User blog:BeastMan14/Battle Royale With Cheese: Chaos Descends on Sandy Shores!



What happens when you combine a batch of hitmen, criminals, and all around lunatics with a hunt for a briefcase full of money and dump it into a peaceful town? You get a chaotic, no-holds barred bloodbath that Sandy Shores will never forget! But who will prevail? To find out, we'll be comparing their weapons and skills to determine the answer to the ultimate question:

WHO...IS...DEADLIEST???

The Situation
The Story = A heist goes horribly wrong, and the surviving member of the crew manages to hide the stolen loot in a small town far from their initial location before dying of their wounds. The knowledge of that kind of money being ripe for the taking brings a variety of criminals, all acting out of a variety of interests, down on the town for a plague of violence they'll never forget.
 * -| Win Conditions =
 * Kill, or outlive, all other combatants.
 * Find the money and escape.
 * -| Lose Conditions =
 * Die.
 * Get arrested or be forced to flee town.

The Location
Sandy Shores =

A formerly idyllic beach resort, the town of Shady Shores has fallen on hard times, becoming a hub world for criminals and rednecks of all kinds. Despite this, the town has a few notable landmarks and several stores, giving it some sense of worth despite being located close to bustling metropolis of Los Santos.
 * -| Ammu-Nation =

The go-to store for all of your weapons and ammunition needs, Ammu-Nation has even set up shop in Sandy Shores, profiting heavily from a shady clientele. Wealthier participants in this fight will be able to purchase weapons from here if they feel their current loadout is not enough, though only if their money is good.

The loadout of weaponry available for purchase can be seen here.
 * -| Law Enforcement =

Naturally, since they have reason to suspect a stash of stolen money is in the area, the fine men and women of the Sandy Shores Police Department are on the lookout for suspicious persons or activity. We'll be going by classic GTA rules here, where a suspect starts at 1 Star if they're busted for a crime, with the stars escalating as the shootout gets more intense, but if they can escape or hide out the stars will vanish.

The Combatants
Bats = "The moment you catch feelings... is the moment you catch a bullet."

- Bats

An impulsive, but effective, member of Doc's heist team, Bats is a violent criminal introduced during Baby (Doc's #1 getaway driver and debtor) last heist. Baby immediately clashes with Bats, whose tendency to leave civilian casualties and collateral damage nearly compromises the job. After the final heist, Baby is reluctantly blackmailed into another job with Bats, alongside couple Buddy and Darling, who also dislike Bats.

As set-up for the final heist, the crew is required to pick up weapons from an arms dealer known as the Butcher, but Bats realizes the Butcher's men are cops and shoots him, leading to a shootout that destroys the weaponry and leaves the crew as the only survivors. On the way back, Bats forces Baby to stop for food, and Baby has to pretend not to recognize their waitress, who is his girlfriend Debra, but Bats notices Baby's affection for her when he stops Bats from killing her to get out of paying the check. Returning to Doc's warehouse to explain what happened, Bats's suspicions are confirmed, only for Doc to explain they were cops on his payroll. When Baby tries to sneak out of the warehouse to flee the city with Debra, Bats knocks him out and discovers his mixtapes, which Baby plays to convince the crew he's not a mole.

On the day of the heist, the initial plan goes smoothly until Bats kills a security guard and angrily demands Baby start driving. Baby, fed-up with both Bats and the criminal lifestyle, drives the car directly into a truck carrying rebar, which impales Bats and kills him instantly.

Starting Weapon:
 * Smith & Wesson 5906: A semi-automatic handgun with 10 rounds per clip and Bats's weapon of choice during shootouts.

Funds:
 * Medium. Bats is well paid from his work with Doc's crew, and he's shown to be fairly stingy with his money, implying he's got a decent amount of wealth tucked away for use.

X-Factors:
 * Experience: 80. While we only see him on a few jobs, it's very clear that Bats has a fairly long track record even when he's not working with Doc, from long-form heists to robberies to shootouts with the police and rival criminals.
 * Training: 40. We never really get a peek into Bats's upbringing, suggesting he's simply an average criminal, albeit a very good one.
 * Intelligence: 55. Bats initially seems like dumb muscle, which is backed up by his short-sighted tendency to kill any possible witnesses during jobs, but he gets a slight boost here because he's unusually perceptive. Him recognizing one of the Butcher's men as a cop enables him to realize that the buy might be a sting, and he's the only member of the crew that suspects that Baby might have ulterior motives. So things balance out a bit here.
 * Cool Under Fire: 35. While he's a solid gunfighter and can handle himself in a shootout, Bats has a poor temper, often killing people for the slightest grievances and his "no witnesses" mentality leaves piles of bodies behind on jobs, making him a liability for missions that require stealth.
 * Hand-to-Hand Skill: 55. We never see Bats engaging in hand-to-hand stuff, but his criminal history would imply he knows how to handle himself in a fight.
 * -| Boyd Crowder =

"I am the outlaw, and this is my world. And my world has a high cost of living."

- Boyd Crowder

A career criminal from Harlan, Kentucky, Boyd Crowder was the eldest son of crime boss Bo Crowder and the latest in a long line of militia members and criminals. As a young adult, he befriended Raylan Givens, and later saved his life while they worked in the coal mines. When Raylan's aunt Helen gave him the money to leave the state, Boyd joined the military and served a tour in Kuwait. Upon returning from the war, Boyd was imprisoned for refusing to pay taxes, and became affiliated with several Neo-Nazi gangs. After his release, Boyd used his ties to start his own gang, and he and his men began robbing banks.

Shortly after Raylan, now a US marshal, is sent back to Kentucky, Boyd's brother Bowman is murdered by his abused wife Ava, and Boyd resolves to take her for his own. Setting up an ambush to distract the other Marshals, Boyd holds Ava at gunpoint in her home as Raylan arrives, and the two have a brief talk before Ava distracts Boyd long enough for Raylan to shoot him in the chest, though he misses Boyd's heart out of respect for their friendship.

Starting Weapon:
 * Beretta 92FS: A semi-automatic pistol with a range of 50 meters and 10 rounds per clip.

Funds:
 * High. Boyd has a profitable criminal business in Harlan County, meaning he's never worried about being low on money for costly jobs such as this.

X-Factors:
 * Experience: 85. Boyd has not only served in the military, but he's spent time training militias and building up a criminal empire, slowly working his way to become of the most feared men in Kentucky, largely through his own intelligence and manipulation.
 * Training: 75. Boyd was not only raised from an early age to embrace a criminal lifestyle, but he also picked up experience with explosives as a miner and learned tactics and combat skills from the army, giving him a noted advantage over the less skilled criminals of Harlan County.
 * Intelligence: 85. Boyd isn't quite book smart, but he makes up for it with both his tactical brilliance and expert manipulation skills. Boyd is immensely skilled at playing factions against each other for his own benefit, such as when he played the Bennets against both law enforcement and his old crew to force a conflict that leaves him as the undisputed kingpin of Harlan County.
 * Cool Under Fire: 85. Working as a miner has made Boyd unflappable in life or death situations, and he's very skilled at talking his way out of situations where he's often outnumbered and outgunned.
 * Hand-to-Hand Skill: 45. Boyd is a strategist and good in a gunfight, but he's not good muscle, often relying on back-up or his wits to make it out of more physical scraps.

"And yeah, you can sit there and ask what gives me the right to make that judgement, but that's just your defense. Your alibi for not doing anything. Because the world is shit right now and we all know it."
 * -| Dylan Cross =

- Dylan Cross

Dylan Cross is a depressed grad student with a history of family illness and hopelessly in love with his best friend, Kira. Unable to act on these feelings as she is dating his roommate, Dylan finds himself diving deeper into cynicism and self-loathing, seeing himself as a product of a world that's becoming increasingly material and crass. After beginning a secret affair with Kira, Dylan overhears admitting that she pities him more than anything else, and resolves to kill himself. Throwing himself off the roof of the building, Dylan panics as he is falling and somehow survives.

Trying to sleep off his injuries, Dylan awakens to find a shadowy demon standing over his bed. The demon explains that it saved Dylan, and as repayment, Dylan must murder one person a month. Dismissing it as a hallucination at first, Dylan begins to believe in the demon's power when he falls seriously ill, and resolves to hunt down and kill a man who knows molested a childhood friend of his until he killed himself. Killing the man, Dylan recovers from his illness the next day, and resolves to focus on killing the scum of society, from mobsters to corrupt businessmen, while trying to keep the police off his trail.

Starting Weapon:
 * Remington 870: Dylan wields a sawed-off version of a Remington 870, a pump-action shotgun with 8 rounds per clip and a shortened range due to the shorter size of the gun.

Funds:
 * Low. C'mon, he's a college student. Do you expect him to have money?

X-Factors: "If she's there, I'll get her back."
 * Experience: 65. Dylan hasn't been a vigilante for a massively long amount of time, around six months, and he's fought primarily against Russian mobsters alongside ocassional battles with police or private security officers.
 * Training: 25. Outside of a boxing class, Dylan has no training. He's basically a dude that learned on the job.
 * Intelligence: 80. Dylan is a surprisingly crafty planner, enabling him to stay one step ahead of the mob and the authorities that want him dead and using his investigative skills to effectively tear apart an entire criminal organization in the space of a couple of weeks. His planning is most evident during his time in a mental hospital, where he worked out a plan to murder an orderly that was abusing patients so he could appease the demon.
 * Cool Under Fire: 70. During his earlier days, Dylan tended to panic when confronted with organized resistance, but he slowly became better at adapting to unfortunate circumstances and improvising his way out of a tough situation.
 * Hand-to-Hand Skill: 65. Dylan has some training in boxing, which proved crucial to overpowering hitmen sent by the Russians to kill him at the hospital when he was unarmed and effectively defenseless.
 * -| Joe =

- Joe.

A mentally disturbed veteran of both the Army and the FBI, Joe works in New York City as a hitman and bounty hunter who specializes in rescuing girls from traffickers. His time in the underworld has made him paranoid, and Joe stops doing business with partners if he suspects they could give up where he lives, a small home in the city with his mother. One day, Joe is offered an immensely lucrative job working for State Senator Albert Votto, who begs him to rescue his daughter, Nina, from a high-class brothel frequented by wealthy clients.

Tracking the address Votto sent to him, Joe storms the brothel, killing the guards and several patrons, before rescuing Nina and bringing her to a nearby hotel to wait for Votto. Seeing a news report confirming Votto killed himself earlier that night, Joe is given little time to react before two police officers arrive, take Nina, and try to murder Joe, but he manages to overpower one of the cops and escape.

On the run, Joe discovers that agents working for the traffickers have killed all of his contacts in an attempt to get to him, and he races home to find two men have broken in and killed his mother. In a fit of rage and grief, he kills one man and mortally wounds the other, who explains that the Governor is behind the trafficking, and Nina was "his favorite". Contemplating suicide after burying his mother, Joe resolves to rescue Nina instead. Joe sneaks into the Governor's mansion, killing the guards, but arrives in time to see that Nina has killed the Governor herself, and the two go on the run, resolving to live a better life than the one New York has given them.

Starting Weapon:
 * Hammer: A standard claw hammer, Joe prefers it over guns because of it's stealth capability and killing power.

Funds:
 * Low. On account of it being a cross-country trip, Joe will be supplied with a small amount of money to purchase things such as food or lodging, but not enough to afford new weapons (not that he enjoys buying things outside of his hammer.)

X-Factors: "I was a sinner. But I've been born again. And now I'm with the people who will inherit the earth."
 * Experience: 85. Joe has served both in the military and the FBI before working as a hitman, and his personality and thinking showcases skills that one picks up over time, from his aloofness to his skill with interrogation of subjects.
 * Training: 85. Joe has both military training and work in the FBI's anti-trafficking division under his belt, giving him a decided edge over most of his opponents in this category.
 * Intelligence: 80. Joe is a skilled investigator and tracker, owing to both his training and his natural perceptiveness. With little evidence, he was able to piece together the details of the trafficking ring, and he planned out several ambushes and assaults that enabled him to tear through armed and trained guards with very little difficulty or personal harm.
 * Cool Under Fire: 50. Joe is a man perpetually on the edge of a nervous breakdown, largely due to his untreated PTSD from his abusive childhood and his time in the Army and FBI, and he's shown to be largely uncomfortable when operating in actual day to day life, like commuting through the city or interacting with people that he hasn't met before. In the actual action of jobs, he's at ease, but a lifetime of violence has made it harder for him to blend in normally.
 * Hand to Hand Skill: 75. While he doesn't appear to have a specific fighting style, Joe is a brute in close combat, using his considerable strength and emphasis on stealth to surprise and overpower opponents before savagely beating them with his hammer or just his bare hands.
 * -| John Pilgrim =

- John Pilgrim

A former member of the Aryan Brotherhood, Robert was a violent, short-tempered criminal who seemingly found God when he fell in with the Schultz family, the billionaire owners of Testament Industries, who bailed him out of jail and hired him as their personal hitman. Taking the name "John Pilgrim", Robert became a preacher and fell in love with a woman named Rebecca, starting a family with her while continuing to work jobs for the Schultzes on the side.

John's faith was tested when Rebecca fell ill and lapsed into a coma, and he was forced to leave her and his sons in the care of the Schultzes as he hunted down Amy Bendix, a teenager and criminal who uncovered evidence of Senator David Schultz engaging in a homosexual affair. Pilgrim captured Amy's contact in the Russian mafia, torturing him for information and luring her into a trap that was narrowly foiled by the intervention of Frank Castle, who killed Pilgrim's men and helped Amy escape.

Pursuing Castle and Amy across several states, Pilgrim eventually tracked them back to New York City, where he placed a bounty on their heads while eliminating the Russians aware of David's affair. This bounty brought him back into contact with his old gang, who he was forced to kill after a vicious fight mere hours before learning that Rebecca had died. Reeling from the loss, Pilgrim tried to return home, but was informed by the Schultzes that retreat wasn't an option, with them heavily implying they would kill his sons if he failed them. Pilgrim ramped up his hunt, eventually managing to capture Amy, but he was forced to trade her for David, who Castle captured as an insurance policy.

Letting Amy escape, Pilgrim fought Castle in a brutal fight to find David in which Frank narrowly prevailed, but hesitated in delivering the killing blow when Pilgrim begged Frank to protect his sons. Empathizing with his loss, Castle spared Pilgrim and had him tell the Schultzes that Frank was dead, but Amy was gone, as a cover while the trio worked together to track the Schultzes to their mansion before killing them. His sons safe, Pilgrim renounced his criminal lifestyle and thanked Frank before departing to start a new life.

Starting Weapon:
 * SIG-Sauer P320: A semi-automatic handgun with 17 rounds per clip and a range of 50 meters, Pilgrim carried a variant equipped with a silencer, enabling him to quietly eliminate targets without risk of being detected.

Funds:
 * High. Pilgrim will be working with the limitless resources of the Schultz family, meaning he'll be able to buy whatever he needs to accomplish the mission.

X-Factors: "Choose a job you love, and you'll never have to work a day in your life."
 * Experience: 85. John has a criminal career spanning several years, if not a decade or two, and he's regarded as one of the most consummate professionals in the underworld because of his extensive experience in a variety of jobs from simpler hits to clean-up jobs for the Schultzes to his time with the Aryan Brotherhood.
 * Training: 40. John doesn't appear to have any traditional training, having likely picked up his skills through the years rather than through any specific teachings or service.
 * Intelligence: 85. Pilgrim's most fearsome trait outside of his combat skill is his tactical cunning. He was able to track down Castle and Amy across several states by following the carnage of their initial escape before launching an assault on a police station that would've killed Frank had it not been for the intervention of Agent Dinah Madani, while his thorough investigative skills enabled him to wipe out the Russian gangsters who were aware of David's affair, leaving no witnesses save for Amy, and his use of criminal connections kept the duo from being able to stay in hiding for too long.
 * Cool Under Fire: 90. While it's clear he has some deep-seated anger issues, John operates with an almost unsettling sense of calm during his missions. No matter what failure comes his way, he adjusts and improvises a new plan, and it took the repeated stymying of his plans by Castle and the death of his wife to get him to crack, and he still nearly succeeded in killing Amy regardless.
 * Hand-to-Hand Skill: 85. John is a brutal, seemingly unstoppable opponent up-close, capable of taking on an entire gang of armed neo-nazis up-close and killing them despite being savagely beaten, and was later able to fight Frank Castle to a standstill in a brawl that left both men completely winded. His biggest strength in close-combat seems to be his inability to register pain, which unnerves opponents and has even sent some running in the past.
 * -| Jordi Chin =

- Jordi Chin

One of the most renowned Fixers in the Chicago underworld, Jordi Chin was hired by Aiden Pearce to assist in track down the people that murdered his niece. Despite his loose morals, Jordi appeared to have some respect for Pearce, and regularly worked as support during Aiden's more dangerous missions in return for Aiden owing him favors. Despite the initial respect, Jordi would ultimately turn on Aiden, trying to collect on the sizable contract for Aiden, but failed. Later, Chin would make it clear it was just business, and offer up the location of Maurice, the man that killed Aiden's niece.

After lying low for a while, Jordi returned to help Marcus Holloway eliminate the Russian bratva operating in San Francisco.

Starting Weapon:
 * Beretta Px4 Storm: A semi-automatic handgun with a range of 50 meters and 10 bullets per clip.

Funds: High. Jordi pretty much always knows a guy, meaning it'll be easy for him to get whatever he needs for a job well in advance.

X-Factors: "You think we are who we are? Or do you think people can change?"
 * Experience: 85. It's made clear throughout the Watch_Dogs games that Jordi has pretty much seen it all. From rival fixers to members of the various criminal gangs that occupied Chicago, Jordi has faced off with a wide variety of targets in his time as a criminal.
 * Training: 40. Very little is known about Jordi's personal history, but it can be assumed he's picked up his skills through experience rather than any formal training.
 * Intelligence: 80. Jordi is one of the most renowned Fixers in Chicago because of his excellent deductive skills and tactical thinking. He's regularly been able to cover up extensive crimes, and he proved himself a vital asset in Aiden's war against those who killed his niece, providing the hacker with information and resources.
 * Cool Under Fire: 85. Jordi is a skilled, witty operator, always ready with a quip in the heat of the action, no matter how chaotic things get.
 * Hand-to-Hand Skill: 75. While it's unclear if he knows any specific martial arts, Jordi is a quick fighter up-close. He was able to overpower and nearly kill Marcus Holloway in a quick fight, and later effortlessly disarmed and beat mobster Anton Bogdanov up-close when he stormed his yacht.
 * -| Lucas Hood =

- Lucas Hood

His real name unknown, the master thief that would become Lucas Hood began a life of crime at a young age, when he murdered his abusive father before fleeing to join the army. His fiery temper continued to get him in trouble, culminating with him assaulting an officer and being court-martialed, only to be saved from prison by a man named Dalton, who gave the man a position in a high-risk black ops unit as a chance of freedom. "Hood" would prove to be an effective soldier and killer, but on his final mission, he struck up a friendship with the target: a hacker named Job who exposed him to a profitable criminal lifestyle.

The two went rogue, becoming a criminal duo that eventually began working for the Ukranian gangster Rabbit, where "Hood" fell in love with Rabbit's daughter Anastasiya, with the two making plans to run away together after stealing a massive shipment of diamonds. The shipment was, in reality, a trap set up by Rabbit, and "Hood" sacrificed his freedom to ensure Anastasiya escaped, ultimately spending fifteen years in prison.

Upon his release, "Hood", with Job's help, tracked down Anastasiya, now going by the name Carrie, to a small town in Pennsylvania called Banshee, but discovered that she had a husband and two kids. Saddened, "Hood" made plans to leave town when two criminals attempted to rob the bar he was drinking at. Before he could step in, the real Lucas Hood, the town's new sheriff who had just arrived, intervened and was subsequently killed in the fight. Sensing an opportunity to keep an eye on the love of his life, the thief assumed the identity of the sheriff, aided in his ruse by the bar owner and Job, who helped set up a fake identity.

Starting Weapon:
 * Glock 17: A semi-automatic pistol with a range of 50 meters and a capacity of 17 rounds per clip.

Funds: Low. Despite having what should be a decently paying job, Hood never seems to have more than enough to live comfortably, living rent-free in the building behind the bar he stopped at on his first night and never making lavish purchases.

X-Factors: "Listen kid, I'm not gonna bullshit you, all right? I don't give a good fuck what you know, or don't know, but I'm gonna torture you anyway, regardless. Not to get information. It's amusing, to me, to torture a cop. You can say anything you want cause I've heard it all before. All you can do is pray for a quick death, which you ain't gonna get."
 * Experience: 90. Lucas has a long, extensive history, from time in the military to working for Rabbit to dealing with the various criminal elements of Banshee, and he's faced off with a sizable rogues gallery as well. From gangsters to Native American terrorists to actual US military forces to shadowy private security goons, Hood's fought it all.
 * Training: 90. Lucas was trained in elite special operations and mentored by both Job and Rabbit, who taught him an even more extensive set of skills, turning him into what is effectively, a one man army capable of tearing through trained and skilled assassins like tissue paper.
 * Intelligence: 70. Hood's not exactly a moron. He's an expert thief and a crafty enough thinker to bullshit his way into becoming one of Banshee's most respected authority figures, but his biggest weakness is his own shortsightedness, often stumbling headfirst into traps or being caught unprepared because of factors he didn't account for. He's survived this far largely because of support from Job or Carrie and access to the resources of the police department.
 * Cool Under Fire: 70. While he's normally collected during fights, Hood suffers from severe PTSD due to his time in prison, and the idea that he may be caught and have to go back can send him into genuine panic attacks that take several minutes to recover from if he doesn't have emotional support to back him up.
 * Hand-to-Hand Skill: 85. Thanks to both his training and immense tolerance for pain, Lucas is an absolutely vicious fighter, with a style best recognized as boxing but with a heavier emphasis on dirty fighting such as biting, headbutts, and inflicting maximum pain in as little time as possible. Using these skills, Hood is regularly able to defeat groups of opponents at once and fight foes much larger and stronger than him, such as when systematically crippled MMA fighter Damien Sanchez in a fight by exploiting his arrogance.
 * -| Mr. Blonde =

- Mr. Blonde

His real name Vic Vega, Mr. Blonde was a close friend and loyal associate of the Cabot crime family, to the point where he served 4 years in prison rather than turn on them. After his release, Vega was recruited by the Cabots for their latest heist, a diamond heist with five other men, all operating on codenames so they couldn't sell each other out. On the day of the heist, Blonde ordered the hostages not to ring the alarm, and began executing them when one did. In the chaos of the ensuing shootout with the police, the crew split up, and Blonde escaped by taking a cop hostage.

Bringing the cop, a man named Marvin Nash, to the warehouse where the crew was supposed to meet up, Blonde clashed with Mr. White and Mr. Pink, who accused him of compromising the heist with his behavior, though they also suspect someone on the crew is a cop, as the police arrived too soon to have been responding to the alarm. When Nice Guy Eddie Cabot arrived, he denied it being a set-up, then left Blonde alone with Nash and the heavily wounded Mr. Orange. Out of boredom, Blonde began torturing Nash, slicing his ear off then dousing him in gasoline, but was repeatedly shot by Orange, an undercover cop, before he could throw the match on him.

Starting Weapon:
 * Smith & Wesson 659: A semi-automatic pistol with 14 rounds per clip and a range of around 50 meters.

Funds:
 * Medium: Blonde's work for the Cabots seems to keep him well-paid, and it can be assumed they would give him money for a job such as this one.

X-Factors: "I'll swing by and sign the contracts, all right? Just ignore the bodies!"
 * Experience: 75. Blonde has a decent criminal record, but he's let down by his lack of major gunfights or encounters. From what we can tell, he's mostly a runner and gunman for the Cabots, albeit one who knows how to handle himself in a fight.
 * Training: 35. Blonde presumably has no real training beyond his time as a criminal.
 * Intelligence: 60. While Blonde's not really an idiot, clearly acting out of a logic that makes sense to him and no one else, he's brought down by his own psychotic impulses, which led to the crew getting forced into a shootout with the police rather than a hostage situation and his own death at the hands of Mr. Orange.
 * Calm Under Fire: 70. Orange is calm and collected during the aftermath of the heist, but it's clear his actual behavior during it leaves much to be desired, as his decision to start executing hostages was one made on the fly and his lack of impulse control forced Orange to break his cover to save Nash by killing him.
 * Hand-to-Hand Skill: 55. We never see Blonde engaging in actual unarmed fighting, but it can be assumed by his size that he's at least got brute strength to rely on in a fight.
 * -| Trevor Phillips =

- Trevor Phillips

A crazed arms and drug dealer living in Los Santos, Trevor Phillips was formerly training to be a member of the Canadian Air Force, only to be discharged before completing his training due to his violent, insubordinate attitude. Taking to petty crimes, Trevor eventually befriended Micheal Townley and Brad Snider and the trio began committing larger scale robberies. This friendship began to grow rocky after Micheal got married and had two kids, causing Trevor to see him as "going soft" and began planning to cut him out and begin working solely with Brad. Worried for the safety of his family, Micheal struck a deal with the FIB and led the crew into a set-up heist that left Brad dead, Micheal "arrested", and Trevor forced to flee.

9 years later, Trevor has set up shop in Sandy Shores and founded the criminal organization "Trevor Phillips Enterprises", which sells guns and drugs to numerous organizations. When Micheal and his new protege Franklin Clinton rob a diamond store to pay off a debt, Trevor realizes his old friend is alive, and resolves to find him to catch up on old times.

Starting Weapons:
 * Taurus PT92AF: A semi-automatic pistol with a range of 50 meters and 12 rounds per clip.

Funds:
 * High. Trevor has not only his money from Trevor Phillips Industries, but his saved money from heists and the legitimate funds from businesses he owns like the Vanilla Unicorn make him a millionaire.

X-Factors:
 * Experience: 90. Trevor has not only twenty years of criminal experience, but he's spent it building a small criminal empire while battling cartels, private military companies, law enforcement, and rival gangs, alongside planning heists with members of the Los Santos crew.
 * Training: 45. Beyond his brief time in the Air Force, Trevor has no "real" training.
 * Intelligence: 80. Despite his temper and appearance as a redneck, Trevor is in reality surprisingly adept at planning and heists. It was this mindset that enabled him to build a successful criminal enterprise on his own, alongside planning successful jobs that raked in millions of dollars for him and his allies.
 * Calm Under Fire: 35. Trevor has a famously terrible temper, and his tendency to snap at even the slightest of insults has gotten him in trouble with a variety of people in the past.
 * Hand-to-Hand Skill: 80. While he lacks a real discipline, a mixture of brute strength and fiery rage makes Trevor a terrifying force even when he's unarmed, and he's been able to overpower and stomp a man to death and defeat an entire squad of cops completely unarmed without really straining himself.