CHARACTERS
Main
Heroes
Villains
Thugs & Extras
BruteForce's PC's
Thugs & Extras
Main
Agents
Ninja
Police
Soldiers
Thugs
Thugs

Some material adapted from White Wolf Game Studio's Street Fighter: The Storytelling Game
Thugs
Thugs are the foot soldiers of the back alley, the people with whom superheroes tangle when busting crime rackets or saving innocent victims. Thugs usually work for some boss or other, although many simply form their own gangs and terrorize the public on their own.

Street Gangs
Not all street gangs deal drugs or extort money. In harsh neighborhoods, kids join gangs for protection from each other. Sadly, this paradox often leads to violence when different groups feel threatened by each other. Many gang members don't consider themselves criminals. All the same, blood usually flows when superheroes cross a street gang's path.

Other gangs snub their noses at decency, dealing drugs or shaking down shopkeepers to raise money for their favorite vices. These gangsters have rough lives and want society to share their pain, taking out their anger on the innocent. Many of these gangsters have some form of honor, but it rarely applies to anyone outside the gang.

Worst of all are the spoiled ratpacks -- rich kids so jaded that crime seems like a kick. These gangsters have no sense of honor and deserve nothing better than a quick trip to intensive care.
Toughs usually make up the majority of street gang fighters. A few gangsters often lead the gang, and a really large or especially tough gang may have a warrior at its head. Criminal gangs often deal drugs, mug people, or engage in extortion and B&E (breaking and entering). Some have extensive networks to fence stolen goods or traffic in drugs. Street gangs are very territorial and might attack anyone trespassing on their "turf."

Organized Crime/Terrorists
These groups gather together to partake in criminal enterprises. These criminals are dangerous to cross, usually armed, and often have some powerful patron to aid them after the fight is over (paying bail to spring them from jail, sending hitmen after characters who cross them, etc.). At lower levels, toughs usually serve as runners or hired muscle to their bosses. Mid-level gangsters are hitmen, underbosses and enforcers, while top-ranked warriors are the elite killers and assassins of the organization, or may be bosses themselves.

Organized crime has many faces, from the Chinese tongs and triads to the Italian Mafia, from Japanese Yakuza to Jamaican posses. Some have political motivations, like the I.R.A.; these groups shun profit for its own sake, but commit violence to further their causes. Others, like the Mafia, see themselves as necessary parts of the economy. Many organized crime groups have long histories and traditions; Honor is inportant to these folks. Other, more modern groups don't care for honor at all -- profit, and lots of it, is all that matters to them. Whatever their motive, organized criminals take the worst aspects of society and make them their living.


Still looking for a pic...
Tough

Level: first
Armor: none
S.D.C.: 3d10
Hit Points: 2d4

Skills

  • streetwise 34%
  • prowl 40%

    plus choose three secondary skills.

Hand to Hand: Basic
Attacks per Melee: four

Strike: +0 Parry: +0
Dodge: +0 Roll: +2
Initiative: +0 Damage: +0
Disarm: +0 Entangle: +0
Weapons/Weapon Proficiencies

    Has two of the following:

  • WP Blunt: +1 to strike and parry; Carries a blackjack (1d6 damage).
  • WP Chain: +1 to strike; Carries a length of chain (1d8 damage).
  • WP Knife: +1 to throw; Carries a knife (1d6 damage).
  • WP Revolver: +3/+1 to strike; Carries a revolver (3d6 damage).
  • WP Automatic Pistol: +3/+1 to strike; Carries a pistol (2d6 damage).


Still looking for a pic...
Gangster

Level: second
Armor: none
S.D.C.: 1d4 x 10
Hit Points: 2d6

Skills

  • concealment 38%
  • find contraband & illegal weapons 44%
  • pick pockets 45%
  • streetwise 38%

    plus choose four secondary skills.

Hand to Hand: Basic
Attacks per Melee: four

Strike: +0 Parry: +2
Dodge: +2 Roll: +2
Initiative: +0 Damage: +0
Disarm: +0 Entangle: +0
Weapons/Weapon Proficiencies

    Has one of the following:

  • WP Revolver: +3/+1 to strike; carries a revolver (3d6 damage)
  • WP Automatic Pistol: +3/+1 to strike; carries a pistol (2d6 damage).

    Has one of the following:

  • WP Blunt: +1 to strike and parry; carries a blackjack (1d6 damage).
  • WP Chain: +1 to strike; carries a length of chain (1d8 damage).
  • WP Knife: +1 to strike, parry, and throw; carries a knife (1d6 damage).


Still looking for a pic...
Warrior

Level: fourth
Armor: 50% chance of armor vest: A.R. 12, S.D.C. 50
S.D.C.: 1d6 x 10
Hit Points: 3d6 +10

    Note: Has a high P.S. Attribute; Roll 1d6+15. This means a Warrior has a damage bonus equal to that die roll.

Skills

  • body building & weight lifting
  • boxing
  • wrestling
  • interrogation 50%

    plus choose four secondary skills.

Hand to Hand: Expert
Attacks per Melee: six

Strike: +2 Parry: +5
Dodge: +5 Roll: +4
Initiative: +2 Damage: +0
Disarm: +0 Entangle: +0
Crush/Squeeze

Pin/Incapacitate: natural 18+
Automatic KO: natural 20

Weapons/Weapon Proficiencies

  • WP Blunt: +2 to strike and parry; Carries a blackjack (1d6 damage).
  • WP Chain: +2 to strike, +1 to parry; Carries a length of chain (1d8 damage).
  • WP Knife: +2 to strike and parry, +1 to throw; Carries a knife (1d6 damage).


MAIN | Heroes | Villains | Thugs & Extras | BruteForce's PC's