Omaha Jay and The Boys

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One Chip Equals:
Loyalty 1 - 40 hours of downtime or 800 nuyen
Loyalty 2 - 36 hours of downtime or 720 nuyen
Loyalty 3 - 32 hours of downtime or 640 nuyen
Loyalty 4 - 28 hours of downtime or 560 nuyen
Loyalty 5 - 24 hours of downtime or 480 nuyen
Loyalty 6 - 20 hours of downtime or 400 nuyen
You can spend downtime or nuyen to pay back chips, or pay your contacts nuyen for services directly.


Wiseguy (Legwork - Intuition), Connection 4 (Public)

Common Dice Pools: Knowledge: Organized Crime 13 [6], Gangs 10 [6], Safe Houses 12 [6], Sprawl Life 9 [6], Seattle 9 [6], Military 10 [6], Grey Markets 10 [6].
(They'll generally tell you what they know for free)

Ask around 10 [11] (Asking around costs at least a chip). For some topics, the contact has more dice: Organized Crime 11 [11].

Look, see -- I ain’t here to hold your hand. It’s a harsh world out there chummer, and that’s the chip truth. But if you need someone who knows about what sort of drek goes down, down here with the meat and the razors, what those zaibatsu-run news networks won’t show you, and what the Star would sooner cave your head in with a billy club than admit? Then you come to me, and I’ll tell ya. Wetwork’s extra.

Conserve Ammo Omaha Jay and the boys can get rid of problems for you, by shooting them. At loyalty 5, you can call out a hit for 2,000. Hitmen aren’t assassins, and generally Omaha only has the juice to kill low-threat targets such as barrens rats, low-ranking wageslaves and gangers (GM discretion). Omaha Jay and his boys act independently, and don’t assist in combat.

B A R S W L I C Edg Ess
3 3 3 4 4 5 4 6 2 4

Skills: Etiquette 8, Longarms 3, Unarmed Combat 6, Perception 8, Instruction 3, Performance 8, Disguise 3, Running 7.
(Eight hours of safe work costs two chips)

Skill Pools: Etiquette 16 [7], Longarms 6 [5], Unarmed Combat 9 [5], Perception 15 [6], Instruction 11 [7], Performance 16 [7], Disguise 7 [6], Running 11 [5].
(Eight hours of safe work costs two chips)

Knowledge Skills: Organized Crime 7, Gangs 4, Safe Houses 6, Sprawl Life 4, Seattle 4, Military 4, Grey Markets 5.
(They'll generally tell you what they know for free)

Knowledge Skill Pools: Organized Crime 13 [6], Gangs 10 [6], Safe Houses 12 [6], Sprawl Life 9 [6], Seattle 9 [6], Military 10 [6], Grey Markets 10 [6].
(They'll generally tell you what they know for free)

Ask around 10 [11] (Asking around costs at least a chip). For some topics, the contact has more dice: Organized Crime 11 [11].
Networking 20 [11]. (Networking generally costs two chips)
Find Gear 7 [11]. (Finding gear costs a chip)

Human

Connection4 +
Contact PermissionsPublic +
Contact TitleWiseguy +
Contact TypeLegwork - Intuition +
First special ability descOmaha Jay and the boys can get rid of prob
Omaha Jay and the boys can get rid of problems for you, by shooting them. At loyalty 5, you can call out a hit for 2,000. Hitmen aren’t assassins, and generally Omaha only has the juice to kill low-threat targets such as barrens rats, low-ranking wageslaves and gangers (GM discretion). Omaha Jay and his boys act independently, and don’t assist in combat.
independently, and don’t assist in combat. +
First special ability nameConserve Ammo +