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 by 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 and 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.
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