Sunday, December 4, 2011

The gangs of SD: Other factions & points of interest

Wrapping up, some info about other groups in downtown SD.



Street gangs
SD has dozens of smaller street gangs, ranging from anywhere between three and two dozen members. They are usually very ill-equipped, with nary a gun between them, relying on brawn and makeshift weapons, and lack organization and discipline. Their influence is limited to a particular set of streets, building or at most a city block outside the turfs of the major gangs. Apart from the myriad small skirmishes between street gangs, they usually content themselves with harassing the commoners or travellers who pass through their territory. Street gangs have a very short life span, popping into existence and ingloriously disbanding a few months or a year later, generally after taking a beating by another gang and its members leaving for greener pastures. Hundreds of street gangs have come and gone in SD’s troubled history, and only a select few of them ever rise to prominence, however briefly.
Current street gangs in SD: the Skulls, Eastside, the Bounders, Sudden Death, Shell Shock, the Conmen, the Tanks, the Superz, Onslaught, the Fancy Lads, the Fixers, the Buffs, and many, many more.

Raider
St d6, Ag d6, Vi d6, Sm d6, Sp d6
Fighting d6, Small Guns d4, Intimidate d6, Taunt d6, Notice d6, Stealth d6
Pace 6, Run d6, Toughness 5/6(1), Parry 5, Uses Buffout, Jet, Psycho
-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets)
-Throwing Knives 3/6/12 St+d4 RoF 1
-Brass/Spiked Knuckles St+d4
-Shiv St+d4
-Crowbar St+d4+1
-Metal Chain St+d4+1
-Sledgehammer St+d8, Parry -1
-10mm Pistol 12/24/48 2d6 RoF1

The rabble
The rabble are, simply put, the free denizens of SD which aren’t part of a gang. This doesn’t include the hundreds of slaves kept by the major gangs as field hands, laborers, prostitutes or fighters. Some of these commoners were born in SD, more came from other places in the wasteland, down on their luck, on the run for the law or foolishly hoping to find a better life waiting for them in the city. The rabble lives in destitution and squalor, trying to eke out a living by scavenging the already picked clean ruins, petty crime, prostitution or working the communal fields for the gangs. The poorest of the poor and those who wish to stay well clear of the gangs avoid the downtown area and stay on the outskirts of town, where the gang presence is negligible. Most prefer the ‘safety’ only the major gangs can provide, and choose to live on a gang’s turf in return for protection money. Those who manage to save up a few caps usually, and wisely, leave SD as far behind them as possible, though some grow accustomed to the brutal city and try to join a gang and get the benefits that come with it. However, most gangs demand that a potential recruit, besides being fit, brings his or her own weapon, a costly investment for those in SD who barely have two caps to rub together. Of special note among the rabble are the Friars, an independent armed group.

Commoner
St d6, Ag d6, Vi d6, Sm d6, Sp d4
Fighting d4, Small Guns d4, Intimidate d4, Taunt d4, Notice d6, Stealth d4, Barter d6
Pace 6, Run d6, Toughness 5, Parry 4, Uses Jet
-Wasteland Outfit
-Knife St+d4
-Lead Pipe St+d4+1

I) The Friars
The Friars, sometimes referred to as the Goodfriars, are a group of commoners who have set up a reinforced refuge in BeatCo Park, an old stadium where before the War the major league gangs were pitted against each other. Tired of living in fear of the Gassers, the Friars procured firearms and fortified the ballpark, setting up a tent camp and shacks on the diamond, as well as some crop patches, making the Friars a self-sufficient community, except for the lack of a clean water supply. The Friars are however not a gang. They do not raid their neighbours, and for the most part hardly leave their fort. The Friars provide shelter for the night to those who come to their gates hoping to escape the nightly raiding of the gangs, though only for those who can pay admission, be it in caps, food, water or other services. The Friars remain strictly neutral toward the gangs and in turn are generally left in peace, aside from the occassional raid by the Gassers.

Friar Stadium Guard
St d6, Ag d6, Vi d6, Sm d6, Sp d6
Fighting d6, Small Guns d6, Intimidate d6, Taunt d6, Notice d6
Pace 6, Run d6, Toughness 5/6(1), Parry 5
-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets)
-Brass/Spiked Knuckles St+d4
-Shiv St+d4
-Lead Pipe St+d4+1
-Sledgehammer St+d8, Parry -1
-10mm Pistol 12/24/48 2d6 RoF1
-Hunting Rifle 24/48/96 2d8 RoF1
-Double Barrel 12/24/48 1-3d6 RoF1, 1 action to reload

J) The Convent
In pre-War times the Convent was a meeting place for people all over the country. After the bombs fell and SD came under gang rule, it became neutral, independent territory where gangs could meet for parley without bloodshed. Though this no-violence rule was loosely adhered to at best, a full scale massacre such as Barbatus perpetrated when he called for a meeting of all the gang leaders, was unheard of, even by SD’s low standards.

The Air & Space Museum
SD’s Air & Space Museum is located on the Chain Gang’s turf. In honor of the 25th anniversary (back in 2077) of Zeus 12, the last moon mission, the museum still exhibits a fully functional Delta IX rocket.

Tuesday, November 15, 2011

The gangs of SD: The Chain Gang

To round things off the last of the major gangs, the current rules of SD: the Chain Gang


H) The Chain Gang

-          The gang: Stories have it that in the time before the War, criminals were chained together and set to work in the scorching desert sun. While physically being chained together doesn’t make for a sound combat tactic, the idea of ‚the chains that bind’ stuck with the first Chain Gangers. Veterans of many smaller street gangs, these first members of the gang had grown weary of the backstabbing, betrayal and disloyalty that spelled the end for many aspiring gangs. Tired of the wasted potential and being on the bottom rung of the ladder, a few of them bound together a decade ago to form the Chain Gang, based on the simple principle that before all else, a member owes his or her full allegiance to the gang and its members. The Chain Gang grew fast and attracted many of the other street gangers from the western part of SD. After setting a gruesome example of those who did prove to be disloyal, the gang quickly became one of the most disciplined around, and the gang made its grab for power. As the Jackhammers were struggling to put down their slave revolt, the Chain Gang came down in force upon them, slaughtering all who stood in their way and claiming the Jackhammer’s turf for their own. Taking over the slaving business, more money started pouring in.

 The Chain Gang are now more than two hundred seasoned raiders strong, most of them equipped and highly skilled with small firearms and explosives. Their brutality is second only to their mettle in combat and their fierce dedication to the gang. Raids with the sole purpose of avenging a fallen brother or sister are commonplace, and the gang will go through great lengths to free captured members.

 On entering the gang, a new member has three shackles tattooed on his or her wrists. Each following year additional links gets added to the original chain, according to how dedicated the raider has been to the gang. Some of the most veteran Chain Gangers boast impressive tattoos snaking up each arm.

 The Chain Gangers respect only one thing, and that is strength. When the raider Barbatus, frustrated with the complacency of the gang as he perceived it, challenged Monroe, the leader of the gang to a duel for the leadership, Monroe refused. Once word got around Monroe quickly lost the respect of the gangers, and his position got so tenuous that soon enough he stepped down in favor of Barbatus. It was Barbatus and his ambition that would catapult the Chain Gang to dominance.

-          Turf: The Chain Gang have set themselves up along the ruined promenade in the Park. The area is heavily guarded. What remains standing of the California tower has been turned into a sniper’s nest surveying the surroundings. Barbatus and his cronies have taken Balboa palace as their personal quarters. The Chain Gang claims most of the crop fields in the eastern Park area as their private territory, worked by slaves. Many of the other fields worked by the commoners are under their „protection“.

-          Influence: The Chain Gang are one of the major gangs in SD, and under Barbatus’ leadership have claimed dominance over the other gangs. While Barbatus gathers support and finishes his plans for a daring raid on the NCR border towns with the five united gangs, most day-to-day responsibilities of the Chain Gang have been relegated to his second-in-command Caleb, a raider which grew up on the streets together with Barbatus. Barbatus is rarely seen outside his palace anymore, except when making proclamations to the people of SD. His enormous mute bodyguard Rafe is rumoured to follow him everywhere. The Chain Gang receives homage from the Ship Rats, the Lawmen, the Angels of Mercy, the Jetheads and the Puñetazo. Many believe Barbatus’  forced alliance won’t last long, unless he delivers on his promise of raiding NCR in the near future.



Chain Ganger

St d8, Ag d8, Vi d8, Sm d6, Sp d8

Fighting d8, Small Guns d8, Explosives d6, Intimidate d6, Taunt d8, Notice d8, Stealth d6

Pace 6, Run d6, Toughness 6/7(1), Parry 6

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets), Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Metal Chain St+d4+1

-Sledgehammer St+d8, Parry -1

-10mm Pistol 12/24/48 2d6 RoF1

-Hunting Rifle 24/48/96 2d8 RoF1

-Double Barrel 12/24/48 1-3d6 RoF1, 1 action to reload

-MP9 10mm SMG 12/24/48 2d6 RoF3

-Frag Grenade 12/24/48 3d6



Chain Ganger Veteran

St d12, Ag d8, Vi d8, Sm d6, Sp d12

Fighting d10, Small Guns d12, Explosives d8, Intimidate d10, Taunt d12, Notice d10, Stealth d6

Pace 6, Run d6, Toughness 6/7(1), Parry 7

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets), Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Metal Chain St+d4+1

-10mm Pistol 12/24/48 2d6 RoF1

-Sawed-off Double Barrel 4/8/16 1-3d6 RoF1, 1 action to reload

-MP9 10mm SMG 12/24/48 2d6 RoF3

-Assault Rifle 24/48/96 2d8 RoF3

-Molotov Cocktail 10/20/40 2d6 Med Burst Templ, Can start fires

-Frag Grenade 12/24/48 3d6



Caleb

St d10, Ag d10, Vi d10, Sm d8, Sp d12

Fighting d10, Small Guns d12, Explosives d8, Intimidate d10, Taunt d12, Notice d10, Stealth d6, Persuasion d8, Barter d8

Pace 6, Run d6, Toughness 8(1), Parry 7

-Leather Armor (+1)

-Spiked Knuckles St+d4

-.44 Magnum 12/24/48 2d6+1 RoF1, 1 action to reload

-Combat Shotgun 12/24/48 1-3d6 RoF1, 1 action to reload



Rafe

St d12, Ag d8, Vi d12, Sm d6, Sp d12

Fighting d12, Small Guns d6, Explosives d4, Intimidate d12, Notice d12

Pace 6, Run d6, Toughness 11/12(+2/+3 vs Energy Weapons), Parry 7

Brawny, Imp. Sweep

-Metal Armor (+2/+3 vs Energy Weapons)

-Super Sledge St+d8+2, Parry -1, AP2

-FN FAL 24/48/96 2d8+1 RoF3

-Frag Grenade 12/24/48 3d6



Barbatus (Wild Card)

St d10, Ag d10, Vi d10, Sm d8, Sp d12

Fighting d12, Small Guns d12, Explosives d8, Intimidate d10, Taunt d12, Notice d10, Persuasion d8, Barter d10

Pace 6, Run d6, Toughness 8(1), Parry 8

Marksman

-Leather Armor (+1)

-Combat Knife St+d4+1

-.223 Pistol 15/30/60 2d6+1 RoF1

Thursday, November 10, 2011

The gangs of SD: The Puñetazo

From the savage lands to the south comes a gang matched by very few in SD.




G) The Puñetazo

-          The gang: The Puñetazo are without a doubt the most brutal of all the SD gangs. The gang first moved into town two years ago, coming from the lawless wasteland far to the south, where a man’s life is cheap and a gun is worth several times more. Some think the gang moved north looking for easier victims, others speculate that the Puñetazo themselves were on the run from bigger, tougher gangs. It’s unlikely the truth of the matter will ever be known, as the gang is extremely xenophobic and has almost no dealings with the other gangs, except for the killing variety. The majority of members of the Puñetazo don’t even speak the local language, but communicate in a southern speech called español, unknown to most of the SD natives. The gang is entirely self-reliant, and it is assumed that whatever supplies they can’t manufacture themselves, they trade with other raiders from the south, as well as get fresh recruits there.
 The two hundred-odd Puñetazo members are all skilled fighters, excelling in unarmed brawling as well as the use of various melee weapons. The gang considers fighting from a distance cowardly, and nothing is to be revelled more in than feeling one’s opponent’s jaw breaking underneath one’s fist, or feel the blade of one’s knife sink deep into his abdomen. The gang knows well enough the strategic value of firearms of course, and their seasoned members who have mercilessly proven their worth in battle are supplied with very fine weapony. Even those often prefer guns to get up close and personal with, such as shotguns or assault rifles. Their brutal, martial culture resonates in all aspects of life. If a conflict arises between gang members, it is usually settled through a fight mano-a-mano, often to the death if the insult or loss is perceived serious enough. Strict obedience is demanded in everything, and their members are considered the most disciplined raiding force of all SD.
 The grunts (cuchillos) and seasoned warriors (fusiles) make up the fighting force of the gang, called the mano armada. Only men are allowed in: women are treated as little more than merchandise, only slightly more respected than slaves. Mutants are, as a rule, shot on sight.
 The gang is led by its five most veteran warriors, a group called the puño. Designed to keep one single man from becoming too powerful and assuring the gang has leadership to fall back on at all times, the puño controls everything that happens in the gang’s turf and has final say in all matters. A new member of the puño, called a dedo, is chosen when four of the five dedos unanimously decide that the fifth dedo is no longer fit to run the gang. This could be because of health related issues such as old age (infrequent) or because he is no longer trusted or too often disagrees with the rest of the puño (more frequently). The dedo who will be ousted has the right to defend his position, by challenging his appointed successor to a fight to the death. If the incumbent dedo wins, his position cannot be challenged again for a year. As those dedos who try and remain in power usually come to a bad end soon after, many wisely forgo this right and slink away into obscurity, often preferring to quit the gang territory entirely to be safe. The gang’s mark is a blood red fist on a black background, a sign that smart raiders have come to avoid.

-          Turf: The Puñetazo control most of downtown SD, the former turf of the Lawmen and historically one of the more tumultuous parts of town. Though, or perhaps because, the gang’s brutality is famed and feared throughout SD, their turf is now one of the safest, most prosperous and populous areas in SD. Many ‘independent’ bars, gambling holes and brothels are located there, permitted and guarded by the gang as long as they obey the gang laws and regularly pay their protection money. As such most of the common rabble has moved into their turf. Even outsiders and members of nearby street gangs are allowed into their turf unmolested, as long as they have the permission of the puño; of course these interlopers are constantly kept under watch.

-          Influence: One of the largest, well equipped, trained and disciplined gangs of the city, the Puñetazo are a force to be reckoned with. Barbatus knew he had to get the gang on board or his united SD raider force would be an empty vessel. When the puño refused his advances during the Convent massacre, Barbatus had them killed. While four of them died, one of the foremost dedos, Sebastián “Meñique” - despite his nickname a cold, lumbering hulk of a man - managed to escape the onslaught. While all dedos are officially equal, it’s a common sentiment in the gang that the current puño is a particularly weak one, and that Meñique is now de facto in charge; the four new dedos, though capable warriors, little more than glorified yes men. With the old puño severed, Meñique (grudgingly) accepted the Chain Gang’s position as ‘leader of the coalition of equals’, though many assume it won’t be long before the Puñetazo will strike again. The Puñetazo pay homage to the Chain Gang. They are mortal enemies of the Lawmen and the Gassers.



Cuchillo

St d8, Ag d8, Vi d8, Sm d6, Sp d10

Fighting d10, Small Guns d6, Intimidate d8, Taunt d6, Notice d10

Pace 6, Run d6, Toughness 6/7(1), Parry 7

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets), Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Crowbar St+d4+1

-Combat Knife St+d4+1

-Sledgehammer St+d8, Parry -1

-10mm Pistol 12/24/48 2d6 RoF1



Fusil

St d10, Ag d8, Vi d10, Sm d6, Sp d12

Fighting d12, Small Guns d8, Intimidate d12, Taunt d8, Notice d12

Pace 6, Run d6, Toughness 8(1), Parry 8

-Leather Armor (+1)

-Brass/Spiked Knuckles St+d4

-Combat Knife St+d4+1

-Sledgehammer St+d8, Parry -1

-10mm Pistol 12/24/48 2d6 RoF1

-Double Barrel 12/24/48 1-3d6 RoF1, 1 action to reload

-MP9 10mm SMG 12/24/48 2d6 RoF3

-Assault Rifle 24/48/96 2d8 RoF3



The Puño



Carlos “El Geco”

            St d6, Ag d12, Vi d8, Sm d8, Sp d10

Fighting d12, Small Guns d6, Intimidate d6, Taunt d10, Notice d12, Stealth d8

Pace 6, Run d6, Toughness 6/7(1), Parry 8

Ambidextrous, Two-Fisted, Imp. Frenzy

            -Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets)

-2 x Spiked Knuckles St+d4

-Throwing Knives 3/6/12 St+d4 RoF 1

            -.44 Magnum 12/24/48 2d6+1 RoF1, 1 action to reload



            Cid

            St d10, Ag d10, Vi d10, Sm d6, Sp d12

Fighting d12, Small Guns d6, Intimidate d12, Taunt d8, Notice d10

Pace 6, Run d6, Toughness 9(1), Parry 8

Brawny, Imp. Sweep

-Leather Armor (+1)

-Super Sledge St+d8+2, Parry -1, AP2

-.223 Pistol 15/30/60 2d6+1 RoF1



Santiago “El Viejo”

            St d6, Ag d6, Vi d6, Sm d8, Sp d10

Fighting d8, Small Guns d10, Intimidate d4, Taunt d10, Notice d8

Pace 5, Run d6, Toughness 5/6(1), Parry 6

Elderly, Marksman

-Combat Leather Jacket (+1 vs Fighting, 0 vs Bullets)

-Shiv St+d4

-Sawed-off Double Barrel 4/8/16 1-3d6 RoF1, 1 action to reload



Ramírez

St d8, Ag d8, Vi d8, Sm d6, Sp d8

Fighting d10, Small Guns d6, Heavy Weapons d10, Explosives d8, Intimidate d12, Taunt d6, Notice d12

Pace 6, Run d6, Toughness 7(1), Parry 7

Rock and Roll!

-Leather Armor (+1)

-Combat Knife St+d4+1

-Minigun 24/48/96 2d8+2 RoF3, AP2, Snapfire, 2 actions to reload

-Frag Grenade 12/24/48 3d6



Sebastián “Meñique” (Wild Card)

St d10, Ag d8, Vi d10, Sm d8, Sp d12

Fighting d10, Small Guns d8, Intimidate d12, Taunt d10, Notice d12, Persuasion d8,
Barter d8

Pace 6, Run d6, Toughness 9(1), Parry 7

Brawny, Two-Fisted

-Leather Armor (+1)

-Machete St+d4+1

-H&K P90C 12/24/48 2d6+1 RoF3

Saturday, November 5, 2011

The gangs of SD: The Jetheads

Arms dealers and chem manufacturers, the economic strongmen of SD: the Jetheads



F) The Jetheads

-          The gang: Whether named for their dominance in SD’s chem dealing business or for the dozens of wrecked airplanes that litter the runways next to their compound, the Jetheads are the wealthiest, best equipped gang in the entire city. They control most of the chem and alcohol production and distrubition, as well as being the largest gun suppliers to the smaller gangs. The street gangs usually lack the resources, knowhow or connections to set up their own production or trafficking network, and are dependent on the Jetheads to fulfill their needs. It’s commonly speculated that the gang buys it weapons through a series of middlemen from the Gun Runners LA Boneyard factories. In the Marine Corps depot on the opposite end of their turf the gang has set up its own chem lab and alcohol distillery, worked mostly by a team of Ghoulish gang members, following the old adage “Don’t get wasted on your own stuff”.

Though the Jetheads lack the number of the Puñetazo or the Chain Gang, totalling about a hundred members, they easily make up for it by being the best outfitted gang, boasting an impressive weapons cache of heavy ordnance and laser guns. Their members are well trained in their use, making any frontal assault on the gang’s turf a suicide mission. Though they have no fixed gang sign, Jethead members can often be found wearing leather bomber jackets.

 After a disastrous push into the Park zone two years ago, the Jetheads have been very quiet, keeping to their heavily fortified compound in the old airport terminal, concentrating on their lucrative enterprises rather than raiding. Some believe the Jetheads have settled for the role of kingmaker, supporting those gangs which it would be in their best interest to see rising to prominence (while making twice the money by selling to their rivals at the same time as well); while others believe the gang is just biding its time, weakening its enemies by proxy (through the support of smaller gangs such as the Lawmen, the Gassers and the Angels of Mercy) until the opportunity presents itself to grab complete control over the city. Be it as it may, their leader, an obese, sweaty man by the name of Harry Collins (often called Fat Harry or Fatty Collins, though never to his face), guarded at all times by two huge bodyguards, has declared his gang in full support of Barbatus and the Chain Gang, though few doubt that Collins’ words carry little actual weight. There never was much amity between the two gangs, and all bets are on which of the two will backstab the other first.

-          Turf: The Jetheads control a huge slice of SD northwest of downtown, including the heavily fortified airport terminal which the gang made their main base of operations, as well as the relatively intact Marine Corps Depot to the north. Their turf is bordered by the ruined highway on the east side, together with the vast empty stretches of parking lots and runways making for a great buffer against raiding rival gangs coming from the east. The airport control towers have been turned into sniper nests, and heavily armed guards patrol the terrain and the gangs’ production facility extensively. The docks to the south are also part of their territory, though the gang has allowed the Lawmen to make their hideout there.

-          Influence: It’s said that Fat Harry has a finger in all the pies of SD, and not just judging by his weight. The Jetheads harbor the Lawmen, are presumed to arm the Angels of Mercy and keep the Gassers riled up with cheap chems. Myriad small street gangs deal exclusively with the Jetheads for their chem, alcohol and weapon needs. Though the gang has subscribed to Barbatus’ idea of a united SD, many believe it’s only a matter of time before the Jetheads will make their move and try to claim dominance over the other gangs. Whether that would be as in the capacity of first among equals or, instead, as the undisputed, sole leader, none can say. For now, they pay homage to the Chain Gang and receive it from the Lawmen.


Jethead

St d6, Ag d6, Vi d6, Sm d6, Sp d6

Fighting d6, Small Guns d8, Heavy Weapons d8, Explosives d8, Taunt d6, Intimidate d6, Notice d6

Pace 6, Run d6, Toughness 5/6(1), Parry 5, Uses Buffout, Jet

-Leather Bomber Jacket (+1 vs Fighting, 0 vs Bullets)

-Combat Knife St+d4+1

-Cattle Prod 2d6 RoF1

-.223 Pistol 15/30/60 2d6+1 RoF1

-Laser Pistol 15/30/60  2d6+1 RoF1, AP2

-Hunting Rifle 24/48/96 2d8 RoF1

-H&K P90C 12/24/48 2d6+1 RoF3

-FN FAL 24/48/96 2d8+1 RoF3

-Combat Shotgun 12/24/48 1-3d6 RoF1, 1 action to reload

-Laser Rifle 24/48/96 2d10+1 RoF1, AP2, Snapfire

-Frag Grenade 12/24/48 3d6 Med Burst Templ



Jethead Compound Guard

St d8, Ag d6, Vi d8, Sm d6, Sp d8

Fighting d8, Small Guns d10, Heavy Weapons d10, Explosives d8, Taunt d8, Intimidate d8, Notice d10

Pace 6, Run d6, Toughness 6/7(1), Parry 6, Uses Buffout, Jet, Stimpaks

-Leather Bomber Jacket (+1 vs Fighting, 0 vs Bullets)

-Combat Knife St+d4+1

-Cattle Prod 2d6 RoF1

-.223 Pistol 15/30/60 2d6+1 RoF1

-Laser Pistol 15/30/60 2d6+1 RoF1, AP2

-FN FAL 24/48/96 2d8+1 RoF3

-7.62mm Sniper Rifle 50/100/200 2d10 RoF1

-Laser Rifle 24/48/96 2d10+1 RoF1, AP2, Snapfire

-M60 30/60/90 2d8+1 RoF3, AP2, Stationary, 1 action to reload

-Minigun 24/48/96 2d8+2 RoF3, AP2, Snapfire, 2 actions to reload

-Rocket Launcher 15/30/60 4d8 RoF1, AP9, Snapfire, 2 actions to reload

-Frag Grenade 12/24/48 3d6 Med Burst Templ



“Fat” Harry Collins (Wild Card)

St d6, Ag d4, Vi d8, Sm d8, Sp d10

Fighting d4, Small Guns d4, Taunt d8, Intimidate d12, Notice d8, Persuasion d12, Barter d12

Pace 5, Run d4, Toughness 7, Parry 4, Uses Mentats, Med-X, Super Stimpaks

Obese

-Pinstripe Suit

-Stingy Brim Fedora

-Pulse Pistol 10/20/40 2d8+1 RoF1, AP4, Snapfire, Disintegrates target

Sunday, October 30, 2011

The gangs of SD: The Angels of Mercy

Doomsday cult or elite hitmen: the enigmatic Angels of Mercy.



E) The Angels of Mercy

-          The gang: Perhaps the most enigmatic of all the gangs in SD, many rumours are spread about the Angels of Mercy, though very little is known with certainty. The gang is located in the Park, occupying the old medical center and some of the surrounding area. They are highly proficient with firearms and explosives and possess some of the finest weaponry found in SD. As the Angels of Mercy usually prefer to operate alone or in small groups, their true strength is a mystery, but most estimate they number no more than a few dozen. They seemingly raid not to claim territory, but rather to gather supplies and inflict as many casualties as possible before falling back to their own turf.

 The members of the gang are all said to follow a peculiar religion, a mixture of Christianity and death-worship as found among the eastern tribes. Their leader is only known to the outside world as the Angel of Death, and his true identity is regarded as the best kept secret in SD. His true identity is known only to a handful of the most trusted Angels of Mercy; an elite circle of sharpshooters called the Harbingers. Unbeknownst even to the other gang members, the Angel of Death, an unassuming middle-aged man, walks among them at all times, dressed like any other member, performing the same tasks and everyday activities of the gang. With a note or a whisper he surreptitiously relays his commands to the Harbingers, who then spread them among the rest of the gang.

 Angels of Mercy tend to avoid any contact with the outside world, deeming it unclean and filled with irredeemable sinners. As they keep their identities a well-guarded secret, this leads many to believe that the Angels of Mercy keep spies everywhere, infiltrating all the major gangs, though no evidence exists to support these suspicions.

 When the Angels of Mercy do go outside to raid and kill, they wear white procedural masks, which is the only identifiable mark the gang has. Though they favor stealth, they are quick to adapt and switch to all-out carnage when the fighting becomes heated.

 While the gang clearly has very little love for the outside world and the other gangs, they do however except individual petitioners. At a rusted gate marking the border of their territory an intercom system can be found. Any outsider may use it; he or she has to say a prayer for the soul of the person they would like killed, then leave a proportionate donation at the gate and leave. Five days later, that person is invariably killed, or the donation was not deemed sufficient.

-          Turf: The Angels of Mercy control the crumbling pre-War SD Medical Center and neighbouring buildings. It is rumoured that every inch of it is booby-trapped with explosives and other equally lethal contrivances, and that experienced marksmen scour the area day and night for intruders.

-          Influence: The Angels of Mercy have little dealings with the other gangs which does not involve raiding them. Their reputation as expert killers and hitmen garners them both fear and scorn. No one on the outside has ever seen there leader, though when Barbatus declared himself lord of all of SD, the Angel of Death sent an envoy, stating that the Angels of Mercy would pay homage to the Chain Gang as long as Barbatus lives. Many gangs assume the Angels of Mercy are biding their time, waiting to wipe out all the other gangs in one swoop when the opportunity presents itself. The Angels of Mercy pay homage to the Chain Gang.

Angel of Mercy
St d6, Ag d10, Vi d8, Sm d8, Sp d8
Fighting d6, Small Guns d10, Explosives d8, Stealth d8, Notice d8, Survival d8
Pace 6, Run d6, Toughness 6/7(1), Parry 5
-Leather Coat, Leather Armor (+1)
-Combat Knife St+d4+1
-Silenced 9mm Pistol 12/24/48 2d6 RoF1
-Hunting Rifle 24/48/96 2d8 RoF1
-Assault Rifle 24/48/96 2d8 RoF3
-Combat Shotgun 12/24/48 1-3d6 RoF1, 1 action to reload
-Frag Grenade 12/24/48 3d6
-Frag Mine 3d6+2 Med Burst Templ

Harbinger
St d6, Ag d10, Vi d8, Sm d8, Sp d10
Fighting d8, Small Guns d12, Explosives d10, Stealth d12, Notice d10, Survival d12
Pace 6, Run d6, Toughness 7(1), Parry 6
Marksman
-Leather Armor (+1)
-Combat Knife St+d4+1
-Silenced 9mm Pistol 12/24/48 2d6 RoF1
-7.62mm Sniper Rifle 50/100/200 2d10 RoF1
-H&K P90C 12/24/48 2d6+1 RoF3
-Frag Grenade 12/24/48 3d6
-Plastic Explosives 4d10+3 Large Burst Templ

The Angel of Death (Wild Card)
St d6, Ag d10, Vi d8, Sm d10, Sp d12
Fighting d6, Small Guns d12, Explosives d12, Stealth d10, Notice d12, Survival d12, Persuasion d10, Barter d10
Pace 6, Run d6, Toughness 6, Parry 5
Marksman
-Leather Coat
-Butterfly Knife St+d4
-Silenced 9mm Pistol 12/24/48 2d6 RoF1
-7.62mm Sniper Rifle 50/100/200 2d10 RoF1
-Frag Grenade 12/24/48 3d6

Wednesday, October 26, 2011

The gangs of SD: The Pit Lords

A gang of pit slaves who've turned the tables on their former masters and all other slavers: the Pit Lords



D) The Pit Lords
-          The gang: A decade ago, the Jackhammer gang controlled most of the Park area. At the height of their power they started using the old, abandoned SD Zoo to cage their slaves and the captives from their raids. Soon enough the guards began staging gruesome fights, first pitting their prisoners and slaves against each other, later also against deadly wasteland creatures that the gang captured for this purpose. The stories of these spectacular pit fights quickly spread, gaining such popularity and infamy among the SD raiders that the Jackhammers opened the Zoo to the other gangs. Quickly it became the prime gambling hole to make some fast money as well as slake one’s bloodlust. As the number of fights rose steadily to keep up with demand, the Jackhammers started raiding for slaves frequently, training them to become pit fighters, and began breeding their own mutated animals.
       Eventually each night three matches were staged: the first a group free-for-all, pitting five men and women against each other, last one standing wins; the second a creature feature, throwing a few men with simple weapons against giant mutant animals; the last of every night a one-on-one melee between the winners of the fights from previous days. The slaves were offered only one way to regain their freedom: a fighter could go free if he or she won twenty matches. After more than two years, finally one man rose to the challenge, a crowd favourite with the pit name Bonebreaker. In his twentieth fight, he managed to defeat a giant Radscorpion, armed with nothing more than a net and a spear. However, the promised freedom proved to be a lie. When the guards escorted him back to the slave cells deep in the bowels of the arena, Bonebreaker overpowered his jailors. He then headed straight for the Zoo’s beast master, slew him and his men and proceeded to unlock all the animal cages, allowing them to make their way into the arena theater. While the creatures ran amok and kept the present raiders occupied, Bonebreaker freed the other slaves. Those raiders that were left after the animals tore into them were then quickly dispatched, and the slaves proclaimed themselves to be the new pit lords. The Jackhammers soon enough retaliated in force, but the former slaves managed to hold the Zoo, and though they lasted for a few years still, this embarrasing defeat signalled the beginning of the end for the once mighty Jackhammer gang.
 The pit fighters chose Bonebreaker as their leader, and he would lead the gang to prominence in the coming decade. The Pit Lords’ ferocity in battle was matched only by their hate for their former masters and all other slaver gangs. However, in their view even those who had merely condoned the slaving trade were equally at fault, and almost from the start they turned their wrath upon all raiders and gangs indiscriminately.
 The Pit Lords, though generally ill-equipped, are all excellent melee fighters, their burning hate the only weapon they need. They are also known to unleash their cage-bred creatures on unsuspecting neighbouring gangs, before the fighters begin their assault proper. They show no mercy to the defeated, taking captives only to throw them to the animals (Radscorpions, Giant Mantises, Molerats, Gecko’s - even a pair of Deathclaws) they once more began breeding in the Zoo. Captured slaves however are freed of their bonds, though the Pit Lords demand one thing in return: the freed slave must become part of the gang until he or she has killed twenty slavers, and may then choose to leave the gang, or stay. Slaves who refuse are hanged as ungrateful cowards and traitors.
 The Pit Lords distinguishing gang mark are the numbers XX in red paint, reminding their fighters of their blood debt of twenty kills. Many fighters also keep a running tally of the number of men they’ve killed, making notches on their weapons, clothing or armor. Some of the more brutal fighters have each kill tattooed on their body, or give themselves a scar for each one. Those who reach their twenty kills and stay with the gang get the honorary title of Champion. The Pit Lords are, apart from the Jetheads, the only major gang to accept mutants, counting several Ghouls and Super Mutants among their ranks.
 Once they enter the gang, each member renounces their former birth or slave name, and takes on a name in the fashion of the pit fighters. When trapped and outnumbered, Pit Lords take their own lives when possible, rather than fall into the hands of their enemies.
 After the death of Bonebreaker in the Convent ambush, they are now led by Steelfist, a one-armed giant of a man. As Bonebreaker before him, Steelfist renounces Barbatus’ dominance over SD and the Pit Lords, professing that the Pit Lords will never again serve a master other than themselves.
-          Turf: The Pit Lords have taken SD Zoo as their territory, and so far none of the other gangs have managed to challenge their claim. Most of the old Zoo is overgrown with weeds and crumbling, but the have kept the remaining pens and cages in good condition.
-          Influence: The only thing despised more in SD than a slave, is an unruly slave. Tales of cannibalism and lycanthrophy are spread about the Pit Lords, and none of the major gangs want any dealings with this gang made up of escaped slaves. As they are a force to be reckoned with however, none of the gangs go out of their way to actively provoke them. When Barbatus promised the Pit Lords a parley on equal footing with the other gangs, the gang readily accepted. Though Steelfist continues the same line as Bonebreaker, he lacks the iconic status of the Pit Lords’ liberator, and many suspect the gang will weaken itself and fall apart before too long under their new leadership.

Pit Lord
St d8, Ag d8, Vi d8, Sm d6, Sp d8
Fighting d10, Small Guns d4, Intimidate d10, Taunt d8, Notice d8, Stealth d4
Pace 6, Run d6, Toughness 7(1), Parry 7
-Leather Armor (+1)
-Brass/Spiked Knuckles St+d4
-Dagger St+d4
-Cleaver St+d6
-Spear St+d6, Reach 1, Parry +1
-Sledgehammer St+d8, Parry -1

Pit Lord Champion
St d10, Ag d8, Vi d8, Sm d6, Sp d10
Fighting d12, Small Guns d8, Intimidate d12, Taunt d10, Notice d10, Stealth d6
Pace 6, Run d6, Toughness 7(1), Parry 8
-Leather Armor (+1)
-Sledgehammer St+d8, Parry -1
-Hunting Rifle 24/48/96 2d8 RoF1
-Double Barrel 12/24/48 1-3d6 RoF1, 1 action to reload
-MP9 10mm SMG 12/24/48 2d6 RoF3

Steelfist (Wild Card)
St d12, Ag d8, Vi d10, Sm d6, Sp d12
Fighting d12, Small Guns d4, Intimidate d12, Taunt d12, Notice d10, Stealth d4
Pace 6, Run d6, Toughness 10/11(+2/+3 vs Energy Weapons), Parry 7
One Arm
-Metal Armor (+2/+3 vs Energy Weapons)
-Gladiatorial Helmet (enclosed) (+2)
-Power Fist St+d10