information network as well as building his own nest egg.

Game Info

Lenny can find out any basic information about gangs or mafia activities in South Freedom. (DC 15 or less)

More detailed information, like exact plans and such, calls for more time and energy. (DC 20 checks)

The most secretive points, like who is Silencer, or where does Foreshadow go in board walk is beyond his abilities. (No DCs above 20. They are beyond his ability)

A DC 10 streetwise check will let you know that Lenny is the man in the know around South Freedom.

A DC 15 check will let you know that he is frequently in the Boardwalk area.

A DC 20 check will let you know that he has contacts with various gang and mafia groups.

Lenny is able, for a price, able to get various mundane equipment for people. What is not able to get directly, he can send people to get in contact with. So for forgeries, he would send them to a forger to do the work. Lenny can also connect weapon deals with people if they are willing to pay him his commission.

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Hmm. It sounds like Lenny might know Myron "The Leech". He was a small-time hood looking to make it big. He's got a big mouth and big ears, so he spreads information without intending to do so. Cosmicarus used him in "The Job" storyline, which began in Southside and is currently in North Bay.

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Hmm. It sounds like Lenny might know Myron "The Leech". He was a small-time hood looking to make it big. He's got a big mouth and big ears, so he spreads information without intending to do so. Cosmicarus used him in "The Job" storyline, which began in Southside and is currently in North Bay.

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Hmm. It sounds like Lenny might know Myron "The Leech". He was a small-time hood looking to make it big. He's got a big mouth and big ears, so he spreads information without intending to do so. Cosmicarus used him in "The Job" storyline, which began in Southside and is currently in North Bay.

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  • 2 years later...

The Enforcers (General Use Villain NPCs, created by B-Type, inspired by the Freedom City Handbook)

"Big Al" Driogano, head of the most powerful Mafia family in Freedom City did not get to where he is today by not being prudent.

Usually, costumed heroes left the Mafia alone, focusing more on costumed criminals and obvious threats. When they did encounter the mob, it often only exposed a small plot or part of the family's organization, and very often the exposed part was expendable, replaceable, or difficult to truly convict in court for lack of evidence.

However, the few heroes who did focus on the Mafia were tenacious, and often dismantled large parts of the organization in short periods of time, especially if they worked with the FCPD or DA's Office, and the strong-arm, fear-mongering tactics used on the police and civilians were generally ineffective.

Driogano decided to fight fire with fire, and contacted the Power-House and the Labyrinth Organization, and payed a hefty sum to "enhance" some of his more effective enforcers and assets.

The Enforcers are not the usual villain team: they more or less eschew garish costumes, preferring street clothes instead. They never commit simple robbery or other crimes common to super-criminals, instead protecting Driogano's (and the Mafia as a whole) assets from costumed crime-fighters. It's been difficult to pin many of the suspected activities of the Enforcers on them: the charges rarely stick, as often they are doing "legal" bodyguard and security work against superheroes who break into Mafia-owned building to gather evidence on them.

Strongarm and Legbreaker

Height: 6'1''

Weight: 198lbs

Hair: Black

Eyes: Brown

Joseph "Joey" Finito and Leonard "Lono" Finito are the strongest, most physically potent of the Enforcer. Long-time workers for Boss Driogano, once they were enhanced by the Power House they became something else: a pair of super-powered, highly dangerous hitmen for their boss.

The Finito Twins powers are simple, yet effective, revolving around general physical enhancement. Their increased strength lets them lift about 10 tons each, and their skin is high resistant to damage like a bulletproof vest. They also have moderately increased agility. Though they often act otherwise, the Finito's are quite intelligent, and often utilize teamwork to take down more impressive foes they cannot individually match. Joey prefers to wear tailored white suits, and Lono black tailored suits.

(Use the Assassin Supporting Character Archetype from the M&M Core book with the following adjustments: Enhanced Strength 18, Enhanced Dex 6, Impervious Protection 5, increase Attack Bonus to +4, Defense to +6, and exchange the Attack Focus: Ranged 3 for Attack Focus: Melee 3. The Finitos are identical in statistics.)

Arson

Height: 5'8''

Weight: 157lb

Hair: Brown (Bald)

Eyes: Brown (Glowing Red w/Powers)

James Marino worked for Driogano as an arson specialist and hitman, burning down buildings with victims bodies in it as a "message" to the family's enemies and as a penalty for not paying protection fees. He had been to prison twice, and proved his loyalty by not talking. He was chosen by Driogano to undergo the DNAscent Process, and was granted incredible control over flames he could generate at will. Marino is the flashiest of the Enforcers, and wears a simple black unitard under is street clothes made of morphic molecules designed to resist his powers. Due to the noticeable nature of his powers, Arson often keeps a lower profile then the rest of the group to ensure he remains out of prison, and that the fires he starts could be considered "accidents".

(Use the Assasssin Supporting Character Archetype from M&M Core book with the following changes: Fire Control 8 (Alternate Powers: Blast 8, Blast 7 [Line Area}, Flight 4, Immunity 5 (fire damage), Attack Bonus increased to +4, Defense bonus increased to +9)

Deadeye

Height: 5'7''

Weight: 200lbs

Hair: Blonde

Eyes: Hazel

Nelson Mews is Possibly the least conspicuous and most unassuming member of the group, and also likely it's most dangerous. Mews, unlike every single other member of the Enforcers, is a sociopath, pure and simple. Unfortunately for everyone he meets, he is a controlled and self-aware one.

A highly skilled killer, notable for using everyday household objects as deadly throwing weapons, as well as knives and throwing spikes to kill his enemies, the enhancement process he underwent was arguably the least successful, granting him enhanced vision, wall-crawling, and a skeleton laced with Impervium alloy.

Unfortunately for the world, Mews was already possessd of impressive skills, and a unique ability to copy any sort of physical movement he sees with 100% accuracy as long as he is capable of performing it. If the Enforcers have a leader at all, it is Target, if only because they're too afraid of him to disobey him.

(Use the Assassin Villain Archetype from the Iron Age sourcebook with these adjustments: Strength increased to 18, Strike alternate removed from Blast and turn into it's own power to show the increased punching force from his reinforced skeletal structure, and Reflex Memory 3)

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