Street Fighter

​Gangs of thugs roamed the streets of Alcirya in most large provincial cities. Some are ex-gladiators or legionaries, but most are simply tough, working-class "proles" who grew up in slum districts. Like modern gang members, they fight bitter battles over turf and extort protection money from local businesses. They are often hired by magistrates to break up rival political meetings or act as bodyguards. Similar toughs are hired by rapacious tax farmers, who needed to use mercenaries to force people to pay the excessive taxes they demand. ​  
Role
Most street fighters are tough and nasty, but the PCs may be a better class of street muscle with a personal code of honor. A street fighter could also be a private investigator-type character. Many cities (especially independent city-states) lack an effective police and legal system, there is little the authorities or individuals can do to catch criminals. Hiring a personal enforcer is often the only way to achieve justice!
 
Distinctive Appearance
None
 
Special Benefits
+3 reaction bonus from people in his own local neighborhood (due to fear and respect).​
​The character knows his city like the back of his hand, gaining the equivalent of the Direction Sense proficiency within its walls. This is very useful when moving at night through the maze-like back alleys of a given city. If in his home city, once per week the PC can call up 1d3 x his level gang members from his neighborhood (normal men armed with clubs and knives) to help him out. However, these men are not fanatics or soldiers. They won't leave the city, and though they will fight, they won't do so against overwhelming odds. Lost or dead gang members are replaced at a rate of one per month. ​  
Special Hindrances
​-2 reaction penalty from people of upper class. ​
Class
Fighter
 
Attribute Requirements
None
 
Barred Beliefs
The character may not be of upper class. ​
 
Race Requirement
None
 
Bonus Weapon Proficiencies
None​
 
Required Weapon Proficiencies
None
 
Recommended Weapon Proficiencies
​Club, dagger, cestus (spiked glove), and gladius (short sword) - clubs are useful for subduing foes without being charged with murder ​
 
Barred Weapon Proficiencies
None
 
Bonus Non-Weapon Proficiencies
None
 
Recommended Non-Weapon Proficiencies
Disguise, Gaming, History (Local), Forgery, Appraising. Pirates will have Seamanship and Swimming
 
Equipment
None
 
Wealth Options
5d4 x 100 gp. Any low-born person this rich is almost certainly engaged in illegal or covert activities! ​
 
Homeland Terrain
None
 
Economic System
​None​

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