Savage Black Market

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Venatus Vinco
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Savage Black Market

Post by Venatus Vinco »

Holding area for stuff for Sgt86Delta.

Edge from Savage Shadowrun by Maneul Sambs

Good Chummers
Requirements: Novice, Spirit d8+, Persuasion d6+
The character has tight bonds with their Contacts and is generally trusted. This Edge gains them +2 Charisma when interacting with their Contacts and connections.
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High Command
The Savage Inquisition
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Re: Savage Black Market

Post by High Command »

Working on converting all the Black Market abilities to equivalent edges and new ones where required. Feel free to chime in.

Hindrance: Black Market Affiliation (Major or Minor Vow)
You have sworn an oath of loyalty and fidelity to one of the Black Market Networks in the Domain of Man in Rifts North America. This counts as a Vow. The level of this hindrance determines the expectations the Network has of you.

Antiquities Trader [Professional Edge]
Requirements: Novice, Black Market Affiliation, Smarts d8+, Knowledge (History) d6+, Persuasion d6+, Streetwise d6+
You gain a +2 to Knowledge (History) and Common Knowledge checks regarding Pre-Rifts Artifacts, including technology and art. You also receive +2 to Streetwise and Persuasion checks involved in selling these artifacts to buyers.

B&E Man [Modified Thief Professional Edge]
Requirements: Novice, Black Market Affiliation, Agility d8+, Climbing d6+, Knowledge (Electronics) d6+, Lockpicking d6+, Stealth d8+
The Black Marketeer got his start with breaking and entering (B&E) robberies and he remains a skilled burglar.
B&E Men add +2 to Climbing, Knowledge (Electronics) (only to pick a lock), Lockpick, Stealth, as well as Notice or Repair rolls that relate to traps and similar devices. The bonus to Stealth does not apply when the character is in a wilderness environment—only in urban areas. This counts as the Thief edge for the purpose of prerequisites.

Bulletproof (Specific City or Neighborhood) [Social Edge]
Prerequisites: Seasoned, Black Market Affiliation
The Black Marketeer has a highly placed contact who can get him out of any minor offenses and criminal charges on his home turf or main base of operations. This includes disorderly conduct, drunkenness, and petty crimes as well as serious crimes in which the character has a reasonably good alibi or convincing story as to why it is all a terrible misunderstanding. This secret ally also owes him one "favor" so big that he can get the charges of any crime, even murder or a terrorist act, dropped one time, but one time only. Furthermore, after the big favor is used up, the "friend" owes the Black Marketeer nothing else, and he is no longer Bulletproof even from an offense as minor as jaywalking. As a consequence, this big favor should be kept in reserve until the character needs it the most. In all cases, the dropping of charges applies only to the Black Marketeer, not his associates.
  • Note: Burning this favor effectively removes this edge, but the GM should allow the player to organically replace it with their next advance. This is an excellent way to advance the story and change the character's situation drastically.
Fence [Professional Edge]
Prerequisite: Novice, Black Market Affiliation, Persuasion d6+, Streetwise d8+
The character has a background in recognizing the value in items and knowledge of what they sell for on the open market. You also receive +2 to Streetwise and Persuasion checks involved in finding a buyer for an item. They also have a network of mostly reliable buyers they can work through. This adds a -1 modifier to any opposed roll by rivals or law enforcement to undermine their fence network.

Connections: Friends in High Places [Social Edge]
Requirements: Novice, Black Market Affiliation
The Black Marketeer has connections with 1d3 lieutenants and perhaps 1d3 other higher ups (business operators, smugglers, fences, etc.) and even one Boss within his Faction of the Black Market. In addition, he has a total of 1d3+1 well placed "friends" in the local community spread out among the government, influential business owners, media and/or the local authorities/police. These civilian friends in high places already owe the Black Marketeer a "favor" or are corrupt, so when properly motivated with bribe money or enticed with the right opportunity or means to their own goal, or in exchange for a favor from the Black Marketeer, they can pull strings to get criminal investigations or charges dropped, provide insider information, and otherwise assist the Black Marketeer in subtle and even direct ways. Otherwise this acts like the Connections Edge. Players taking this edge should be careful to work with the GM to define specifically who this Edge works with. Players with this edge can get information, experts or toughs as per the Connections edge, or get access to otherwise restricted gear or purchases, and a +1 (+2 on a raise) on Persuasion and Streetwise checks to obtain a normally available big ticket items at a discounted rate.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Connections: Friends in Low Places [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer knows his share of 2d6 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Game Player [Social Edge]
Requirements: Novice, Black Market Affiliation
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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Home Turf Advantage [Social Edge]
Requirements: Novice, Black Market Affiliation
The character has become extremely familiar with his home turf and, after a few years of operation there, knows virtually every nightspot, watering hole, hideout, criminal enterprise, back alley, road, trail, tunnel, safe house, and operation run and owned by the Black Market in town. This gives the character a huge advantage when moving about his home turf, intercepting contacts, tailing rivals and enemies, setting up, avoiding ambushes, looking for information and contraband, and so on. Bonuses: +5% to all skills that apply to familiarity with his home territory or base of operations, including all Rogue skills, Barter, Detect Ambush, Detect Concealment and Intelligence on his home turf only. He can secure a loan within 12 hours and borrow 1 0% more than usual on familiar turf where he is known. +2 on all Perception Rolls within his Home Turf, particularly when it comes to avoiding trouble, recognizing spies, rivals and enemies, finding the best deals and contraband, and so on.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Influential [Social Edge]
Requirements: Novice, Black Market Affiliation
The Black Marketeer enjoys a position of clout or holds a position or level of trust and influence within his specific Faction of the Black Market or within his local community. In the latter case, the Black Marketeer may be a business person, adventurer, mercenary or hero of renown whose voice has influence among the local community or law enforcement or government. In some cases, the character may actually represent the law or work as a law enforcement officer, or as a town defender, militia leader or town councilman. People of lower positions or unsure of themselves will always defer to the Black Marketeer. The character may even be in a position to issue orders or take charge of a situation, request police assistance, or have access to people and places that the average person in the community, or Black Market, does not. Bonuses: +5% to all matters of etiquette and +5% to Public Speaking and Law (General).
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Informant: Confidential [Social Edge]
Requirements: Novice, Black Market Affiliation
The Black Marketeer has ONE confidential informant well placed mole, spy or snitch within an e xisting group, organization or business. This may include a soldier or police officer in the Coalition, a member of the government or media, or even someone within a rival or friendly Black Market group or Faction. The well placed confidential informant feeds the character information about that particular group, opportunities he may be able to exploit, warnings of attacks leveled at him by said group or at his friends and business interests, and other inside information that may benefit the Black Marketeer. The identity of this "mole" is a highly valued and protected secret asset that should never be shared even with trusted friends. Bonus: Add one additional confidential informant to his network at levels 5, 10, and 15. Others may be acquired through role-playing at the G.M.'s discretion.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Informant: Corrupt Lawman [Social Edge]
Requirements: Novice, Black Market Affiliation
The Black Marketeer has one corrupt law enforcement officer (police officer, detective, sheriff, deputy, ISS agent, CS soldier, or similar) on the take and feeding him information for regular, weekly cash payments. This information includes letting the Black Marketeer know about investigations or the possibility of a bust on him or his business enterprises, members of his crew/friends or associates being investigated, as well as warnings about raids and sting operations, the schedule of police patrols, and similar beneficial data about police operations. Such corrupt police also look the other way whenever their Black Marketeer is involved in a crime. Weekly cash payments are typically in the range of 500-1 ,500 credits. However, the bad cop is likely to sell big information and do other things for 5,000-1 5,000 credits or a 5-10% cut of the profit from a crime job he helps to pull off. This includes covering up and losing or stealing evidence of the Black Marke-
teer' s involvement in a crime, helping him "hit" and rob a rival criminal or underground operation (i.e. crooks, meres, adventurers
or heroes who are not members of the Black Market or a crew from a rival Black Market Faction), misleading the authorities on an
investigation, or creating a diversion while the Black Marketeer's crew pulls off a robbery elsewhere, helping them getaway, or provides information that leads to a big score for the Black Marketeer, or finding the location of a hated rival or enemy. Bonus: Add one additional corrupt police informant to his network at levels 4, 8, and 12. Others may be acquired through role-playing at the G.M.' s discretion.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Informant: Street Snitch [Social Edge]
Requirements: Novice, Black Market Affiliation
The Black Marketeer has 1D4+ 1 Street Snitches in his pocket. These are usually petty criminal, low-life scoundrels and underworld figures. Prostitutes, drug dealers, junkies, drunks, shady bartenders or pawnshop managers, City Rats, Cyber-Snatchers, bandits, and low-ranking muscle can all be informants who trade information tor small amounts of cash, booze, and small favors. Such informants and snitches tell the Black Marketeer about the activities of his rivals and enemies, offer juicy secrets they might stumble across, share the word on the street, and are happy to keep an eye open and an ear cocked for anything or anybody the Black Marketeer might ask them to find or watch out for. This includes the whereabouts of specific individuals, schedules for deliveries and patrols, and just about any data that can be learned from someone willing to carefully ask a few questions, listen in on conversations and do a little tailing. Bonus: Add one additional Street Snitch to his crime network at levels 2, 4, 6, 7, 8, 9, 1 1, 13 and 15. Others may also be acquired through role-playing at the G.M.'s discretion.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


No Conscience [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer is a ruthless cutthroat whose primary concern is himself. He is always looking for an angle to get the most out of any situation and strategic sacrifices. In the end, nothing and nobody matters more than his own best interests and whims. He won't hesitate at tricking, cheating or killing an enemy, rival or sucker, and probably engages in strong-arm tactics, threats and blackmail. This guy enjoys getting over on others and making people squirm. No appeal to his basic human goodness is likely to move this character, unless he can figure out some way to make it work to his advantage, even if it makes him look good or someone else look bad. Bonuses: + 1 on Perception Rolls pertaining to his best interests and self-preservation, +I on initiative, and +4% bonus on the skills Gambling Dirty Tricks, Recognize Weapon Quality and Streetwise.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Read Black Market Opertions [Social Edge]
Requirements: Novice, Black Market Affiliation
The character is good at recognizing and assessing Black Market operations of all sizes. He can tell which Faction the group belongs to and guess at what kinds of criminal enterprises the group/crew is engaged in, the strategies and tactics they are most likely to use, and estimate the group's strength, level of aggression, penchant toward violence, and level of success (struggling, doing adequate, successful, etc.). He looks for indicators and details such as gang/faction/group affiliation, identifying tattoos and marks, word on the street, style of dress, indication of drug use, attitudes, behavior, the level of tension (if any) and other telling observations. This also gives the character a pretty good chance to spot a spy, double agent, or undercover officer. Note: This ability does not apply to law-abiding citizens, legitimate businesses and organizations, but it may help to spot a criminal in the organization or regular person about to commit a crime. Base Skill to Read Black Market Operations: 60% +3% per level of experience. Bonuses: Adds a bonus of +5% to the skills I.D. Undercover Agent, Intelligence, Streetwise, Research (by talking to people as well as reviewing data), and Tailing.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Read People [Social Edge]
Requirements: Novice, Black Market Affiliation
After years dealing with customers, criminals, the authorities and fellow Black Marketeers, as well as engaging in confidence games and crime himself, the character has a knack for judging people and gauging what they are capable of doing. He is astute at recognizing tells
and judging body language, and noticing other subtle cues, such as clothing, shifting eyes, shaking hands, tone of voice, overall
demeanor and other signs. He can often tell if the person is a cop, criminal or something more than he seems, and is able to read des-
peration, lust, hate, hunger for revenge, criminal intent, lying or holding something back, sincerity, goodness and evil/untrustworthiness/suspicion like others read street signs. To do so in game terms, both he and the person he is trying to assess roll 1D20. If the Black Marketeer's roll is higher, he can make a good guess. If they roll the same number, the Black Marketeer isn't sure. If
the other roll is higher, he can't make a read ... yet. Skilled liars such as con artists, smugglers, spies, assassins/hit men and evil
supernatural beings get a +2 bonus to their roll. Innocent and good people not used to lying suffer a -2 penalty on their roll. Note: While the character may not be deceived by an individual, or know the suspect is hiding something, lying or is suspicious, the Black Marketeer cannot be sure of what that might be, nor can he make him tell the truth or reveal a secret. Role-playing is necessary for that. Bonuses: + 1 on all Perception Rolls, + 1 to dodge, and enjoys a + 10% bonus on the skills Interrogation, I. D. Undercover Agent and Streetwise.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Sincerity [Social Edge]
Requirements: Novice, Black Market Affiliation
Many Black Marketeers have become skilled at appearing honest, truthful, friendly and sincere. This is ideal for Black Marketeers involved in con games, sales, smuggling, espionage and undercover operations. It also helps Enforcers appear more intimidating when they issue warnings and threats, and helps the character seem convincing when he lies under interrogation. Bonuses: +1 to M.A. attribute, +5% to the skills Barter, Impersonation, Interrogation (and resist interrogation), Public Speaking, Seduction and Undercover Operations.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Slippery [Social Edge]
Requirements: Novice, Black Market Affiliation
The Black Marketeer is a slippery character who has developed an awareness, skills and techniques to avoid and escape trouble. Bonuses: + 1 on Perception Rolls, + 1 to dodge, automatically gets the Escape Artist skill with a + 15% bonus, and a +5% bonus to the skills Detect Ambush, Disguise, Impersonation, I.D. Undercover Agents, Law (General) and Undercover Operations.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Steady Nerves [Social Edge]
Requirements: Novice, Black Market Affiliation
Many Black Marketeers are accustomed to keeping their heads under fire, bluffing authorities and walking past security and checkpoints with a smile on their faces even when packing heat or transporting a trunk full of contraband. This practiced skill at remaining calm during stressful and even terrifying moments provides the character with nerves of steel and calm resolve. Bonuses: No Perception Roll penalties apply under duress, +2 to save vs Horror Factor and insanity, driving penalties for trick/evasive maneuvers are half, +6% to all Demolitions skills and +5% to the skills Disguise, Impersonation and Undercover Ops, and + 1 to M.A. attribute.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Street Rep: Hardcase to be Feared [Social Edge]
Requirements: Novice, Black Market Affiliation
This character has a rep for being a ruthless, unsympathetic tough guy who takes no guff and is quick to punish, hurt and kill anyone who gets on his wrong side. If especially violent, he may have a reputation for being a mad dog killer. Bonuses: + 10% bonus on Interrogation skill, + 10% to intimidate and evoke fear (not trust), and has a base intimidation of 50% even if the character's M.A. isn't high enough to normally be intimidating. When angry or threatening, this guy exudes a Horror Factor of 14. Anyone who fails to save vs H.F. suffers the usual penalties or has the option to back down and immediately leave without further incident. 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.


Street Rep: Hero [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer knows his share of 2d6 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Street Rep: Trustworthy [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer knows his share of 2d6 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Suave and Debonair [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer knows his share of 2d6 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Wheelman [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer knows his share of 2d6 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Work the Law [Social Edge]
Requirements: Novice, Black Market Affiliation
This Black Marketeer knows his share of 2d6 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.
  • Note: Connections (Black Market) is unavailable, and this is one of the edges that replaces it.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
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