BACK to COTW archive index


Muddy


Muddy; failed gang-member, now underworld courier and drifter

(c) copyright 2000 andi jones

Total Points: 9 Points

Age mid-20s; 5'7"; 145 pounds; Muddy's outward appearance is about what one would expect for a man who is usually homeless and nearly always without money; he is unwashed and unkempt, and his clothes are in a sorry state. Under the all the grime, however, is a good-looking guy, with clear blue eyes, a narrow nose and a dimpled chin.

ST 10   [0] - thrust 1d-3, swing 1d-1
DX 11  [10] - basic speed 5.25, move 5, dodge 5
IQ  9 [-10]
HT 11  [10]
WL  8  [-8]

ADVANTAGES: Appearance (Attractive) [5]; Charisma +2 [10]; Reputation +1 (for being reliable, among the criminal element, 10-) [1].

DISADVANTAGES: Combat Paralysis [-15]; Semi-Literate [-5]; Status -1 [-5]; Weak Will -1 [-]; Wealth (Poor) [-15].

QUIRKS: Exhibits poor hygiene; Does drugs if they're offered, but never to excess; Lazy; Saving up for a kick-ass tattoo. [-4]

SKILLS: Area Knowledge (New York's Lower West Side)-12 [6]; Bartender-7 [.5]; Carousing-10 [1]; Fast-Talk-10* [4]; Panhandling-10** [.5]; Scrounging-10 [2]; Shadowing-9 [2]; Stealth-10 [1]; Streetwise-13 [10]; Survival (Urban)-12 [8].
  *skill is +2 if substituted for a reaction roll
  **modified for Appearance (-1) and Charisma (+2)

LANGUAGES: English (native)-9 [0].

EQUIPMENT

Muddy doesn't always have a place to live, so he tends to travel light. He's never armed, and at most he might carry whatever little money he has, a portable radio and an old nylon backpack.

BIOGRAPHY

Muddy grew up in a text-book example of a broken home; his father was a drunk who left the family while Muddy was still a child, and his mother was uneducated and never home, always working several menial jobs to make ends meet. And between his older sister's chronic delinquency and his younger system's chronic asthma demanding their mother's attention, Muddy was nearly lost in the shuffle. He was, however, capable of being rather charming, and got by with the help of friends and neighbours. But despite being personable, Muddy wasn't very bright; by the time he was 13, he began having serious problems in school, and dropped out. By the time he was 16, he had more or less left home, choosing instead a life on the streets, running with the gangs.

Muddy made friends easily, but again his charm didn't go far enough; he was worthless in a fight, and not clever enough for complex scams. The only useful or marketable skill he ever had was bartending, but even that he doesn't do very well. (As well as he can remember it, Muddy thinks his nickname comes from his first night mixing drinks.)

So for most of the past ten years, Muddy has been living on the streets of New York, sometimes homeless, occasionally squatting with friends, every once in a while in his own place. He gets an occasional gig tending bar, but only when he absolutely has to. Most of the time, he gets by on favours from friends who are still in the gangs, and in exchange he does them "solids", helping out in other ways. Despite being unfit for a life of violent crime, Muddy is reliable enough to act as a courier or messenger, and as a "finder"; his years on the street have made him intimately familiar with his neighbourhood and the surrounding 'hoods, and he generally has a good idea where to find people - or things - when other people need them.

ENCOUNTERED

Wherever he turns up, Muddy is likely to be wearing a filthy denim jacket and grungy clothes; he usually appears unkempt and a little rough around the edges. But despite his shabby appearance, he's easy-going and usually quite friendly. He's not terribly ambitious, but he's usually willing to help out if it'll get him another week of spending money, a place to crash, or some dime-bag for the weekend.

CANONICALITY

Muddy's character is by the book. Note that Weak Will is listed in both his attributes, and in his Disadvantages, though the cost is only recorded once.

WHAT IF?

Muddy is a typical low-life, appropriate for a wide range of urban campaigns of TL6+, although he is written as existing in modern day. He's the street-tough who's not very tough, the hoodlum who couldn't keep up with the 'hood. He's not much of a foe, but he makes an excellent Contact for a cop, federal agent or vigilante super-hero. (As per p.CI22, Muddy would probably qualify as a 2-point "connected" Street contact, with effective skill 15. He's not the sharpest knife in the drawer, however, and he wouldn't casually rat out good friends, so his reliability should be "somewhat", and not likely exceed "usually".)

Cyberpunk/Near Future: The one-and-twenty will have its fair share of losers, and Muddy could easily be one of them. In a grim and realistic near future, Muddy could be used virtually as-is. In a chromed-out booster-gang kind of sprawl, Muddy's lack of success with the gangs might be due to lack of heavy metal; change 'Combat Paralysis' to 'Cyber-Rejection' (the -25 point version).

Space: Muddy could just as easily be a drifter in any dangerous hive of scum and villainy: the Spaceport. Trade in Manhattan's wharves for launch-pads and its nudie-bars for alien cantinas, and Muddy is equally at home.

Over-the-Top: A possible twist for a comedic Illuminated campaign might be the bum-savant, the total loser who knows and sees all, the shoe-shine guy from "Police Squad". He may look like an unwashed squatter to you, but for a hot meal or a night on your sofa, he'll fill you in on the top-secret NSA-classified details of that "bit of government business" over on Pier 18, or give you the "real" story about the Energy Secretary's emergency trip to Bolivia last month...

ADVENTURE SEEDS

Moral Dilemma: The PCs - maybe vice cops, maybe the newest vigilantes to take on Gotham's filth - need to know why the head of the Colosimo family is investing so much cash in the upcoming District Attorney elections, to the benefit of the incumbent. Colosimo is known to use a gang called the Bleecker Nines, and Muddy's typical range is right in their turf. The PCs need his help, and put him in a bind: he doesn't want to dis his friends, but he knows the PCs are after someone bigger, someone genuinely bad. What does he do? What can the PCs do for him to convince him to help? And what will the Nines do if they find out?

- written by andi jones (andi@angelwerks.com)

TOP

BACK to COTW archive index

SJG's
GURPS website | GURPSnet archives | email me at angelwerks