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Underworld Archetypes

Crime Lord PL5

Strength 0, Agility 1, Fighting 2, Dexterity 0, Stamina 1, Intellect 3, Awareness 2, Presence 4 Equipment: Bulletproof vest (Protection 4 vs. Ballistic), Heavy Pistol, cell phone. Advantages: Benefit 4: Multi-Millionaire, Benefit 1: Status: Crime Lord, Connected, Equipment 3. Skills: Expertise: Criminal 8 (+11), Expertise: Streetwise 6 (+9), Knowledge: Current Events 2 (+5), Intimidation 6 (+10), Perception 2 (+4), Persuasion 4 (+8), Ranged Combat: Pistols 4 (+4). Offense: Init +1, Unarmed +2 (Damage 0), Heavy Pistol +4 (Ranged Damage 4). Defense: Dodge 1+2=3, Parry 2+1=3, Will 4+1=5, Fortitude 1+2=3, Toughness 4. Totals: Abilities 26 + Powers 0 + Advantages 9 + Skills 16 + Defenses 6 = 57. Unspent points: 3 equipment points and 18 character points (Will 5 requires PL5).

Sitting on top of the criminal underworld are the crime lords. These are men and women who've come up through the ranks and now run the show. Physically a crime lord is no match for a hero, but their connections, resources, and knowledge of the underworld can be problematic. The crime lord presented here is a fairly small fish; Gamemasters should make any changes needed to increase the crime lord's power and influence for the series.

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Criminal PL3

Strength 1, Agility 2, Fighting 1, Dexterity 1, Stamina 0, Intellect 1, Awareness 0, Presence 1 Equipment: Leather jacket (Protection 1), light pistol, knife, cell phone. Advantages: Equipment 2. Skills: Athletics 4 (+5), Expertise: (Choose One) 4 (+5), Expertise: Streetwise 4 (+5), Knowledge: Current Events 2 (+3), Perception 4 (+4), Stealth 6 (+8), Technology 4 (+5), Vehicles 4 (+5). Offense: Init +2, Unarmed +1 (Damage 1), Knife +1 (Damage 2), Light Pistol +1 (Ranged Damage 3). Defense: Dodge 2+1=3, Parry 1+2=3, Will 1+0=1, Fortitude 0+2=2, Toughness 1. Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 16 + Defenses 5 = 37. Unspent points: 1 equipment point and 8 character points.

This archetype represents run-of-the-mill career criminals. Gamemasters should shuffle the criminal's skill ranks around to specialize as needed.

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Gang Leader PL3

Strength 1, Agility 2, Fighting 1, Dexterity 1, Stamina 0, Intellect 1, Awareness 0, Presence 1 Equipment: Leather jacket (Protection 1), light pistol, knife, cell phone. Advantages: Equipment 2. Skills: Athletics 4 (+5), Deception 4 (+5), Expertise: (Choose One) 4 (+5), Expertise: Streetwise 4 (+5), Knowledge: Current Events 2 (+3), Perception 4 (+4), Stealth 6 (+8), Technology 4 (+5), Vehicles 4 (+5). Offense: Init +2, Unarmed +1 (Damage 1), Knife +1 (Damage 2), Light Pistol +1 (Ranged Damage 3). Defense: Dodge 2+1=3, Parry 1+2=3, Will 1+0=1, Fortitude 0+2=2, Toughness 1. Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 18 + Defenses 5 = 39. Unspent points: 1 equipment point and 6 character points.

Useful as the leader of a small gang of criminals or thugs. Give the gang leader more ranks in Deception, Expertise, and Persuasion if he leads a larger gang. For an even more influential gang leader, use the crime lord archetype.

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Street Informant PL3

Strength 0, Agility 1, Fighting 1, Dexterity 1, Stamina 0, Intellect 1, Awareness 1, Presence 1 Equipment: Leather jacket (Protection 1), knife, light pistol, cell phone. Advantages: Connected, Equipment 2. Skills: Athletics 4 (+4), Expertise: Criminal 4 (+5), Expertise: Streetwise 6 (+7), Knowledge: Current Events 4 (+5), Perception 4 (+5), Stealth 2 (+3), Vehicles 4 (+5). Offense: Init +1, Unarmed +1 (Damage 0), Knife +1 (Damage 1), Light Pistol +1 (Ranged Damage 3). Defense: Dodge 1+2=3, Parry 1+2=3, Will 1+0=1, Fortitude 0+2=2, Toughness 1. Totals: Abilities 12 + Powers 0 + Advantages 3 + Skills 14 + Defenses 6 = 35. Unspent points: 1 equipment point and 10 character points.

Street informants are the eyes and ears of the underworld. They aren't usually involved in anything illegal, but they know what's going on. They're not the most physically capable or violent members of the criminal element, but they're useful contacts and can fill the role of street toughs and gang members.

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Thug PL4

Strength 2, Agility 1, Fighting 2, Dexterity 1, Stamina 2, Intellect 0, Awareness 0, Presence -1 Equipment: Leather jacket (Protection 1), light pistol, cell phone. Advantages: Equipment 2. Skills: Athletics 4 (+6), Expertise: (Choose One) 4 (+4), Expertise: Criminal 2 (+2), Expertise: Streetwise 4 (+4), Knowledge: Current Events 2 (+2), Intimidation 4 (+3), Stealth 2 (+3), Vehicles 4 (+5). Offense: Init +1, Unarmed +2 (Damage 2), Light Pistol +1 (Ranged Damage 3). Defense: Dodge 1+1=2, Parry 2+0=2, Will -1+1=0, Fortitude 2+2=4, Toughness 2. Totals: Abilities 14 + Powers 0 + Advantages 2 + Skills 13 + Defenses 4 = 33. Unspent points: 27 character points and 2 equipment points (Fortitude 4 requires PL4).

Thugs can be used as muggers, gangsters, gang members, and henchmen for supervillains. They can also be used as any type of hired muscle from a bodyguard to security guards.

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