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Masters, Minions & Mooks Ordinary Villains in Carbon City

Introduction AGI: 6, CFT: 4, FTG: 8, KNW: 0, PCP: 3, Squads. These heavily armed teams are deployed
This is a collection of ready to use ordinary PRS: 0, STG: 4, SPD: 7, STL: 2, TGH: 12. to maintain order through superior firepower.
villains that the games master may like to use Armour: Heavy [Steel plating] STR: 2, DEX: 2, INT: 1, SPT: 1.
against his heroes. Weapons: Arm Blades [+1 to FTG] AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2,
Although ordinary they should not be PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6.
Note that a wounded or KO'd Cyborg can self-
underestimated. The Heroes are 1930s Armour: Medium.
repair using its Craft skill. This takes 1D6 turns.
supermen, not the invulnerable ones you get in Weapons: Revolver, Shotgun or Thompson SMG,
todays films, Fire enough bullets at them and The Mob Stun Grenades. One man in six is a marksman
they will eventually fall. The Mob regards itself as an extended family with a Sniper Rifle.
Note that the Police Force is listed here as they bound by ancient and unbreakable bonds of
Detective
will often oppose masked vigilantes on their honour. Every Soldier, Capo and Don will lay
The least glamorous and possibly most dangerous
streets. down his life for his family.
job in the Force is the Detective. Charged with
In return the it family protects them and nurtures
The Corporations investigating crimes these men are always in
their ambitions. It is almost impossible to wring a
The Corporations that run Carbon City are slick danger. As a result many are very cautious, and
confession out of such men.
operations that tend to hire professionals. And quite a few are on the take.
Mafia Soldier STR: 2, DEX: 2, INT: 2, SPT: 2.
they back them up with a battalion of lawyers.
STR: 2, DEX: 2, INT: 1, SPT: 1. AGI: 4, CFT: 4, FTG: 5, KNW: 6, PCP:5,
Corporate Assassin AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2, PRS: 5, STG: 5, SPD: 4, STL: 4, TGH: 8.
A deniable arm of Corporate financial policy. They PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6. Armour: Light Armour [Lined Coat]
are used sparingly against enemies that cannot Armour: None Weapons: 9mm Automatic.
be removed any legal way. Weapons: Revolver, or Shotgun or Thompson
STR: 2, DEX: 3, INT: 3, SPT: 3. SMG Police Captain
AGI: 6, CFT: 6, FTG: 6, KNW: 6, PCP: 6, Forced to face impossible odds every day these
Mafia Capo men are frequently heavy drinkers. Many create
PRS: 6, STG: 8, SPD: 5, STL: 6, TGH: 10.
A Capo controls a neighbourhood for the Mob, pacts with the devils they know, the Mob, to
Armour: Light Armour [Lined Coat]
overseeing all their activities. maintain some peace on the streets.
Weapons: 9mm Automatic, Sniper Rifle
STR: 2, DEX: 2, INT: 2, SPT: 2. STR: 2, DEX: 2, INT: 2, SPT: 2.
Corporate Security AGI: 4, CFT: 4, FTG: 5, KNW: 6, PCP:5, AGI: 4, CFT: 4, FTG: 5, KNW: 6, PCP:5,
Often ex-Cops who have chosen money over PRS: 5, STG: 5, SPD: 4, STL: 4, TGH: 8. PRS: 5, STG: 5, SPD: 4, STL: 4, TGH: 8.
duty. Although arrogant, they are cautious and Armour: Light Armour [Lined Coat] Armour: Light Armour [Lined Coat]
tend to wait for sufficient back-up before risking Weapons: 9mm Automatic Weapons: 9mm Automatic
their lives.
Mafia Don The Police have access to a fleet of unarmoured
STR: 2, DEX: 2, INT: 1, SPT: 1.
STR: 2, DEX: 2, INT: 3, SPT: 3. squad cars, now with wireless radios. They also
AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2,
AGI: 4, CFT: 5, FTG: 6, KNW: 8, PCP:6, have armoured trucks for the Special Squads.
PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6.
PRS: 8, STG: 7, SPD: 4, STL: 6, TGH: 10.
Armour: None Odds & Ends
Armour: Light Armour [Lined Coat]
Weapons: Revolver, or Shotgun. The leader of a The following are a few less well organized types
Weapons: 9mm Automatic
Corporate Security team may well have an Energy that the Heroes may encounter.
Pistol. Mafia members travel around in Armoured
Limousines. These have Medium Vehicle Armour The Anarchist/Saboteur
Corporate Bodyguard giving 4 points of protection to their occupants or For the revolution!.
Highly paid men, many of whom are ex-soldiers people using them as cover. STR: 2, DEX: 2, INT: 1, SPT: 1.
or mercenaries. They are loyal to the men they Mafia Soldiers will fight to the death if defending AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2,
protect and will take a bullet for them. a Capo or Don. The latter are far more pragmatic PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6.
STR: 2, DEX: 2, INT: 2, SPT: 2. and will surrender if obviously losing. They then Armour: None
AGI: 4, CFT: 4, FTG: 5, KNW: 6, PCP:5, rely on their lawyers and the Judges they own to Weapons: Revolver or homemade explosive or
PRS: 5, STG: 5, SPD: 4, STL: 4, TGH: 8. keep them out of jail. incendiary devices.
Armour: Light Armour [Lined Coat]
Weapons: 9mm Automatic The Police The Ingenious Bank Robber
The Carbon City Police Force is rough, tough and Youll never take me alive copper!
Corporate Fixer [Usually a Lawyer] frequently corrupt. The pay is low, the hours long STR: 2, DEX: 2, INT: 1, SPT: 1.
The ultimate weasels. Cunning, vicious and with and few make it to the minimal pension. AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2,
no regard for the rule of law. They will spend Dominated by Irishmen and Poles, this mostly PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6.
money and lives to achieve their masters ends. Catholic institution still does take its oath to Armour: Heavy [Ned Kelly Suit].
STR: 2, DEX: 2, INT: 3, SPT: 3. Protect by all legal means seriously. Weapons: Thompson SMG or even a
AGI: 4, CFT: 5, FTG: 6, KNW: 8, PCP:6, For reasons of self-preservation the Police flamethrower.
PRS: 8, STG: 7, SPD: 4, STL: 6, TGH: 10. generally have a shoot first and question the
Armour: Light Armour [Lined Coat] survivors policy.
Mugger or Street Punk
Weapons: 9mm Automatic Give me what you gotnow!
Beat Officer STR: 2, DEX: 2, INT: 1, SPT: 1.
Corporate staff have access to armoured
The public face of the Force. These know their AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2,
limousines, vans and trucks.
neighbourhoods like the back of their hands. PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6.
Unless caught literally red-handed the Police will
They often turn a blind eye to Mob activities and Armour: None
not arrest them, Even if they do it is likely they
a fair proportion are on the take. Weapons: Revolver or Knife or Piece of Pipe.
will be bailed by morning.
When faced with danger they are brave but not
They are also quite likely to surrender to Police or
foolhardy.
Mercenaries
the Heroes if outmatched after all they know They used us and then threw us out, now its our
STR: 2, DEX: 2, INT: 1, SPT: 1.
their rights. turn!
AGI: 4, CFT: 3, FTG: 5, KNW: 2, PCP:2,
STR: 2, DEX: 2, INT: 2, SPT: 2.
Cyborg PRS: 2, STG: 5, SPD: 4, STL: 3, TGH: 6.
AGI: 4, CFT: 4, FTG: 5, KNW: 6, PCP:5,
A result of the Corporations fascination with Armour: None
PRS: 5, STG: 5, SPD: 4, STL: 4, TGH: 8.
creating super-soldiers the Cyborgs are usually Weapons: Revolver, or Shotgun. Nightstick.
Armour: Light Armour [Lined Coat] or Medium.
controlled by a Scientist nearby, unless they have
Special Squad Officer Weapons: 9mm Automatic & Military Rifle.
gone rogue. Captured or killed specimens will be
In these increasingly dangerous times the Possibly Grenades or a Thompson SMG.
collected by the US Army.
Commissioner has formed a number of Special
STR: 4, DEX: 3, INT: 1, SPT: 2.

Craig Cartmell October 2010

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