Friday, July 20, 2018

Monster Family- The Slaugh (Dark Elves)

From left to right: Slaugh, Spindlelimb, Boggart Box, Lumpus. White outline is human for scale.
Slaugh (1-2 HD, +2 to hit, +4 AC, 1d6+1 cruel weapons, magic armor & magic resistance, 1 in 6 chance to know a random 1st or 2nd Circle Spell- can cast once in combat)
Morale- 14
Numbers- 1d4+1 Scouts, 2d6 Tunnel Guards, 4d10 Detachment

The Slaugh are the twisted, dark spawn of Elves and the Red God, banished deep below the Earth. While physically small and weak, the Slaugh are ageless and live for centuries- and they spend much of that time perfecting the art of death and torture. Despite their weakness, they are very skilled and highly trained warriors, well drilled, and with high morale and loyalty to their companions. The Slaugh are totally blind, but make up for this with an almost 6th sense for living things and their other senses honed to perfection in the years lurking in the darkness.

As with normal Elves, Slaugh have the power to craft magic items and are skilled at artifice. They wield black iron daggers and hooks forged from metal mined in pits where no light is allowed to enter and combine them with their dark magic. The average Slaugh is armed with magic weapons, and can strike anything a normal weapon could not. Their lightweight black armor is made in the same way and has some immunities that normal armor does not, including resistance to magic. As long as their armor and masks remain intact; all Slaugh treat their HD as +2 for the purposes of resisting magic and spell saves. If you use Cleave rules for Fighters, the Slaugh are too ornery for that too, and you cannot gain the additional attacks vs 1 HD targets against Slaugh as you could against other 1 HD monsters. Their equipment is not magic in the hands of anyone but a Slaugh or Elf.

Slaugh organize themselves into clans and wear masks. Their masks have no paints or distinguishing features, beyond the unique textures, bumps, and ripples each mask have; they tell each other apart by touch. The Slaugh wear these masks as a parody of the faces of sighted beings. The smooth black metal they use is easily shaped by their hands like clay, and that is how they craft their visage. The size and shape of the mask is based on their clan, where as the texture is unique the individual. Slaugh extend their hands at different heights to invite the other to press the mask against it; outstretched for equals, lower to the ground for superiors to their inferiors. This forces the lesser Slaugh to kneel in order for his mask to be felt, and his or her place to be known.

Splindlelimb Slaugh (2-3 HD, +3 to hit, +4 AC, 1d6+1 cruel weapons, 1d8+1 cruel javelins, magic armor & magic resistance, pickpocket, climbs up walls and ceilings)
Morale- 14
Numbers- 1d6 Stalkers, +1d4 accompanying a Slaugh group

The Spindlelimb or Spindleslaugh are a Slaugh that have long, extended hands, fingers, and legs. Uncommon, but sometimes found with groups of Slaugh as fire support. Throws black metal javelins, as wood to create bows is almost unheard of in the underrealm, also fights up close with knives. Can move almost silently and their long limbs make them experts at stealing; target supply items like rations from a pack to starve you out, or better yet steal your map to keep you lost in their realm. Tiny expert knife punctures to leak out your oil or water flask is another common tactic if they don't think they can slit your throat successfully. Expert grapplers and know many holds and throws that work even on larger opponents like humans.

Spindlelimb Slaugh are only chosen from the physically largest and most imposing of the Slaugh. Beyond receiving extra food and training, they are also tortured every day by being put on the rack and have their arms, legs, spine, and fingers extended. This is a willing process, and brings great honor to the Slaugh's clan to become a Spindlelimb. Despite not being much heavier or larger then your average Slaugh, they have the general profile and reach of a human man. This leverage and special status means they are used as either specialized troops; throwing javelins or as assassins that climb and stalk the underrealm and kill its trespassers.

Due to the difficulty of climbing and squeezing through tight caverns that they frequent, Spindlelimb Slaugh are not given masks, and are not allowed to participate in communal raising of children in clans. Any genetic traits of the Spinelimbs to be larger then other Slaugh just increases the risk of death in childbirth by female Slaugh. This makes them outcasts of their own kind; their stalking and murdering of trespassers often done in small groups of their own kind or they join warbands in progress once they leave their clan's chambers. This does not mean Spindleslaugh are treated poorly or thought of as lessers, they are simply bared from the familiar aspects of their race and as such are even more cruel and driven against their adversaries.

Fetal Mandragora (1 HD, scream if light falls on them, cursed scream deals 1d4 stat damage to a random stat vs nearest party member per round)
Morale- N/A
Numbers- 1d4 Tunnel Alarms, occasionally carried by Slaugh magicians or warbands

This horrible thing is the remnants of 1d4 stillborn Slaugh infants; tied to a metal post and frame built in the shape of its clan and animated with dark magic. They are used as alarms for areas nearby where Slaugh are posted, as their screams can be heard from quite a distance. It can be hacked apart quite easily, but if your system uses sanity mechanics it reduces your sanity/conviction by -1 on kill.

Slaugh raise their children as a clan. Due to the constant darkness and difficulty to attribute identify to a non-masked individual, as well as common death in childbirth and child rearing; young Slaugh can be raised by and taught by multiple 'mother' Slaugh, and may never know the true identify of their biological mother and father. Instead, they are raised with the group and taught loyalty and arts of war and magic by all members of the clan. Status is earned by merit and age instead of bloodline. The remains of stillborn Slaugh are still given one last place among their people; as the fetal mandragora.

Sometimes, the Mandragora are carried by Slaugh magicians into combat and used as a form of staff to focus dark magic. When carried like this increases damage and saving throw difficulty of spells by +2 until the mandragora is killed or disarmed. It can also be used as a battle standard. As long as it is being carried into a battle by any Slaugh it grants them +1 morale.

Boggart Box (1 HD, +3 AC, mindless construct that stands still once opened)
Morale- N/A
Numbers- 1 to 2 with Slaugh detachment, 1d4 in Slaugh Clan Grounds

This is a simple animated construct that releases a Greater Boggart. As with pure elves, Slaugh have innate magic when it comes to craftsmenship and this spider-like contraption is created through that magic. If the Boggart Box is destroyed, any Boggarts who flee the combat or are turned via magic will flee into the dark crevices of the caverns and go deeper into the Earth instead of returning to the box.

If a Boggart is forced to flee, as it itself is a cowardly creature, it will always return to its box first unless cut off or the box is destroyed. Once returned to the box, the boggart will regain its courage in a number of rounds equal to its HD. If the Slaugh group are being lead by a powerful Slaugh sorcerer or someone wielding a Fetal Mandragora, it takes one less turn to return.

Despite being a mindless construct with a very specific purpose; the spider-like movements of the box are incredibly fluid and it can take great evasive action as long as it holds a boggart, being able to jump over small chasms and avoid weapon attacks. It can only do this as long as it holds a boggart, as the moment it is released to fight the box simply stands still, losing its dark motion until reunited.

Greater Boggart (2-4 HD, +0-2 HD for party condition, save modified by Wisdom on appearance, nightmare powers based on feared creature, add HD to damage against shaken opponent, possess and hold characters of lower level then Boggart HD)
Morale- 8; returns to box on flee, else flees permanently into caverns
Numbers- As Boggart Box

The Boggart is a fearsome and infamous creature. It's “true” form is little more then a dark mist, but the Boggart is a shapeshifter and it transforms into the creature the person facing it fears most. Normal, “lesser” Boggarts exist on the surface world in haunted houses and scary old antiques as a form of harmless house spirit, using its fear abilities to scare people when its hiding place is uncovered and giving it enough time to flee to safety- only appearing as one creature for but a moment. Greater Boggarts are much more powerful and appear as a swirling mass of many creatures, dominated by the form of the closest engaging opponent but with common phobias appearing in the fog.

Boggarts become more powerful depending on the fear and stress of the party. On the first round of combat when they appear, the engaging player must make a save modified by Wisdom modifier or feel shaken. If this is appplied to a hireling, they lose 1 loyalty permanently and must also make a morale check to avoid fleeing. Whatever creature the engaging character fears most the Boggart becomes and gains the attacks, AC, and basic abilities of. These abilities are “lesser” then the creatures true abilities or are partially illusion based. For example, a Gorgon could not truly petrify someone, but it could make them stiff and drop their Dex mod to -2 temporarily and think their skin has a stone-like texture. These types of over time effects last until the Boggart switches to a new form.

The Boggart, when injured or threatened by a character with level under its HD, will invade and 'possess' this character. They invade them through the nose or mouth, and trap them in their mind within a nightmare, and they fall to the floor. The nightmare they are trapped within deals the monster's HD in damage per round the trapped character fails a hard save modified by Wisdom, and forces them to live out their worst fears and horrible, soul crushing fantasies. While under this effect, the Boggart cannot be hurt by physical attacks without harming the person they are possessing, as they are within their body. By succeeding three hard saves in a row or receiving help from the outside they can break the Boggart's control and expel it from their body. The Boggart will retreat once forced out.

Slaugh Immortal (3-5 HD, +2 to hit, +2 AC, 1d4+1 cruel staff or Fetal Mandragora, magic armor & magic resistance, command darkness, +2 leadership, cast spells, “returns” from death)
Morale- 14, 16 when on clan grounds
Numbers- Always 1, may lead Detachment

The rulers of the Slaugh clans are the immortals. Immortals, like all Slaugh, are truly long lived and have large and ornate clan-masks. Much of their time has been dedicated to mastering dark magic instead of combat skills, but the continue the Slaugh martial traditional and wear magic armor. These Slaugh are so named immortal as they are said to return from death; as the mask they wear holds a portion of each of their line, and the next to wear it will receive some of their knowledge.

Slaugh Immortals are so closely entwined with the powers of the underrealm that they can command darkness. Around them, they can cast an inky black shell that grants +2 AC from ranged weapons and spells that require an attack roll. They can also hound a formidable, hazy darkness that can cause terror and confusion in the weak willed; making an easy save to avoid being confused for a round and making a morale check. They can also use darkness to choke out a source of light the party is using, such as supernatural light from a Sage or spell, or from torches and lanterns. Using these abilities takes up their combat round, unless if they wield a still animate Fetal Mandragora, in which case they can use them in addition to attacking or using a spell.

Slaugh Immortals are very powerful dark sorcerers. Regardless of their HD or spell progression for monsters, they are capable of casting a single 3rd Circle spell. They can also add their +2 HD bonus, while wearing their arcane version of the black armor, to magic for the purpose of determine opposing saves or counter spell viability. If you're using the one-spell-per-level method of spell slots and spell circle system; treat their HD is +2 from this bonus for their total spell slots. All Slaugh spells are focused on offensive and cursing capabilities; they do not learn defensive or healing magic. Additionally; the Immortal is a leader and adds +2 morale to all creatures it is commanding. When the Immortal is killed, this bonus is lost and creatures make a morale check.

Lumpus (6-8 HD, +1 to hit, two 1d8 flabby claw attacks, extra 1d6 “darkness” attacks AND bonus AC equal to HD-X, where as X is the number of torches party is carrying/light level)
Morale- 11
Numbers- 1 or 2

The Lumpus is a very strong creature of darkness. It is said to be closely related to the Grue, but isn't as powerful and is less negatively impacted by light. Like many creatures of the utterdarkness beneath the world, the Lumpus appears unearthly and treats surface dwelling beings with extreme prejudice, as if merely being here is violating some sort of natural law. Unlike most creatures and beings the Slaugh command; the Lumpus has eyes. Very large, bright eyes that it uses to see even in darkness. It is also strangely attached to color, and will sometimes just stare at the hair or colorful outfit of a corpse, long after it had finished tearing them to shreds.

The Lumpus gains bonus attacks and AC equal to the monster's HD-X, where as X is the number of torches or different torch-level sources of light the party has. The “darkness” attacks deal 1d6 damage, and just appear as gnawing black marks or scratches along the skin. These attacks happen against those the Lumpus is closest too, so even if the claws are blocked, the sheer malevolent darkness will hurt or kill you instead. If a Lumpus is exposed to direct sunlight, or a spell that mimics sunlight, they will fall to the ground and be stunned for 1d6 rounds.

Slaugh society has the highest and most successful clans being the most powerful, and having the best access to creatures. The Lumpus is one of the most highly prized monsters of the underdark, due to its strength and connection to elemental darkness. The Lumpus seem willing to serve the clans and patriarchs; but they are more intelligent then they seem. If one could find a way to communicate with a Lumpus, you could potentially turn them against the Slaugh or find an ally in the pitch black.

Thursday, July 19, 2018

Red vs Blue Alignment

At the beginning of time, all of reality and being was a single entity; a totality of all consciousness and experience. It was a fractal, perfectly balanced existence, where every thing worked as one unit in perfect harmony. This entity was a gemstone; a perfect and flawless thing with all parts existing to serve all other parts, and all parts elated above all other parts. While containing all colors; the gem is said to have been “mostly blue” and as such is sometimes called the Sacred Sapphire; and before it was shattered to make the world, it was what everything was. While too abstract for living beings to fully understand, the totality of peaceful euphoria of this state has been given a moniker; Awe.

This state of awe was lost when a crack appeared; shattering and destroying the gemstone in a cataclysmic instant. The colors and shine from this gem spilled out everywhere; becoming the sky and ocean, the earth and mist, all animals and all plants were created from it. The shining brilliance of the gemstone condensed and became the sun, where as the soft subtle sheen of its facets became the moons and stars. Nobody knows what caused this great shattering; some believe it to have been the work of a nameless thing, or a rebellion or “fall from grace” from within the gem itself, and yet others think the gemstone shatters itself, to somehow enhance its own perfect beauty in a never ending cycle.

Now; many living beings worship this sapphire and its true nature as the true nature of all reality. They know that this life is a temporary, transient state, as all consciousness will be rejoined to Awe; death and life restore the shattered bits of gemstone, as the experiences one has in life and death help recreate the total oneness in Awe. Blue is the most sacred color, and while Red is associated with “the enemy”, all colors exist within Awe. Sages are said to channel the power of Awe in their prayers and will; their own light and healing restoring the fabric and color to the world's wrongness. Immortality and the undead are blasphemous, as they slow the rebuilding of the way things are meant to be.

When the world was still young; there was a man. The Red God is a being of great power that has long lived as the first man; a patriarch of many beings. Laying alongside the eldest beings and creatures, the Red God has created family and mingled blood between many beings, and is the father of all the intelligent “monster” races. It is said that the Red God was the rebellious spark that shattered Awe apart, or others believe he existed outside of the Sapphire, and caused the shattering to create a world. Many more claim he was came to be afterwards; far after the beasts and monsters of the world.

The Red God still lives to this day- the ruler of the Red Cult and ruler of all monstrous races; despite the fact that his children are lost. Monstrous races fight amongst themselves, worship lesser beings, or mingle among the mortal folk. If the Red God were to unite all his children once more; he would have dominion over the entire world. He is a warrior and conqueror God. The magic of spellcraft and Wizardry is seen as a necessarily evil; as it is weakness to rely on the power of the cosmos when you have power from within- The supernaturally skillful, strong, and naturally gifted abilities; as well as the culturally taught and learned magical powers, these are to be cherished and cultivated.

Now; some beings worship the Red God as their father or leader. According to teachings of the Red One; immortality is an utmost goal and should be sought, as death and rejoining with “the Awe” is the death of one's ego and one's own control over the world; ones own destiny is in their own hands. When his followers perish, they are reborn into the bodies of new beings; sometimes changed by their deeds or given new titles and powers- all to avoid being lost forever to the lie of universal oneness. Being subsumed into something greater then oneself is no different then being consumed.

Tuesday, July 17, 2018

Fantasy Slum Apartment Encounters

[1] Spider Floor. The main hallways are covered in massive tangles of cobwebs, and the rooms are much worse. Whenever a wandering monster is encountered, treat it as (5). One of the residents of this floor is a drow spy.

[2] Floor designed with magic sliding sideways elevators to get people to and from their rooms. Mischievous children try to trick people into walking around the apparently empty hallways only for them to get battered or crushed by the sliding elevators.

[3] This floor has a door bolted and chained shut with many heavy locks and contains a small collection bowl and 'slit' coated in dried blood. The door opens if blood is fed into the bowl, which awakens and agitates the monster within. If the locks are picked instead, the monster will be asleep and easy to avoid waking it up.

Assassin Vampire Bug Monster (3 HD, +2 AC, attacks twice on first round, d6 talons, d4 proboscis that restores health equal to damage)
Morale: 16 if hungry, 12 if it ate some blood
Number Appearing: 1

The room also contains a sack of 1d10x10 copper and 1d6x5 silver coins on the body of the old landlord, whose corpse is dried and was totally drained of all fluids.

[4] Every resident of this floor is an ex-lunatic who are eccentric but otherwise not hostile. This floor contains secret entrances through trapdoors that lead to a Silent Hill-esque otherworld that contains the negative psychic energy of the residents. The residents are all aware of it. Every turn in the otherworld roll 1d6 and encounter that many fleshy projections.

Fleshy Projections (1HD, d6 body slam, shaped like personifications of psychological issues.)
Morale: N/A
[5] This floor is the territory of the Silver Cup gang. This minor gang is only really known in this building and around it, but they are extremely territorial and will kill anyone who crosses them.

If the party makes a strong reaction check, they'll ask you to steal some silver heirlooms from [11] and pay you half. They'll ambush you if you return for any reason; assuming you have the prize.

Silver Cup Thug (1HD, 1d4+1 shiny knife, can 1 in 6 escape a fight by ducking into a side room with a loyalist hiding them within)
Number: 1d6 if cup disturbed, 1d6+2 with leader
Morale: 11 + 1 with Leader

Silver Cup Leader (2 HD, 1d8+1 shiny sword, can 1 in 6 conscript a random floor tenant to attack the party with an improvised weapon with -2 to hit)
Number: 1
Morale: 13

[6] This floor has no windows. Everyone living here is a vampire, but are respectful and do not attack the party unless the party attacks first or tries to use holy symbols to turn them.

The vampires also have 1d6 human & halfling blood cattle in each of their rooms; the drugged up beings are criminals and runaway slaves and were granted to the vampires by the lords of the realm in return for not hunting normal citizens and to use their powers to serve the crown when asked.

[7] This entire floor has been turned into a massive board game. Every spot on the floor has been turned into small tiles with little carved and painted game pieces everywhere. The rules seem similar to chess but with many more complex pieces and movement rules, as well as objectives. Knocking over any of their game pieces makes the genius children, who control the floor, furious.

Assisting them in making a useful move against a rival and the child's insight will grant the character a permanent +1 intelligence.

[8] Haggler's Den. This floor of the slum apartments is filled with all kinds of traders, merchants, and craftsmen. Several supernatural creatures appear here through paper charms tied over doorways that lead nowhere in the physical world. These creatures along with the merchants here means you can buy almost anything here, but you must give up pieces of yourself to afford it.

[9] The dragon floor. All the doorknobs here are carved into poorly made dragon heads. The walls are painted with doodles of dragons of all colors and kinds. The residents are totally enamored with them. 1 in 4 chance that they're under some kind of dragon hypnotism magic trying to gather information of juicy hoards for a dragon to steal. Needless to say, if anyone in the party is a dragon, dragonborn, or somehow related to dragons they will be subject to much attention by the residents.

You can purchase dragon fireworks for 150 coins each. The fireworks act like ranged arrow attacks that deal 1d6 fire damage, or can be shot into the sky to create a dazzling display. One spark could set the whole seedy workshop up in smoke.

[10] This floor is filled to the brim with junk, everyone here is a hoarder. If you pay the landlord 1d10x10 silver, he'll let you take a handful of items you want from the piles of junk, since everyone here owes him rent anyway.

If you search the junk, you'll find a minor magic item. Roll 1d6-
  1. Useless clay doll worth 50 gold. Nobody knows why it's worth that much, it's just the agreed upon price by basically everyone who sees it.
  2. Ring of Summon Insignificant Earth Elemental. Creates a tiny golem out of dust, dirt, and pebbles that is just heavy enough to activate pressure plates. One use per day.
  3. Yesterday's News. Piece of paper that constantly writes out just forgotten bits of gossip and rumor from recent memory.
  4. Mummified corpse of a Jurik dwarf. Useless on its own, but if blended and mixed in with a potion, the potion's effects last for weeks.
  5. Shard of a wise, talking sword. The Shard could be made into a dagger, which has an ounce of the sword's original personality.
  6. Tiny immortal beetle that shapes the sand in its box to spell out the name of the last person who cast a spell upon its owner. It doesn't write in common.

[11] This floor is filled with Og. Tall, fat, and somewhat dull creatures closely related to ogres. They are intelligent and friendly, and have some skill in magic. The ceilings here are much higher then normal and all the furniture is oversized and made of stone. They'll invite you to dinner as long as you don't attack them or call them Ogres.

The eldest Og has a stone chest which contains 2d8 silver bracelets, which around a human could serve as a stiff belt. They are worth their weight in silver, literally.

Og Strongman (3 HD, 1d6+2 stone club)
Number: 1d6+1
Morale: 12

Eldest Og (2 HD, 1d4+2 stone knife, can chant instead of attack- increases friendly Og's strength by +1 for rest of combat)
Number: 1
Morale: 13

[12] This floor is staffed with a small army of hobgoblins who serve every whim of the residents. The hobgoblins are clearly unhappy, but are bound to the magic of a sage who bound them by speaking the secret words. The secret words are in a book hidden behind a secret panel in a closet in one of the rooms; occupied by a paranoid resident.

If you manage to find the secret words and speak them again, the hobgoblins will be freed and slaughter all the residents of the floor. They will spare you if they know you freed them, and will let you keep a pair of ruby earrings from the sage.

[13] This floor is covered in dirt and has plants growing around it everywhere. Large windows are kept open during the day to allow in birds and insects, as well as fresh air and as much light as possible. There are a few deer and even a fresh “stream” of water made up of metal pipes with a cycling fountain system.

Most people that live on the floor are either druids or elves and love it. The rest aren't and are miserable. You can spend a turn to gather 1d4 rations but have a 1 in 6 to encounter the bear.

Bear in the Rafters (4 HD, +2 AC, 2 claw attacks at 1d4, 1 bite at 1d8, enrages and gets +3 AC when at 6 or less HP, doesn't run once enraged)
Morale: 11
Number: 1

[14] This floor is a construction yard for an adjacent building. Instead of climbing all the way down every day and having to carry up and down their equipment, the workers just sleep in the next building over and zipline to the adjacent highrise being built.

It's noisy and smelly, and there are tools left out everywhere along with 1d4 grappling hooks. You can use a grappling hook to easily latch onto a building up to a street away or 3 stories higher up then you. You can also use a grappling hook while falling and make a save to catch yourself. The grappling hooks are worth 400 coins each and the workers will notice that they are missing in 1d6 hours and come looking for the thieves.

[15] This floor is made of stone and is home to dwarves. They prefer it to be pitch black, or at least as dark as possible, and ask people put out their torches. 1d6 human spectral-albino snake sorcerers also live here and will attack the party if any of the party members have ever stolen anything from a lost jungle snake-infested temple that the sorcerers just so happen to regard as a holy site. Spectral-albino people have semi-transparent white skin, and any amount of light can harm their organs, dealing 1 damage per round they are exposed to something as bright as a torch.

Spectral-albino Snake Sorcerer (1 HD, 1d4 poison fang-knife- easy save on hit or take 2d6 poison damage, can summon one 1HD poison viper- same poison as the knife)

[16] This floor is filling with retired veterans, burn victims, and people who live in pain due to injury or diseases. There is a kind old woman who comes from an exotic land that helps tend to the suffering here, and makes them feel better through her homemade rolls. Eating a roll will restore 1d4 HP and will also cure 1 point of any damage attribute.

The woman will gladly share 4 on a neutral or good reaction check, but is saving the rest for her other residents. She warns you that the rolls only work “in the home” and that the entire apartment complex is what she considers home, so the rolls will lose their magic the moment you leave.

You can also kill her to take all the rolls. If you do, she'll whisper the words “Karakazora” as a death curse. The person who delivered the killing blow or spell will be cursed to turn into a Karakazora over the next 2d6 weeks unless the curse is lifted by a Wish or magic of a strong Sage.

Karakazora (4 HD, +3 AC, long leg kick at 1d6, pulls weapons from pouch)

Looks like an evil furry kangaroo. It's pouch is similar to a bag of holding and holds several one handed weapons, the handles sticking out. It collects weapons and eats bugs. The Karakazora likes to jump around and wield two weapons at once if it can. It's native to a distant land.

[17] Floor for the guards. These guards patrol the city streets as well as the apartments, and only half of this floor can be visited by civilians. There are also several cells along the outside wall with a locked switch that can be pressed to remove the floor and drop the cell resident to their death on the streets below.

The guards who patrol this floor and make sure nobody is sneaking around their quarters are polite but professional and double check all visitors against wanted posters. Some guards carry a scroll with hundreds of tiny sketches, each a wanted criminal. If your characters are wanted, or Rogues of at least 3rd level, they're probably on there and would need a disguise. If anyone in the party is a legendary criminal and identified, or if they are forced to call in for backup twice; the Guards will call in the Warden of the floor.

Polite Guards (2 HD, +4 AC from armor, 1d6 door-breaking axes, can pin your arms- make combat save + str bonus to break free)
Morale: 13, 15 with Warden
Number: 1d4+1

On a Good or Neutral reaction check, the guards pass you by, but will stop and question you if they see you loitering or on more then one round of patrols around the floor.

On a Bad reaction check, the Guards will demand you stop and explain what you're doing on the floor, as well as compare you to the faces on their wanted bounties scroll. Since there is always at least two guards, one of them watches you and the other reads the scroll, as to not be taken by surprise. Guards prefer not to kill if possible, instead using grabs and holds. When they lose morale, they will whistle for backup as they retreat to call more guards to aid them.

Warden (3 HD, +1 to hit, +4 AC from armor, 1d6+1 Unharming Sword, 1d4 Bolas, makes all combat saves at +2 from training)
Morale: 15
Number: Always 1

The Warden is the captain of this guard and also the Warden of the prisoners on this floor. He's a strong man that used a magic sword; deals hit point damage like a normal weapon but on a lethal hit instead of killing the wielder can choose to make it a nonlethal blow instead. He can also throw Bolas which ensnare a target's feet and preventing them from moving. Get -2 to all combat saves while still ensared and it's easy to be knocked over if you fail a save to hop around.

[18] Dirtier, dingier floor then normal. There is a man who has a little sign outside his door; he is a fleshgrafting doctor. If you bring him an antenna from (1) he can craft it onto your head, meaning you get no penalty “see” in darkness within a few feet for 1d4 days before the antenna dies and falls of naturally. He may also be able to do other hack jobs and will bind up wounds; health 1d6 and heal x10 that amount in standard coins. All random encounters with (1) have +1d6 roaches.

[19] Utilities floor. The management and city wanted to try and revolutionize this floor by providing flowing, clean water to every resident. There is an aqueduct that travels along each hallway and the entire floor is damp, rotted, and moldy from the humidity. There is a creature inside the central storage tank, as well as a huge pile of coins thrown into it as per a wishing well. Pile contains 2d10x50 coins.

The creature is determined randomly; roll either on your favorite aquatic monster table or use a baby giant squid.

Baby “Giant” Squid (2 HD, -1 AC out of water, 3 tentacle attacks at 1d4-1, entangles on a roll of 4, after entangle roll save to escape, will bite with beak at 1d6 if entangled)
Morale: 7, cannot flee and loses a turn instead
Number: 1

The baby squid dies after 2 exploration turn out of water. The bottom of the main water tank can be easily shattered by anyone with a blunt weapon and it is behind a locked door. The water will flood the floor and will only be ankle deep.

[20] This floor is crammed and extra packed. It's like a maze; some rooms are little bigger then the size of a closet, with tiny hallways everywhere. Also includes 1d6 tiny shop stalls; a hole cut into their bedroom wall to the outside adjoining hallway is the best they can do. The shops stock simple rations, rope, basic tools, money exchanging services, and materials for maps, and some common spell components.

Every fight here draws a crowd. If you roll a (2) on the Encounter table; there will be +1d6 extra hooligans and the residents will pass them simple weapons. They're rooting for the kids.

Wandering Encounters
Roll 1d6

(1) Giant Cockroach (2 HD, +3 AC, 1d4 Pincers, too dumb to die, scared of light)
Morale: 6, 11 in Darkness
Number: 1d6

The first time a Giant Cockroach takes lethal damage, it can act for 1d2 more rounds, despite it clearly being dead at this point. If its head is removed, it just runs around uselessly before dying. Extreme crushing damage, such as from a great maul or a golem's fist, negates this ability.

(2) Hooligans (1 HD, -2 AC, +1 to hit, 1d4 fists, scared of a real fight)
Morale: 9
Number: 1d10+1

Young punk kids looking to start fights. They want to fight with fists and feet for street cred and to show off to their friends, and will suffer a morale check when the first damaging spell is cast or real weapon is drawn. The Hooligans are multicultural and include humans, dwarves, young ogs, orcs, and a 60 year old “teenager” elf.

(3) Feral Cat (1 HD, +1 AC, 2 claw attacks at 1d4, surprise attack)
Morale: 10
Number: 1 or 2

This feral “cat” has taken the place of any feral or street-roving dogs would in any proper urban fantasy world. Bigger then a Serval. Their cat form makes them more suited to this vertical environment anyway. When you roll this encounter and players do not specifically mention being on the lookout, nothing happens and instead it attacks one of the party the moment their back is turned or they bend down.

(4) Wererats (3 HD, +4 to hit, 1d4 bronze dagger, 1d6+1 rat bite, immune to disease, rodenthropy)
Morale: 12, 8 after a bite
Number: 1d4

Wererats, looking to convert more poor fools into their own. Anyone hit and damaged by a Wererat has to make a save or else be cursed with their version of the werewolf curse; rodenthropy.

Instead of transforming at the full moon, wererats transform against their will while within dark, tight, cramped places. They also have an urge to steal shiny objects (usually money), and wrestle with other rats to establish dominance. The rats of this building are more aggressive then most due to long periods in the urban sprawl.

Once someone becomes a wererat, they can mostly control their urge to bite and attack unturned mortals, but treat their Wisdom modifier at -2 while transformed.

(5) Giant Spiders (2 HD, +2 AC, 1d4 bite save vs poison on hit, progressive poison, climbs)
Morale: 10, 12 if on Floor [1]
Number: 1d6 + Weaver Spiders

Giant Spiders who are very aggressive at hunting mortals for food; guests in the apartments are much more likely to set them off and get attacked and caught up in their webs. Giant Spiders always have a 50% chance of being encountered along with Weaver Spiders.

When bitten, save vs poison. If you fail, you take 2d6 poison damage and have to save again next round. Each round you fail the save, you add +1 to your next save, making it a little easier to shake off the poison the longer it goes on. After killing a spider, it's venom sac can be drained to create your own weapon venom with the same effects; 3 uses per venom sac.

Weaver Spiders (1 HD, +2 to hit, throws webs, deals 1 damage on a bite, climbs)
Morale: 9, 12 if on Floor [1]
Number: 1d4

Smaller, weaker breed of spider without venom. Fights by shooting webs instead. Getting entangled requires a save and a knife to get free, else cannot move and -2 AC.

(6) Extortionist Guards (2 HD, +4 AC from armor, 1d6 axes, can pin & twist your arms- make combat save + Str to break free or pay them 1d10x10 standard coins)
Morale: 9, 10 if you look rich
Number: 1d4

These are corrupt guards from [17], looking to shake people down, especially merchants, for coins. If you kill a group of these, you get -1 reaction check with all further Guards.

On a Good reaction check, they'll let you walk past with an apology for getting in their way.

On a Neutral reaction check, they'll do some basic roughness and arm twisting to get you to drop a few coins. Move directly to armed combat if you draw weapons or fight back.

On a Bad reaction check, they'll try to arrest you and take you back to a holding cell and steal some of your money or valuable items.

Sunday, July 15, 2018

Sage Variant- Sage Magic Dice

As Dirt Simple Magic Dice, but applied to Sages instead. They have the following spells;

Healing- Die result = hit points restored to a creature. Excess points are lost.

Curing- Restores die result stat points. If target is diseased, reduces the disease as though they had die result days of bed rest, if terminal/incurable disease, it is suspended for die result rounds instead. If target is under effect of curse, must beat monster HD/caster level to end the curse.

Warding- Protects against 1 environmental factor for die result turns; darkness, heat, underwater breathing, getting lost, supernatural dread, etc. Can also be used to create a Ward that turns away creatures of die result HD or less of a specific type (undead, beasts, constructs, etc.)

Bless- Grants die result +AC vs one attack OR bonus to one saving throw.

Counter-Spell- Cancels the result of an enemy's spell caster's die roll, reduces enemy spell power equal to roll result. If result is zero or negative; spell is nullified.

Warning- Detect a trap or hazard you suspect in die result feet.

Restore- Mend an item that has taken die result damage or less. Purify die result rations or flasks of water. If die result equals armor's normal AC bonus; armor is repaired. If die result equals weapon's maximum damage value, can restore it to working condition.

Revive- Die result + Negative hit points = 0 or higher; revives dead/dying at 1 HP and very weakened. Every turn spent increases negative hit points by -1d6 for the sake of this spell. You only get one chance to revive someone; else they can only be reborn by greater magicks.

Thursday, July 12, 2018

Garden- General Gang Table

Every gang has an HD. This is its current Manpower, and is also the amount of HD of hired guns, creatures, or mobsters they could muster at any one time or for a single hit squad. For example, a small fry gang of 2 HD could only send a single 2 HD pistoleer assassin at you, or two 1 HD knife wielding tough guys. Meanwhile a mafia that stretches across Garden that has 16 HD could send an entire hit squad of heavily armored, automatic rifle holding sweeps to destroy everything you ever loved if you pissed them off enough.

Every gang also has Holdings. Holdings are the businesses, social connections, and extortion rackets they have gained. Holdings help a gang hold on and stick around longer. Each holding has a score, which acts like AC for gang-to-gang combat. Holdings only count for significant features- tagging a few buildings to mark out their territory wouldn't be a holding, but a massive mural depicting their gang leader's victory over a rival gang stretching over a busy intersection bridge would count as one. Especially cruel or mysterious gangs may have a holding value for reputation, which would have to be attacked by destroying their reputation among the common citizens of Garden. Finally any influential people that are allied but not part of the gang, or people who are dirty and in the gang's pocket, also count as holding based on what they can offer the gang. Their holding value stays until they are killed or they no longer support the gang.

Every time a Gang has a big shootout with many dead, or has many members killed at once, roll a d20 vs the Gang's Holdings score + 10. On a hit, the Gang loses 1 HD from their total manpower. Gangs also lose Manpower equal to their leader's HD when the leader is killed. The gang's leadership is passed down to the next guy, and if he is killed then they'll lose even more manpower. Destroying a gang's leadership applies retroactively as long as the gang doesn't have time to restructure itself; meaning in a few hours if you kill all the gang's prominent leaders and the top dog himself, you can destroy the whole organization overnight.

General Gangs
[1] The Lotto Lads
Manpower- 4
Holdings- Night Jobs (+1), Two associate tellers at the Blue Angel Bank (+2)

The Lotto Lads are a gang focused on winning the Garden City lottery. There are many lotteries and gambling halls in Garden, but the first lottery, the Garden City lottery, has never hit. After being bloated by a hundred years or more of ticket sales, the sum of the Garden City lottery has become so astronomically large that anyone who won it would instantly become the most rich and powerful person in the whole city. As such, the Lotto Lads use their money to try and win. Part of the gang initiation is promises and contracts to split the money, so the gang sticks together to better their chances of getting some of that dough. Even split among all of them every member would be filthy, filthy rich.

The Lotto Lads have a uniform skirt and shirt combo they wear over normal clothing made from hundreds of stitched together losing lottery tickets. They get most of their money from their regular jobs and whatever they can leech off of friends or family. Mostly uninterested in gang warfare.

[2] The Cavaliers
Manpower- 6
Holdings- Terrified Bike Shop (+1), Uncle Tam-Tam's Vacant Lot (+1)

The Cavaliers are a biker gang. They mostly hang out around bars, junkyards, garages, and the leader's Uncle Tam-Tam's vacant lot, which contains several dirt and plywood ramps and jumps for tricks. They ride electric scrap hover-cycles and only fight on them too. This gang has younger members then the other and they mostly just cause trouble and vandalize a few properties or do speed-muggings on their bikes. They also have a bike shop owner who they have terrorized and intimidated into doing service on their vehicles, as the members of the gang don't have a lot of money for repairs to fix anything they can't repair themselves.

The Cavaliers wear black leather jackets with stylish pins made from bottlecaps from various alien worlds. Their hover-cycles are adorned with the front ends shaped to look like horses or alien beasts similar to horses from the rider's homeworld. Beyond using small arms, each also carries a large wooden lance, carved from the trees surrounding Garden and painted to use in “jousts” against rivals. The gang fights for leadership using jousts, and they also use them as weapons in combat.

[3] The Fishermen
Manpower- 5
Holdings- Old Man Henna's Fishery (+1), Private Docks (+3)

Tough potty mouths who mostly work in Garden's main lake and the various fishing industries there, but using the canals around the city can be found almost everywhere. Using their private docks, the Fishermen do all sorts of shady smuggling and trafficking there, destroying it would end almost all of their business. Several also work at Old Man Henna's Fishery, who just turned 304 years old and is so senile he doesn't realize gangsters run his operation and initiate new members from the work force.

The Fishermen mostly wear rubber fishing waders and rubber boats, and always smell like fish guts. They use boats with mounted guns as drive-by vehicles and dispose of anybody they murder in Garden's lake. They tend not to stray too far from the water where they are strongest, but will hire thugs to go beat up anybody if they are pissed off enough.

[4] The Gazzer'baan
Manpower- 6
Holdings- Gazzer'baan Quarter (+2), Spectral Bean Plantation (+1)

The Gazzer'baan are a race of aliens who are typically more xenophobic then other residents of Garden, hence the majority of them prefer to live in their own quarter. The Gazzer'baan is the most prolific gang among them and is also a dedicated faction to help the rest of their kind. Most of the support for this gang comes from the Gazzer'baan people themselves in their own sectioned off area of the city, the Gazzer'baan Quarter, as well as a Spectral Bean plantation near the edge of the city; which they sell and redistribute the money among the Gazzer'baan people.

The Gazzer'baan wear dark navy military-style uniforms. The Gazzer'baan gang tends to fortify and entrench themselves in areas during a gang war, and set up powerful machine gun emplacements and grenade launchers and various traps. Their wars are almost always defensive, as they are only really focused on defending Gazzer'baan interests and could be considered a standing army for their race.

[5] The Fringe
Manpower- 7
Holdings- Bad Reputation (-1)

The Fringe is a group of psychic researchers and maniacs focused on reality warping and understanding the more occult and secret mysteries of Garden. Due to their past actions of stealing and unleashing psychic and supernatural phenomenon on the people of the city, they have a worse reputation then most gangs and have few supporters. Their group has more psychics then most others, including a resident Animator, two Electrokinetics, and an Empath.

The Fringe member's wear civilian clothing but wear black headbands with a blue eye emblazoned upon it that is worn on the forehead when in a firefight or when trying to appear official. Most carry this uniform in their pocket until needed, as to not draw attention to themselves. They prefer to fight with psionic attacks and powers to inspire fear in others, and focus on enemy psychics in a fight.

[6] Jailbreak
Manpower- 3 + 2 (Bulldozer)
Holdings- Bulldozer (+2), Cache of Maps & Blueprints (+1)

Jailbreak is a rather small and niche gang of prison escapees and lowlife criminals. Garden has no official authority and therefore few prisons, as people in the city dispense justice through lethal force, but a few private prisons and organizations make use of them. Jailbreak recruits gang members from these places and steals valuable people and objects from within them. Their leader is an engineer and a brilliant thinker- he plans to steal and recruit several key prisoners from around Garden to make a crack team. If he succeeds in this plan, the gang gains +5 Manpower.

Jailbreak wears the black and white prisoner outfits as a uniform, but will switch to any matching uniforms of prisons they break into to blend in with the rioting and scattered prisoners; if they get captured their mates will break them out again. Jailbreak also has a secret weapon; an extremely powerful siege-bulldozer armored with scrap metal and outfitted with several guns inside the cabin.

[7] The Big Brass Band
Manpower- 5
Holdings- Records (+1), Hoggoth's Pipes & Strings Shop (+1)

The Big Brass Band is the name of a gang that began as a simple group of musicians trying to help and protect each other; after getting ripped off and not getting paid for entertaining or getting mugged during street performances the group came together. It has now grown into a full gang, though every member still knows how to play an instrument as a requirement to join. They sell records of their music to help finance their organization.

Brass Band members wear formal wear when playing and when appearing as a show of force, and hide their weapons in instrument cases. Several have incorporated weapons into instruments, including deadly violin bows and tubas that can launch payload rounds.

[8] The Roof Runners
Manpower- 8
Holdings- Safehouses & Weapon Caches (+3), Messenger Boy (+2)

While not overly violent or aggressive, the Roof Runners are one of the most ubiquitous and well known gangs in Garden and almost everyone of note has had to deal with them at some point or another. The Roof Runners specialize in urban exploration and delivering packages, messages, and weapons all over the city to various clients. All of their members learn parkour techniques and can freerun all over the city, and in some cases can outrun vehicles trying to follow the roads. They often keep hidden trapdoors and caches of weapons hidden around the city along the rooftops and flying subway transit systems; stealing from these is considered a very bad idea. They mark their caches with secret symbols; territory markings are made by scratching or painting an inverted V with a stylized stick figure jumping over it. Sometimes they may use a double letter R as a symbol.

Roof Runners blend in well by wearing simple urban clothing that allows for freedom of movement. Expect hoodies and long pants. Most wear gray, brown, and black to help blend into Garden's urban environment. Weapons tend to be one handed or as lightweight as possible; meaning they make up for the lack in firepower with maneuverability and being able to attack from anywhere. They're also well known for attacking from top to bottom; entering a building from the roof or windows and going down instead of storming it from the ground like most would expect.

[9] The Look-Alikes
Manpower- 4
Holdings- Costumes & Makeup (+1), Advanced Technology (+2)

Actors and charlatans who try to impersonate others for purposes of blackmail, protection, and extortion. More then willing to recruit stunt doubles and decoys of famous and important Gardeners- also perform their own espionage. They use makeup and costumes, as well as selecting their most fitting gangsters, to impersonate important characters- but their best trick is a special vocal-card restructuring device. It takes up a full room and requires an hour long procedure, in which case dimensional vibrations restructure the subject's vocal cords for about 8 hours until it starts to wear off. This incredible piece of technology is the only one of its kind in Garden, and despite the gang's declining strength they are unwilling to sell or find another use for it.

Look-Alikes don't have a uniform when undercover, instead opting to use regular costumes and their impersonation of important figures, enforcers, or even other gangs. Occasionally; they represent themselves with black theater masks and rookie members as “stagehands” to negotiate deals. Most of the weapons they use are hidden blades or pocket pistols; but one of their members is a very accurate sharpshooter who picks off people lured into crowds but the gang's body doubles.

[10] The Red-Ring Group
Manpower- 7
Holdings- Protection Money Racket (+2), Red Plaque Jewelry Monopoly (+2), Reputation (+1)

Classic group of tough guys. This gang makes most of its money patrolling its territory and charging rent and protection money from its small business owners. They also are the only source of Red Plaque Jewelry in Garden, which shapes a valuable dull red colored stone similar to marble into any shape or form they need. The members of the gang all wears rings made of the material to signify their group. Strength, honor, and loyalty are honored more then all in the gang, and they practically have an entire language of titles, gifts, and signs of respect among members. For this as well as their honorable dealings with civilians and even other gangs, the Red-Rings have a good reputation for a gang.

The Red-Ring Group has their gangsters wear suits and formal attire, and their only symbol is the red rings made of red plaque they wear to signify themselves and flaunt their wealth. Higher ranking members may wear 2-8 rings, or more depending on their race- depends on how many fingers you've got. All members are trained in hand to hand combat, and they prefer it to gunfights but they aren't stupid and take equal force by arming themselves. Most carry handguns for subtle and effective weapons, as well as switchblades, tasers, and electric shock sticks.

[11] Mrrkba Acquisitions Incorporated
Manpower- 9
Holdings- Properties (+4), Research Division (+1), Shell Corporations (+2), Bad Reputation (-1)

Expansive, extensive, and extremely aggressive corporation with the financial backing to act as some of tough muscle in Garden. Own and manage several skyscrapers and have an infamous sociopath CEO. They are mostly invested in real estate business, and many of Garden's nicest areas are kept clean by the corporate watchdogs. Mrrkba controlled apartment blocs and businesses are kept free from the homeless and opposing criminals by the company's enforcers and high tech security systems. They also disguise their actions with shell companies and the hiring of mercenaries where their own private security army can't work, but this attempt at secrecy hasn't stopped them from developing a bad reputation by most as a greedy company. Removing or revealing any “Shell Corporations” Holdings from the Mrrkba corporation's control turns it instead into another Bad Reputation holding at (-1).

The Mrrkba Corp. acts exactly as a mega corporation would, but in a city without government or laws they can bring firepower to match with their aims. Their corporate soldiers dress as armored mercenaries with shiny weapons, but with shiny circular name badges. Their regular employees and office workers either wear a namebadge or are branded with a tattoo of their corporate logo somewhere on their legs/tentacles/method of locomotion. They tend to use many high tech weapons and often equip their forces with experimental or useful gadgets and new types of armor from their Research Divsion; all of which they go to great lengths to retrieve if it falls into enemy hands.

[12] Candle Smugglers
Manpower- 4 + 4 (Imported Monsters)
Holdings- Torchlight Society Connections (+2), Mystique (+1)

The Candle Smugglers are a gang that does trade and 'smuggling' of goods between Garden city itself and the Torchlight society. Beyond Garden- there is only one known other element of civilization; the mysterious Torchlight Society. While little is known about this group, the Candle Smugglers seem to have the most information and trade between the Torchlighters and Garden go through them. During times of “peace” between Garden and the Torchlight Society, many companies an groups will trade unless war breaks it. But the Candle Smugglers seem to trade and continue their good relationship even during the shadow raids and open warfare between the city and the outside.

Candle Smugglers wear camoflague and outdoorsy wear, even when in the city itself. They are a very rural group in Garden and are among the best at dealing with the monsters in the forest beyond the city. While not a very strong gang in terms of military power, they have managed to get a few trained monsters from the forests and use them as weapons of mass destruction against their foes if things get bad enough. The monsters flee to the woods or the dark corners of the city after being used once.

[13] The Last Stop
Manpower- 3
Holdings- Scrapyard (+2), Pawn Shop (+1), First Impressions (+2)

The Last Stop is a gang who gets all of its fortune from stealing from new residents to Garden. New arrivals, fresh off world, unaware of the rules of Garden and where they are, are targeted by this gang and either exploited or mugged for their property. The gang steals vehicles to scrap for parts, uncommon food items as delicacies, and collectibles like offworld currency and magazines to sell to wealthy, nostalgic members of that race from that world looking for a reminder of home. Most of these new arrival gangs were once very small and weren't very powerful, but recently they were organized. The fright they give new arrivals gives the gang a fearsome reputation despite actually being weak.

The gang dresses in street clothes with a simple white bandana baring a symbol or the letters for the words “Last Stop” in the gang member's own world's script. The gang uses any sort of weapons they can find, but prefer concealed and smaller weapons to mug unsuspecting immigrants to the city.

[14] Horticulturists
Manpower- 5
Holdings- Underground Farms (+1), Crumbles to Pressure (-2)

The Horticulturists are a group of farmers, plant growers, and gardeners within the city of Garden. They are more of a farmer's union then anything else, and have been on the serious decline the last few years. They grew strong and joined together as a gang to protect each other several decades ago when rising food costs and a famine hit the city, but are quickly becoming obsolete in the modern nights. Many of their members are very old and are retiring.

This gang dresses in civilian clothes and wears gray-straw hats as a symbol; the gray-straw coming from a common plant that requires no sunlight around Garden and is useful for many crafts. The gang uses gardening tools for brawling, and shotguns as they would on their plantation. They've also kill a few people by burying them alive in their gardens, but have lost this edge over the last few years and are now crumbling to newer, younger, more aggressive gangs.

[15] The Rickshaw
Manpower- 3
Holdings- Secretive (+2)

Careful, secretive gang of robbers and thieves. Much of their group now is made up of disillusioned enforcers for the city; turning their backs on freelance police work to find ways of creating their own money and place in the city. Their name comes from their rickshaw drivers, who eavesdrop on wealthy patron passengers to get good hints on where to send their teams to break into people's houses and raid certain factories or facilities. The Rickshaw is a secret and not well known gang.

Unlike most gangs, Rickshaw is pretty smart and trying to keep their identity secret. They don't have any gang colors and know each other in a cell-like structure, minimizing the risk of the entire organization being found out all at once. They favor silenced and quiet weapons.

[16] Airwave
Manpower- 12; Effectively 5
Holdings- Tower Central (+3), Broadcasters (+2), Internal Strife (-1)

Massive, extremely wealthy gang that holds a near monopoly on the radio industry. In Garden, a city without television and many electronics, Radio is one of the chief entertainment and communications networks. Airwave gets a cut from almost all radio channels and advertisers; controlling it all from their fortress of Tower Central. Tower Central is a massive tower and office building near the heart of the city- they broadcast their radio all from here. The tower itself as well as an entire surrounding city block is their territory and is very well defended. The gang has very recently been undergoing massive internal strife from receiving a signal from outside of Garden that has caused an entire ideological shift in the gang and fights for control. Some members wish to ignore the signal and keep it more of a secret, continuing to make money with their industry, while others wish to reveal it and reorganize the gang into a group that would investigate the signal or help others do so.

Airwave gangsters wear yellow or a patch that features a black tower with four yellow lightning bolts coming off the top. They prefer to use heavy automatic weapons to lay down suppressing fire; and they can afford the bullets. Every squad carries a personal radio; they use a few different secret channels with code messages to deliver fast information around the city. They have been nicknamed “hornets” because of both their colors and because their radio messages mean if you mess with one, especially near central tower, the rest come at you like you kicked the nest. This gang can use its full Manpower when defending its territory during a gang war, but is otherwise restricted and have a greatly reduced Manpower due to their infighting.

[17] Mayotni Clan
Manpower- 10
Holdings- Protection Money Racket (+3), The Gue Family (-1)

Criminal organization made up of many smaller criminal families. Each “family” is also an actual family, with a hierarchy leading all the way to the top family in the clan. Due to the biological family structure, most of the Mayotni clan are of a select few races, but adopted family members also count, who later on had their own kids, and the clan is slowly diversifying. The current highest ranking family in the clan is the Gue family; and due to several bad accidents and sterile members the family is dying out and will soon cause major problems for the clan unless they can revitalize this family. The clan gets most of its income from owning property and getting paid protection money by business and property owners; and views the Red Ring Group as its up and coming rival.

As one of the older gangs in Garden; the Mayotni likes to wear traditional robes and older clothing when on official business, though family members can wear whatever helps them fit in on most jobs. The clan also practices ritual mutilation; usually cutting of the end of your tail to pay for infractions. If you come from a race that doesn't have a tail, they'll work out a new appropriate method for you. The gang uses long rifles for clean kills, but rarely does.

[18] The Heavyweights
Manpower- 6
Holdings- Silver Stairs Buffet (+1)

The biggest and strongest people in Garden have a gang just for them; The Heavyweights. This gang's members work private security jobs, as bouncers for bars, and as part time boxers and wrestlers. This gang has strict requirements; you have to be at least 450+ pounds to enter, and most of that has to be muscle. Some alien races can fulfill those requirements easily, while others could never. They hang out around the Silver Stairs buffet; which is one of the few all you can eat buffets still open in Garden.

The gang uses no uniform, because any group of guys that big is already a sure sign they're in the gang. For weapons, they use huge heavy weapons when they can't just use physical strength.

[19] Aquifer Hotel Resort & Casino
Manpower- 4
Holdings- Casino (+2), Lazy Piper Water Company (-2)

The Aquifer is known as one of Garden's most luxurious and high class establishments, and they are known for it due to their ruthless business practices and subtle methods of control. Anyone who crosses the casino is invited to stay a week in the penthouse, and every day they are assaulted by mental torments and thoughts in their head; delicious food platters served to their room free of charge, but shaped in the look of one of their family members. Private hot tub with a temperature gauge that could rapidly boil them alive if they wished, or a lucky streak down in the casino that is implied to be able to be ended at any moment by the casino's whim. All of these intimidation tactics are done publicly as possible; to further the mental isolation and feeling of helplessness in the target. Those who do not take the free rooms and invitation are found to have been killed in horrible ways; so nobody turns down the offer and nobody comes away unscathed. The casino was once built on an Aquifer which had dried up in recent years, forcing the luxury establishment to get its water from a water company which has been squeezing them for huge profits, and the casino would gladly reward anyone who could find them a new and affordable source of water for its many baths, spas, and luxury resturants.

The Aquifer Casino mob is made up of its staff; and they hire people to its various roles as one would any job. Uniforms are simple colored shirts, with ties for higher ups, and associated name badges. While their armed security forces uses standard weaponry, members are also all armed with a garrote for silent takedowns on the casino floor or in a room, as to not disturb their other guests.

[20] The Whistlers
Manpower- 6; Half off for Hookmen
Holdings- Unknown (+2)

The Whistlers are a mysterious and enigmatic gang. Their “members” often make up people who have no connections, or people who have been missing for years only to suddenly show up again with the scars and focused, reserved eyes. None of the whistlers can speak- they have all had their vocal cords and tongues removes, but communicate to each other and to their monsterous Hookmen via whistling calls. Needless to say, nobody has gotten a word out of them of what or who they serve.

Whistlers are distinguished by a facial scar, usually just above the left eye or olfactory nerve, stitched closed. Otherwise, they wear black or dark clothes and heavy boots. They also do not have tongues or have had their mouth sown shut. They fight using all manner of weapons; usually free from the normal issues that plague chimney-guns, as well as along with the Hookmen.

Hookmen (2 HD, 1 armor and +2 defense when hanging, 1d6 melee rusted hook-hands, can climb)
These creatures look barely like a humanoid race, but with long narrow metal mouths rusted shut. Instead they attack with their hook-hands, seeking to pierce flesh. They usually inhabit the Sunk; but are seen leaving that area along with the mysterious Whistlers. If left alone for even a minute, or if separated from their 'handler', Hookmen like to scratch marks into walls and doors that almost resembles writing or a primitive alphabet.