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Gangs
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The Shadows
Gang Focus- The Shadows are a group of very talented yet under privileged people, normally from the barrens or other run down area of Seattle. They are recruited based upon their talent at uncovering information and breaching and controlling security systems. Most members are Physical adepts, however riggers, deckers, mages and even the rare skilled mundane technician are not unheard of.
Leader- Unknown.
Lieutenants- Unknown.
Gang Rating- Super Human
Head Count- Unknown.
Initiation Rituals- None, the shadows selection process is all that the gang requires to be sure of it's members. Potential members don't even know that they are being evaluated for membership until they are in. If they fail the selection process they never even know that it occurred in the first place. Membership is based upon the ability to acquire information and apply it. Riggers and Deckers are preferred although anyone with skill at stealth (normally physads) may be evaluated. The gang can train for any shortcomings so long as they posses some useful skills.
Uniform- None.
Symbol- None.
Operations- Breaking and entering, Data theft, espionage, sabotage, vandalism, and anything else that has to do with information or data acquisition and application.
Territory- None, nobody knows who they are and they use this to go where ever they want to and do what ever they want to. The shadows rarely associate with other gangs how ever they are not above dropping choice bits of corporate information (like when the security systems will be off line) into the hand of other gangs every once in a while.
Uniqueness- The Shadows appear to be employed by some outside organization, functioning for the benefit of some greater agenda.
By: Deathmonger
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The Slashers
Gang Focus
The gang started out as a group of friends that wanted to make a name for themselves. They all had a favorite pastime; collecting blades. They didn’t care what kind they were , they just wanted as much as they could get. They decided to form their group into a gang, and opened itself up to new members. Every member of the gang has cyberware and no one has ever been a mage.
Leader
Slice n’ Dice, human. Slice has a pair of spers on each hand, each sper consisting of three blades. He is covered with scars.
Lieutenants: 3
Blade, elf. Blade is Slices’ squeeze. She has a pair of spers on each hand, each sper consisting of one blade. She takes drek from no man, not even Slice.
Bruser, troll. He is the best hand-to-hand fighter that the Slashers have. He has one sper on his right hand, consisting of two blades.
Razor, ork. He is the owner of the gangs headquarters, which is also a bar, called The Razors’ Edge. He is also the bouncer for the bar. He has a pair of spers on each hand, each sper consisting of three blades.
Gang Rating
Equal
Head Count
Approximately 20-25
Initiation Rituals
The only ritual a new member must go through is what Slice calls On the Edge of Pain. What happens is all of the members of the gang write a number on a piece of paper, the number must always be 1 or higher, and puts it in a jar. Then the new member pulls a number from the jar and whatever that number is, is the number of sharp objects that are stuck into the new recruit. When Slice formed the gang, he pulled the number 100, which is why he is so scared up.
Uniforms
All gang members wear leather jackets with red slash marks on the back of it. The number of slash marks depends on how many blades are on one sper on one hand.
Symbol
The gang symbol is a modified scull and crossbones. They kept the skull but replaced the crossbones with two swords.
Territory
The Slashers claim the area between State Roads’ 507, 7, and 512, in Ft. Lewis, as their territory.
Operations
The Slashers main operations include hiway robbery, protection rackets, underground circuit fighting, and running the bar, The Razors’ Edge.
Foes
The Slashers main enemy is a small computer and electronics company named Voltage, Inc. They usually hit the delivery trucks going to the to the corp. They have also had some run ins with the gang known as the Spikes (see page 128, Shadowrun Companion) over territory and trucks to hijack on Interstate 5.
Uniqueness
Every member of the Slashers has at least one cyber sper on their hand. No member of the gang has ever been magicly active because none of them want to lose essence because of the spers or want to go through the initiation ritual.
By: KillJoy
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Astral Claws
Focus: The Astral Claws are more of a magic group than a gang. Their soul purpose in life is the protection of astral space and it’s inhabitants. Most of the members came from rich families, which explains why they have so much magical equipment.
Leader: Cabal, elf. One of the more wealthy members of the group. He uses a weapon focus Katana to protect the realm of astral.
Lieutenants: None
Gang Rating: Equal.
Head Count: 10-15 members
Initiation Rituals: To become a member of the Astral Claws, the would be member must first free a bound elemental or spirit and do something to punish the mage that summoned it. After they take control of the spirit, the new member will set it free immediately.
Uniforms: Usually black suits with black cloaks with the gangs symbol on it.
Symbol: A yellow pyramid inside a fire ball. There is an eye in the middle of the pyramid and the points of the pyramid are all stars.
Territory: They claim all of astral space in Seattle as their territory.
Operations: None. The members of the Astral Claws have enormous amounts of money. They concentrate all their time on protecting astral.
Foes: They almost never have any trouble with other gangs because of their lack of physical territory. They sometimes get into disputes with the gang called the Spiders over the protection of insect spirits.
Uniqueness: The Astral Claws are an all magic gang. They all have some sort of weapon focus on some sort of blade, such as a knife or a sword.
By: KillJoy
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The Dragons
Gang focus: The restoration of Redmond.
Gang leader: Lewis Draygon, a bum who didn't think that Redmond was good enough for him the way it was and decided to do something about it. He has a knack for making friends and had soon organized everybody in the northern fifth of Redmond into an industrious workforce.
Lieutenants: None, however, Lewis has organized various groups within the Dragons turf and created things such as a construction crew, a fire department, and even a police force known as the Wyverns.
Gang rating: Superior.
Head count: Unknown. The Dragons may include everybody in their turf in their gang activities and this puts estimates at around 1200 members.
Initiation rituals: None. The Dragons consider themselves a legitimate government and thus don't behave like other gangs.
Uniforms: Not required, except for the Wyverns. The Wyverns dress in leather jackets with a dragon embroidered on the back.
Symbol: Stylized dragon in a figure eight with a head at both ends which face each other in the middle.
Territory: The upper fifth of Redmond, a place known as the Iron Circle. The Iron Circle is completely surrounded by a wall of old cars that is about three to four stories tall.
Operations: Anything that makes money but not inside the Iron Circle.
Foes: None. But Lewis has a personal grudge against Slash n' Burn, the leader of the Holloweeners.
Uniqueness: The Dragons tend to hire other gangs in Redmond to do their dirty work and help protect the barrens. The Dragons have restored the barrens inside the Iron Circle to a level that rivals Tacoma and the Docks.
By: Deathmonger
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The Nobz
Gang Focus: Violence, violence and violence. By the way, did I mention violence?
Leader: Urgak the Invincible. An extremely heavily cybered ork, Urgak loves to fight. He has been known to take down trolls in hand to hand combat from time to time.
Lieutenants: Mek Boy, a highly intelligent ork who is responsible for most of the gang's cyber. He has even gone so far as to design his own and test it on his fellow gang members. If anything can surpass his intelligence, it is his insanity. He's a grade A nut bag.
Gang rating: Super human.
Head count: Approx. 75-85 members, all cybered orks.
Initiation ritual: None. All the Nobz require is that the recruit is an ork with a love for combat.
Uniforms: Visible cyber, normally painted yellow.
Symbol: An ork with a mechanical lower jaw.
Territory: None. The Nobz simply wonder Seattle as a large group and looks for fights.
Operations: The Nobz get everything they want by bruit force. Normally they steal from the people they beat up.
Foes: Whoever they happen to be fighting at the time.
Uniqueness: The Nobz are a gang of cybered orks that roam Seattle looking for fights. They get around in converted trucks and vans by packing as many people as they can into them. The ones that can't fit inside like to hang onto the outside. Their current motor pool consists of three pickups and a stripped down double-decker bus. The Nobz almost always fight along side two other gangs. These gangs are the Goffs and Ogryns. These three gangs share a similar focus and style and will often join forces.
By: Deathmonger
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The Goffs
Gang focus: Violence against anyone they come across.
Leader: Gargant, a really big ork with an even bigger temper.
Lieutenants: None.
Gang rating: Superior.
Head count: About 125-150 orks.
Initiation rituals: None, just grab a weapon and jump on the battle wagon.
Uniforms: Consists of a heavy pistol and a laser crescent axe, as well as a viking style helmet.
Symbol: None, they're to busy fighting to think of one.
Territory: Where ever the rumble is.
Operations: "Bustin' skullz."
Foes: Doesn't matter.
Uniqueness: Like the Nobz, the Goffs ride around in stripped vehicles in a constant search for heads to bust
Open. The Goffs motor pool consists of five vans, six pickups, and about thirty motorcycles. About a fifth of the Goffs are mages and are refered to by their fellow gangers as "Weird Boyz".
By: Deathmonger
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The Ogryns
Gang focus: Beating people down.
Leader: Big-a-tor. He is a troll that is really huge, but that's about it. He can't even spell his name, and he is one of the smarter Ogryns.
Lieutenants: None.
Gang rating: Equal.
Head count: About 10-15.
Initiation ritual: "What's a ritual?"
Uniforms: Tanktops and cammo pants along with a three foot chain.
Symbol: None.
Territory: Anywhere there is a fight going down.
Operations: None.
Foes: Whoever they are beating up.
Uniqueness: Similar to the Goffs and the Nobz, the Ogryns ride around in stripped vehicles. The Ogryns motor pool consists of three pickups and a van. The Ogryns are all trolls.
By: Deathmonger
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The Fangs
Focus: The protection of vampires.
Leader: The leader of the Fangs likes to be called Dracula. Dracula is 27 years old and has lived in Seattle all of his life. He is believed to be a magician of initiate grade of one or two.
Lieutenants: Scab is a 36 year old vampire who owns a the Bloody Grail, a Vampire bar in Redmond. The bar also doubles as the gangs headquarters.
Gang rating: Changes with membership. (can be anywhere from equal to superhuman.)
Head count: Changes too often for an accurate count but on average it can have anywhere from 15-45 members.
Initiation rituals: The new recruit must capture a member of another gang alive and bring him back as a victim for Dracula. Then the new recruit must be infected with HMHVV and must not belong to a species with a bounty. (No banshees, goblins, wendigos, Da-zoo-nu-quas, gouls, etc.)
Uniform: They where black leather jacket with a skull on the back. The skull has fangs that are dripping blood.
Symbol: A skull with fangs that are dripping blood.
Territory: Redmond.
Operations: Robbery, Trafficking, protection, and circuit fighting.
Foes: Most non-vampires and The Red Hot Nukes. (See Shadowrun Companion, pgs. 129-130)
Uniqueness: The Fangs are one of the few, if not the only, all vampire gang.
By: Deathmonger
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