Calamity John (Human Black Market Merchant)

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GM: Underguard
AGM: Sum of All Fears
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Calamity John
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Calamity John (Human Black Market Merchant)

Post by Calamity John »

Player Name: Dash, aka Bahb Silunt
G-Mail: arcticfrogstudios

Character Name: John Claymore
Alias: Jane Claymore, Calamity John
Race: Human
O.C.C.: Black Market Merchant
Alignment: Aberrant
XP Level: 4
XP Points: 10,506 [UG 01FEB25]
Next Level @ XP: 14,101
Experience Chart
Experience Chart for Black Market Merchant/Trader
  1. 0,000–1,875
  2. 1,876–3,750
  3. 3,751–7,250
  4. 7,251–14,100
  5. 14,101–21,200
  6. 21,201–31,200
  7. 31,201–41,200
  8. 41,201–51,200
  9. 51,201–71,200
  10. 71,201–101,500
  11. 101,501–136,500
  12. 136,501–186,500
  13. 186,501–236,500
  14. 236,501–286,500
  15. 286,501–326,500
Sentiments/Non-Humans: They have money too.
Sentiments/Coalition: Stupid imperialists getting in the way of making an easy buck.
Disposition: Gregarious and Entrepreneurial
Insanity: Depersonalization Disorder

ATTRIBUTES
I.Q.: 18
M.E.: 10
M.A.: 15
P.S.: 6
P.P.: 9
P.E.: 17
P.B.: 14
Speed: 15

PHYSICAL DATA
P.P.E.: 6
H.P.: 30
S.D.C.: 35
Age: 21
Sex: Male
Height: 5'9"
Weight: 155 lbs.
Description: Highly variable. Check back frequently. An armor clad cowboy with brown hair and blue eyes.

Natural Abilities
Perception Bonus: 28% +5% pertaining to a good deal (+3%/lvl)
Charm/Impress: 25% (Including Leadership)
Invoke Trust/Intimidate: 35% (+5% with Military Personnel- from Leadership)
Max. Encumbrance: 46.5 lbs.
Max. Carrying Weight: 60 lbs.
Max. Lifting Weight: 93 lbs.
Max. Jumping Ability: 3' long, 1.5' high

Special Abilities
Black Market Benefits (see SB8, p.74)
- Black Market Professional Courtesy and Connections
- Black Market Line of Credit
- Black Market Business Enterprises

Fence
OOC Comments
The character has a background in recognizing the value in items and knowledge of what they sell for on the open market. Bonuses: Automatically gets the skills Appraise Goods and Gemology ( + 10% for both, or a + 15% bonus if he already has those skills), and enjoys a +5% bonus to the skills Barter, Forgery, and Recognize Weapon Quality (already included)
Friends in Low Places
OOC Comments
This Black Marketeer knows his share of 3D4 (8) thugs, thieves, drug dealers, pimps, streetwalkers, beggars, snitches, gamblers, gang-bangers, Cyber-Snatchers, City Rats, cutthroats and lower echelon criminals and lowlifes within the Black Market and outside of it. He has cultivated a network of reasonably reliable friends, associates and contacts within the local Black Market Faction and groups of other criminals, mercenaries. bounty hunters, bandits, and saloon owners in the community where he lives or does business. All of these "friends" are unsavory sorts of low character. Still, they have their ears and eyes on the street and may be able to provide information, warnings, rumors, inside information, suggest jobs and criminal opportunities, or come to the Black Marketeer with loot to fence, targets to rob, and provide temporary places for him to hole-up and hide out when he needs to lie low. The Black Marketeer gets an additional 10% discount on most Black Market purchases and transactions from these lowlifes only. Additional friends in low places are possible through role-playing.
Antiquities Trader
OOC Comments
Antiquities Traders can supplement their income or even make a nice living tracking down, acquiring, restoring and selling pre-Rifts artifacts (i.e. "old junk"). Every once in a while, they come upon a true rare find or a significant piece of lost technology, but most of the time, the Antiquities Trader is up to his elbows in old newspapers, books, video disks, broken appliances, bottles, tarnished jewelry, old toys, and other assorted relics from the past. Antiquities Traders recognize the monetary value in what they dig up and possess a fair knowledge of Earth history even if it's only based on the writings of Erin Tarn. Many tell sweeping, epic stories and make big, dramatic speeches to help sell their goods; some are true and accurate, others pure fiction to make the sale. Even though he may have nothing but a box of soda bottles or aluminum cans, a character with this ability knows how to work the angles to make the items appeal to potential buyers.
Bonuses: Automatically gets the skill History: Pre-Rifts (+ 20% ). A character with this ability knows the difference between genuine artifacts and counterfeit items. He can look at all the details and see the little intricacies that make the difference between an authentic item and a cheap knock-off or fake, and gets a +5% bonus at levels 2, 4, 8, and 12 to skill rolls identifying, appraising, buying, or selling Pre-Rifts artifacts, including art, jewels, weapons and high technology. And +5% bonus to the skills Appraise Goods, Barter and Forgery (making or identifying fake artifacts), when they apply to ancient Earth/pre-Rifts artifacts only.
Street Rep: Trustworthy
OOC Comments
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. (Already included)

Game Player
OOC Comments
Whether the Black Marketeer is a criminal or heroic freedom fighter working at odds with the law, the individual knows how to "work the system," go through channels and get what he wants out of the Black Market, including acquiring forged documents, smuggling refugees in and out of territories, fencing stolen property, and acquisition of stolen property at an additional 10% discount or 5% better rate, even if they are from a rival Faction. He is also likely to finagle special services and assistance not readily available to everyone. Bonuses: +5 to save vs charm, impress, intimidation and Seduction at the hands of fellow Black Marketeers, +5% to Find Contraband through Black Market channels, and can get 10% more from Black Market loans and lines of credit plus an extra 60 days to pay them.
Travel Information & Tips (class skill)
OOC Comments
Traveling Merchants are not usually a front for Bandits or Raiders. Nor are they aggressive or combative. When away from home and friends, Traveling Merchants need to be on their friendliest behavior, especially when trying to sell something. Spending so much time out on the road, most Traveling Merchants form a loose network for buying, selling and information gathering. The information end of things means being tapped into a rumor mill, but with a lot more truth and accuracy. Traveling Merchants have a code of honor among their peers. They may lie to their customers, but rarely to each other. Those who do lie are never trusted again and no longer given professional courtesy, and fall into all sorts of trouble. The usual trade-off is one important bit of information for another. Important information would be about recent bandit or monster attacks, strange activity at local ley lines, demon and monster sightings, CS troop movements in the area, mercenary operations, natural disasters, strange anomalies, warnings of trouble, politics and gossip at local towns, sales leads, good rest stops, watering holes, a safe place to hole up, customers who can or cannot be trusted, and any other information that might have value. If it is an unsubstantiated rumor, it will be represented as such, but may still be a possible lead. When none of these things are going on, Traveling Merchants talk shop, discuss their vehicles, the weather, their families, deals gone wrong, and other small talk. And sometimes, they just like to gossip about one another.
Base Skill: 68% +4% per level of experience. A successful roll means the character learns something important, interesting, or mysterious from a colleague. NPC merchants will reveal a rumor or clue.
MGP Skills
Archaeology 39%/29% (+5%) (@3rd level)
Leadership (@3rd level)

O.C.C. Skills
Appraise Goods 124% (+5%)
Barter 108% (+4%)
Detect Ambush 54% (+5%)
General Repair & Maintenance 64% (+5%)
Horsemanship: General 66/46% (+4%)
Land Navigation 57% (+4%, +7% more along his usual route))
Language: Native (American) 97% (+1%)
Language: Spanish 78% (+3%)
Language Dragonese 78% (+3%)
Law: General 59% (+5%)
Mathematics: Basic 85% (+5%)
Pilot: Hovercraft (Ground) 79% (+5%)
Pilot: Truck 72% (+4%)
Public Speaking 54% (+5%)
Recognize Weapon Quality 59% (+5%)
Roadwise 92% (+4%, +10% for traveling merchants))
W.P. Rifle
W.P. Energy Rifle
Hand to Hand: Basic

O.C.C. Related Skills
Radio: Basic 69% (+5%)
Gambling (standard) 64% (+5%)
Lore: Magic
--General Knowledge: 54% (+5%)
--Recognize Magic Circles, Runes, etc: 44% (+5%)
--Recognize Enchantment 36% (+4%)

Wardrobe and Grooming (Professional Quality) 89% (+5%)
Gemology 54% (+5%, via Fence))
History: Pre-Rifts (American Empire) 71/63% (+5%, via Antiquities Trader))
Find Contraband, Weapons, & Cybernetics 84% (+4%, +5% when using Black Market connections, selected @ 3rd level)

Secondary Skills
Running
Literacy (Native): American 59% (+5%)
Basic Electronics 54% (+5%)
Basic Mechanics 54% (+5%)
Research 99% (+5%, selected @ 3rd level)

Combat Data
HTH Type: Basic
Number of Attacks: 4
Initiative Bonus:
Strike Bonus: +1
Parry Bonus: +2
Dodge Bonus: +2
HTH Damage Bonus:
Bonus to Roll w/Punch: +2
Bonus to Pull a Punch: +2
Bonus to Disarm: +1

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

W.P. Rifle: +2 to strike
W.P. Energy Rifle: +2 to Strike

Saving Throw Bonuses
Coma/Death: +5%
Magic (varies): +1
Lethal Poison (14+): +1
Non-Lethal Poison (16+): +1
Insanity (12+):
Psionics (15+):
Horror Factor (varies):
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Calamity John
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Re: Untitled (Human Black Market Merchant)

Post by Calamity John »

Equipment

Cargonaut

Carried/In Hand
NEMA Liberator Multi-Rifle (Patron Item) (dangling at side on shoulder strap)

Worn on Person
Sunglasses
Watch
Saddle tramp outfit: denim pants, leather boots, cowboy hat
Branaghan EBA

Utility Belt
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: Gas mask
• Attachment: Ammo pouch
• Attachment: Hooligan Tool
• Attachment:

Backpack #1
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: Binoculars
• Space: Language translator
• Space: Canteen
• Space: Map of trade routes between El Paso and MercTown, including Kingsdale.
• Space: Compass
• Space: Air filter
• Space: Portable electronic funds transfer device
• Space: 6 E-Clips
• Space:
• Space:
• Tied to Outside: 100' of rope

Backpack #2
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:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:
• Space:

Large Wooden Crate

Large Burlap Sack

Medium Burlap Sack

Leather Satchel

Small Burlap Sack

Small Safe
Portable computer, loaded with accounting and inventory tracking programs
38x NGMI $20 bills (760 NGMI)
20x NGMI $1 bills (20 NGMI)
Unsecured Universal Card: 0 credits
Secured Black Card: 0 credits

Stored in Vehicle
Backpack #1
Backpack #2
Large Burlap Sack
Medium Burlap Sack
Small Burlap Sack
Leather Satchel
Small Safe

Large Folding Tent
Sleeping Bag
Water filtration device
Large black vinyl sign reading in white letters 'Open for Barter' 'General Goods and MORE'
Portable shelving units and displays (grid walls, hooks and shelf attachments, as well as grid wall feet)
Portable electric generator
Grandfather clock
6x ball point pens
6x permanent markers
12x notepads
Receipt book
Ledger
The latest salvage (valued at approximately 800 credits)
Barrels of flour, rice, and corn (valued at approximately 200 credits)
Wardrobe consisting of dozens of complete outfits from saddle tramp to joy-boy to corporate elite, both male and female apparel

Gear Stats

Hooligan Tool
Image
• • Damage: 2D4
• • Effect: combine P.P. & P.S. to force objects


Branaghan EBA
Image
M.D.C. by Location:
  • Helmet: 40
  • Arms: 28 each
  • Legs: 38 each
  • Main Body: 75

Weight: Armor: 15 lbs.
Modifiers: -10% to climb, -20% to other physical skills.
Features:
  • Standard features common to all EBA

Book Reference: WB14, p.178


NEMA Liberator Multi-Rifle (Patron Item)
Image
The incredible experimental gun looks very much like a cross between a grenade launcher and a particle beam rifle. It fires either a powerful particle beam or grenade-sized gel pellets that explode with the force of energy within them - exotic particles that freeze or flash burn. Only a five hundred were made for NEMA Special Forces due to their incredible cost. The people who sold them were quite unhelpful when it came to revealing their source. Technically A.R.C.H.I.E.-3 has the design specs for this weapon, but it is flagged as a failed weapon experiment.
• Range:
• • Particle Beam: 2,500'
• • Absolute Zero: 300'
• • Incendiary Gun: 300'
• Damage & RoF:
• • § Particle Beam: Single shot: 5d6, 3-shot burst: 2d4x10
• • ※ Absolute Zero: 7d6
• • † Incendiary Gun: 6D6 for impact and initial rupture plus 3D6 damage per each round thereafter until it bums out!
• Payload:
• • Particle Beam: 50 shots per canister E-clip
• • Absolute Zero: 6 pellets per magazine
• • Incendiary Gun: 6 pellets per magazine
• Modifiers: +1 to initiative, +2 to strike; two-handed weapon
• Features:
☞ Custom Grip
☞ Laser Targeting
§ Disintegration: When rolling a twenty-sided die to strike a target, the normal rules are modified. On a natural 5-10, the base damage is halved; on a natural 11-17 the target receives full damage; critical strike on a natural 18-20; if a natural critical strike is landed on a called shot, the called location is disintegrated regardless of the location's damage capacity. (Not applicable to main body.)
† On impact a pellet ruptures to spread a flaming gel that covers a 10' area which sticks to most surfaces and burns incredibly hot for 1d4 melees.
※ Each time a character takes damage from this cold blast, he must save vs non-lethal poison. A failed save means the location struck goes numb from the cold. Combat bonuses are reduced by 10% with each successful strike. (See p.173 of AU for further details.)
Note: Incendiary and flash-freeze pellets of this design must be custom made by highly skilled weapons shops and have a base cost of 1000 credits per pellet.


Cargonaut
Image
Model Type: NG-C100
Crew: 1 Driver
Capacity: 3 passengers. (An additional 4 passengers can fit in the personal vehicle, taxi or pickup truck versions (have to ride in the back in the pickup) or 8 passengers for the minibus version.)
Cargo: All are capable of pulling APTs and up to 55 tons. The pilot’s compartment has a glove box and storage beneath the seats for a few personal items. It has an independent suspension and a locking, slide-in, slide-out rail that allows any Cargonaut module to be easily attached or removed. In just a few minutes, even the large passenger bus pod can be swapped out for a flatbed, boxcar-style cargo container, fuel tank, APT, a forklift, crane, backhoe, or any other variant. Any Cargonaut can be easily and quickly reconfigured, as long as the owner has not gone too overboard with his own customization.
M.D.C. by Location:
* Headlight (1) – 10
* Hover Units (4; optional) -55 each
* Treads/Tracks (2, modular cargo bed) – 90 each
* Armored Tires (2, cab) – 18 each
* Optional: Hover Jet System (undercarriage) – 100
Plexiglass Windshield – 30
Cargo Area/Back Seat – 60
** Main Body – 140
* A single asterisk indicates a small and difficult target to strike, requiring the attacker to make a “Called Shot,” and even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body will shut the vehicle down completely, making it useless.
Statistical Data
Speed:
Land: Wheels and Tracks (the most common): 80 mph maximum, Tracks only: 50 mph maximum, Hover Jet System: 80 mph maximum.
But speed is reduced by 20% when pulling a heavy load of 20 tons or more, and again when off-road (the latter is not applicable to a hoverjet system). Half that speed (or less depending on conditions) on grassy plains, sandy deserts and rough terrain. Woodland environments and thick underbrush are likely to be impassable by this vehicle unless there is a wide, well-traveled path to take; maximum speed is likely to be less than 10 mph if passable at all.
Penalties: None on paved streets, short grass, dirt roads and stony deserts, -10% to piloting skill on gravel and tall grass, -15% on shattered roads, sand, and water, mud and snow as deep as one foot (0.3 cm), unless it is a hover version. Deeper mud, snow and forests and dense vegetation is likely to be impassable. This vehicle can drive across sand.
Water: None.
Flying: The hover version does not have enough power to actually attain flight, but can hover up to 10 feet (3 m) off the ground. It cannot hover on or under water.
Size: Height: 8-12 feet, Width: 8 feet or wider, especially when pulling an additional trailer, Length: 14-30 feet.
Weight: 2-4 tons.
Power System: Liquid Fuel: a robust and versatile system that can accept gas, diesel, ethanol or even strong alcohol mixtures.
Range: Gasoline: 300 miles, Special, Upgraded and Multi-Battery Electric System: 2,000 miles, Solid Oxide and Nuclear: Unlimited.
Skill & Location: Pilot: Automobile, Pilot Truck, or Pilot Hovercraft (Ground) dependent upon configuration. NG 2: pg 210.
Weapon Systems
None, but many types of Cargonaut are suitable for mounting weapons, particularly the pickup truck and military jeep models.
Last edited by Tyrannosapiens Rex on Tue Mar 19, 2024 11:24 pm, edited 1 time in total.
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Calamity John
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Re: Calamity John (Human Black Market Merchant)

Post by Calamity John »

Contacts

Favorable Contacts within Merctown
  • Bao Chang (the delivery boy from the Celestial Dragon)
Friends in Low Places
  • 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 her 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.
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Calamity John
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Posts: 81
Joined: Tue Sep 18, 2018 8:59 am

Re: Calamity John (Human Black Market Merchant)

Post by Calamity John »

Theme Song: Nine Inch Nails- Only

Background Story

John used to really be crazy. I mean, he's crazy now, which says a lot about before.

One, he's half convinced he dreamed up the whole world just to torture himself. Two, he's pretty sure he's trapped in a television show if it isn't his own dream. Three, he has a hard time caring about anything including himself.

Sometimes John doesn't believe the face in the mirror is his own. It often feels wrong. Often times, John doesn't feel like John at all. Sometimes John feels like Jane.

Sometimes John feels outside himself. Sometimes, he's watching himself in a show. Sometimes in the show, he's John. Sometimes, she's Jane.

Sometimes John has normal days. Days with normal feelings, and a desire to connect to the rest of the world. Sometimes John can't break through the fog enough to do much more than go through the motions.

Why is John this way?

It's all Papa Claymore's fault. But John sometimes blames Brittany.

Brittany was responsible for the death of John's father when John was eleven. John's father was abusive toward John and his wife. Nobody ever stopped John's father, because he was a mover and shaker in El Oculta. John's mother was beaten to death by John's father when John was eleven. She died protecting her child. That's when Brittany first arrived, picked up a rifle with John's hands and put down the abusive bastard.

That earned John his nickname, Calamity John, even though he didn't remember actually doing it for the next seven years.

John used to suffer from a different problem. John spent his tweens and teenage years with regular sporadic blackouts. Eventually, he enlisted assistance from psychic and magical sources to recall his blackouts. John was spending half his time not being John at all, but an invented personality named Brittany who was ruthless and protective of John.

John, and sometimes Brittany playing as John, ended up taking over part of his father's old businesses. John was very good with numbers but not really ruthless enough to make it in El Oculta. But when something threatened John, Brittany would come out and take care of it. Like she did with her father. The two-in-one combo managed to etch themselves out a position in the El Paso merchant scene.

Brittany ceased to exist the day John discovered her. Or, at least Brittany has never reappeared since. But Brittany left a lasting impression. John doesn't see the world the same way anymore. When John has to deal with stress or get aggressive, he slips into a different skin. Jane's skin.

With John's old associates noticing the distinct change in personality, John decided it best to take his show on the road. He has developed his own route through the northern Pecos Empire, around Fort El Dorado, through Kingsdale and into MercTown. Trading at every rest stop and post along the way, while buying supplies at El Paso, Kingsdale and MercTown. John finally dumps the load at the moving city of Mercado, pays his dues to El Oculta and returns to El Paso to start the trip all over again.

John's specialty is Pre-Rifts antiques, but is also known as a reliable fence and moves stolen CS hardware among the various raider factions in the Pecos.
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Calamity John
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Joined: Tue Sep 18, 2018 8:59 am

Re: Calamity John (Human Black Market Merchant)

Post by Calamity John »

Theme Song:
John: Theme Song: Nine Inch Nails- Only; Jane: Jeffree Star- Beauty Killer

Wishlist
Item 1:
Item 2:
Item 3:
Item 4:
Item 5:

Goals
Short Term Goals:

Mid Term Goals:

Long Term Goals:
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Tyrannosapiens Rex
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Re: Calamity John (Human Black Market Merchant) [LEVEL UP]

Post by Tyrannosapiens Rex »

2d6: [6, 2] = 8
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Re: Calamity John (Human Black Market Merchant)

Post by Tyrannosapiens Rex »

Basic Post:

Code: Select all

Perception 25% (+5% about a good deal): [roll]1d100[/roll]
JIC d20: [roll]1d20[/roll]
JIC d100: [roll]1d100[/roll]

Availability:

Code: Select all

Charm/Impress 25%: [roll]1d100[/roll]
OR
Invoke Trust/Intimidate 35% (+5% for military): [roll]1d100[/roll]
Archaeology 34%/24%: [roll]1d100[/roll]
Appraise Goods 119%: [roll]1d100[/roll]
Barter 104%: [roll]1d100[/roll]
Roadwise 88% (+10% for Traveling Merchants): [roll]1d100[/roll]
Lore: Magic 49%: [roll]1d100[/roll]
Find Contraband 80%: [roll]1d100[/roll]
Research 94%: [roll]1d100[/roll]
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