Lindt
May 11 2007, 03:58 AM
Wow, thats wicked badass.
On one hand, he only has a willpower of 3, so it wouldn't take much force me to make a longshot test anyway. On the other hand, it means I'm intimidated by a annoyed looking girlscout.
Bah, Ill do it. It'll be fun.
Or I wont because the page is protected?
adamu
May 11 2007, 04:15 AM
Okay, sorry to be slow, just wanted to confirm things before I start adjusting my back story -
The scene Grendel just wrote is NOT a call to arms preview of our NEW gang forming,
It is his narrative of the aftermath of the Gurkhas biting the dust and his forming the Hammerpack, which is the OPCG?
So players starting in OPCG are Hammerpack(ers?) under Legion, and Hammerpack was center of this alliance that (barely) wins a big battle.
And now we will organically form NPCG from the ashes? Or else just recruit more folks into OPCG?
Am I anywhere near accurate here?
HeySparky
May 11 2007, 04:32 AM
I think that's exactly right, adamu.
Lindt - I don't see that you're a member of the space. Vegas and I were talking and decided that we should restrict editing the page to members, so all you need to do is join.
WinterRat1
May 11 2007, 04:47 AM
QUOTE |
@Vegas: We're going to have to fight these guys? Can't we just tac nuke em? |
Hey, I have to challenge you guys, right? And there's always gotta be at least one (key phrase: at least)
really scary 'Evil Empire' type opponent floating around out there to keep your lives interesting. Can't have you all getting bored with the game and accusing me of not providing you with interesting scenarios.

QUOTE |
The scene Grendel just wrote is NOT a call to arms preview of our NEW gang forming |
Correct.
QUOTE |
It is his narrative of the aftermath of the Gurkhas biting the dust and his forming the Hammerpack, which is the OPCG? |
Correct.
QUOTE |
So players starting in OPCG are Hammerpack(ers?) under Legion |
Correct.
QUOTE |
Hammerpack was center of this alliance that (barely) wins a big battle. |
Who said anything about winning the big battle? As we start the game the battle just ended. You don't even know who's still alive, let alone who won. After all, part of the fun will be determining exactly what just happened, before you even get to the 'where do we go from here part'. Who knows, you could find out your side just got annihilated and the victorious enemy is now looking to finish you off.

QUOTE |
And now we will organically form NPCG from the ashes? Or else just recruit more folks into OPCG? |
The intention is that you organically form NPCG from the ashes.
Grendel has not expressed any disagreement on this point so I assume he and I are still on the same page.
There will almost certainly be no NPCs from the Hammerpack gang in NPCG. Shade is coming from Splintered Crash, and if Konsaki makes a dedicated NPC, I will encourage that he/she not be from Hammerpack. So really the only members of Hammerpack left will be the PCs from OPCG.
As of now, on the wiki I count a grand total of 6 PCs from OPCG. There are currently going to be at least 14 members (13 PCs + Shade) in NPCG. Slipshade makes 15. We'll probably pick up a couple during the 'official' recruitment phase (although this has basically turned into a Recruitment

), so say our final tally is about 20 or so. When all's said and done, maybe half the members of NPCG will be from Hammerpack.
With that kind of turnover, and considering that so many members would be from different gangs, it seems reasonable the leader would probably rebuild the entire culture of the gang from scratch to form a more cohesive and unified group, which is my intention and what I want Grendel to be doing.
HOW he does it, of course, will be entirely up to him. But yes, the intention is for you all to organically form NPCG from the ashes.
WinterRat1
May 11 2007, 08:22 AM
Wiki Mistresses - I updated the 'Rivals' section so I didn't look like an idiot by having 'Minor Player' on there twice at 5 & 7. I changed 7 to 'Major Player' and 8 to 'Top tier Player'.
All - There has been a change in focus wherein I'm trying to get the gangs all done first before writing up the 'Our Story Thus Far', which makes a heck of a lot more sense and is easier for me. Just an update so you know I'm not slacking over here.
Projected timetable - When all the gang info (PC & NPC) is done, our story thus far is up, the official Guidelines thread is written, all current characters in the pipeline have been approved by Konsaki, and all random stuff like the contraband tables are complete, we'll open up the Official Recruitment thread.
I do not plan on leaving up the Recruitment thread for long because I know you all want to get started and by now most people who are seriously interested in the game are already in. Plus we've got about 13-15 players already, so I think we're doing pretty well on the Recruitment end.
Then at last it'll be showtime. I realize we're taking a while to get going but I'd rather have us take the time now to build a strong foundation that will last us going forward rather than rushing into things to get started and having the game collapse because we didn't put in the work to set it up properly.
I know I've said that before but I wanted to give you all a sense for where we're currently at and where we're going. Thanks to everyone who's been contributing in so many ways big and small to the game, we would never be able to pull this off without all the help of everyone involved!
WinterRat1
May 11 2007, 09:48 AM
Since we'll be organically selecting the gang's turf now, I don't mind letting you all get up to speed on the other gangs in your area. Here's some drafts for people to look at, credit to Rob for his work on the Steel Demons and Outlanders.
Note: All these gangs are drafts so far, even the ones already on the wiki. Once I have them all completed, I will be looking at their comparative rankings, number of members, political relationships, etc. and tweaking them to fit appropriately relative to the rest of the gangs. So don't worry about being vastly outnumbered by every other gang or anything like that. For now they should provide an adequate base understanding of the other gangs, and that is all they are currently intended to do.
Steel Demons
[ Spoiler ]
Gang Name: Steel Demons
Gang Focus: The Steel Demons take their names from the steel and concrete reinforcing beams that hold up the highway 405 elevated as it passes over their territory. They operate clustered underneath the highway and in long, low steel reinforced, aluminum-roofed quonset hut warehouses clustered along this section of the road.
Their 'hood used to be a primarily commercial shipping and receiving area and corporate motor pool and warehousing area. Since the crash of '29, the warehouses were originally converted to low-income housing lofts, and after the development companies fell into receivership, no-income housing lofts. The neighborhood around it makes most of its money off junkyarding, carjacking, and support for the various local residents.
The gang itself is tightly integrated with the community and leads its economic life. The only legitimate industry in the area is a small gas/electric station, owned by Fatso, one of the gang lieutenants. The gang sells drugs and contraband to motorists who pass through the gas station, and will occasionally smuggle some packages for people locked in sealed baggies and dumped in the tank of "Peterbilt," another lieutenant's, big rig (the bimonthly refueling vehicle). The gang runs chop shops, dope selling, protection, and occasional highway banditry operations for most of its business.
Leader: "Tin Hat Tommie" - a huge and suprisingly old (32) troll who started the gang 12 years ago. Called 'tin hat' because of the way he'd pretend to be a schizophrenic paraniod burnout zen-addict to get other gangs to overlook him when he'd case their turf. Tommie is quite clever, and rose from street-level homelessness to integrate the gang into his community. He's made a quite comfortable nest, entirely eleveated and concealed among the girders and pylons that hold up Highway 405.
Tin hat Tommie is one of the oldest members of the community, and can remember the steady decline of the area since he was 3. He has a photographic memory, and knows pretty much everyone who lives in his turf. His father was a member of the local Teamsters' Union, and eventually got imprisoned and later killed for refusing to turn over the corporate property in the neighborhood to its owners.
Tommie loves the idea of being a troll under a bridge, and occasionally takes it out by jacking random motorists who stop to change a tire or pull over for Born-Again Christie (see Lieutenants, below). Aside from that, he generally acts as the unelected and inconsistently benevolent or brutal mayor of the Steel Demons' turf.
Lieutenants: 3
- Fatso - A friendly, portly dwarf who owns the Gulf station at the 405 and <insert name here> off ramp. Fatso keeps an eye on the comings and goings of people in and through the community. Fatso is a long-time dealer, and loves to fence loot and run the gang's external drug trade, but is also serves as the gang's conscience. Fatso's also a (well-hidden) mystic adept, who always seems to know more about you than you let on.
- Peterbilt - A crusty, coarse, rude dwarf who runs the supply truck to Fatso's shop. Peterbilt is fairly ugly due to a misshapen jaw, caused by a tumor from his constant tobacco- and coca-leaf-dipping. Peterbilt maintains the Demons' contact with the outside world. Peterbilt is a consummate smuggler and has huge ties with the transportation community, and provides lots of work for the gang in terms of smuggling operations.
- Born-Again Christie - A 23 year old, fairly attractive young Ork. Christie used to be a happy and convivial girl, before she became Tommie's girlfriend. A couple years of running at Tommie's side and a growing addiction to Kamikaze (and the violent, sociopathic effects it produces in its addicts) turned her into the violent and bitter woman she is today. She constantly pushes Tommie towards more brutal and violent acts on the 405 and in the community. She's famous for grabbing some gangers and killing the family of Dishka, a kid who left the gang and fell in with the Raiders two years ago.
Head Count: 32
- Tin Hat Tommie, the leader
- 3 Lieutenants
- 4 chop-shop mechanics
- 2 snitches
- 6 carjackers
- Christie's converts, 8 hard-core human, elf, dwarf, and ork kids who form the gang's most violent muscle.
- 4 dealers
- Jimbo and Rex, two identical twin trolls who provide the Demons' interface with the other communities nearby. Jimbo is actually even on good terms with Raiders.
- Grace and Stinky, a young Elf and Human who scout the area around the Demons. Grace is quick, and Stinky is an extraordinarily atheletic Adept. They can run, duck, hide, and climb over anything. Most of them do their scouting entirely above ground - Stinky, at times, hasn't set foot on the ground for weeks on end.
Initiation Rituals: The 405 Keelhaul - a new ganger is stripped naked and blidnfolded, and started hanging underneath Highway 405. He has to climb to the edge of the highway, climb onto the top of it, run across the highway blindfolded, and then climb back to his starting points. Tommie loves this ritual, and lets the gangers prepare for it as much as they want - so long as they accept no help the day of.
Uniforms: Steel and rust. Newly initiated gangers are all branded at some point with the official gang symbol (see below) personally by tommie. Tommie has the symbol built into his walking stick, and he heats it up to glowing orange off the catalytic converter of Peterbilt's big rig. The brands are haphazard, since it's usually wherever Tommie hits the new member with his stick after they finish the Keelhaul.
Symbol: The 'Playboy-Sillhouette mud-flap girl, with two horns and carrying an assault rifle.
Territory: Under Highway 405 and part of Kingsgate. See map.
Foes: Have always had tense relations with the Raiders. In outright conflict with the Emerald Lotus every time the lotus tries to run through their turf.
Uniqueness: The Demons have a lock-down grip on their community. Simply put, absolutely nothing happens in their territory without them knowing and condoning it. They run very close to the streets, and though they don't tend to expand much, whatever they expand to they hold very tightly. In general, they are also one of the most loyal and internally sound gangs out there. Tommie is an extremely smart and charismatic leader, and the gang's postiion as the police, mayors, military, and prime economic force in their neighborhood makes them respected and feared citizens - in some wierd way - of their area.
Most of them live in shacks suspended off the bottom of Highway 405, and they are quite adept at moving unseen among the roofs of the area. They can smuggle easily, and have suprising freedom of movement for a gang in their area.
Operations: The gang makes most of its day to day money of protection rackets in their neighborhood, though they call them 'taxes.' They sideline in importing and selling things within the commmunity - mostly drugs, but also electricity from taps built into the counduits buried in Highway 405. They make extra money from chop-shops, banditry, and smuggling.
Christie runs the offensive and banditry operations of the gang, Fatso and Peterbilt run the smuggling and black marketing, and Tommie acts as the mayor of his neighborhood. The Gang is close, and has a huge base of support among the families and extended families of its members.
They are by no means benevolent - they run well, and closely, but mostly through a fairly controlling boot on the head of their neighborhood. Much of their cooperation is forced from neighborhood residents, which the gang considers a necessarily evil to keep their territory (relatively) prosperous and secure. Dissent is not tolerated, and usually responded to by beatings or publig humiliation. Christie would take an even stronger hand in it, and if Tommie dies she and Fatso are likely to war over the subsequent control of the gang.
Markets:
• Computer Crime - 0
• Controlled Substances - 3
• Counterfeiting and Forgery - 0
• Fencing - 2
• Fixing - 2
• Gambling - 2
• Hijacking - 2
• Kidnapping - 0
• Loansharking - 2
• Pornography - 2
• Prostitution - 2
• Protection - 2
• Robbery - 2
• Shadow Services - 0
• Smuggling - 3
• White-Collar Crime 0
• Total = 24
Operations:
• Enforcement - 2
• Fiscal - 2
• Intelligence - 2
• Management - 1
• Reputation - 3
• Total = 10
Grand Total = 34
Ranking:
0 - Nonexistent
1 - Turf player (only within the gang’s turf)
2 - Neighborhood player (with a several block radius around gang’s turf)
3 - Area player (e.g. Kingsgate, Avodale, Hollywood, etc.)
4 - District player (e.g. Redmond, Tacoma, Renton, etc.)
5 - Minor player in Seattle
6 - Player in Seattle
7 - Major player in Seattle
8 - Top tier player in Seattle
9 - Dominant player in Seattle
10 - Leader in Seattle
[/spoiler
WinterRat1
May 11 2007, 09:53 AM
Outlanders
[ Spoiler ]
Gang Name: Outlanders
Gang Focus: The Outlanders are the external face of a fairly extensive community of squatters and rejects along the Sammamish river and Woodinville/Redmond Road. Calling them a gang from an external perspective represents them well, but from an internal perspective fails to account for either the depth or size of their operations.
The Outlanders' home turf is the strip of land north of 143d street and the Sammamish river. They operate down into the loosely developed areas that adjoin this strip of land, but derive their power from the squatter community further out along the river.
To external observers, the Outlanders are a small and extremely young gang of humans, metahumans, and (for lack of a better word) parahumans operating out of the loosely developed area NE of the Raider Nation. They have an breathtakingly paranoid us-versus-them mentality, even by the standards of distrustful barrens gangs. They only rarely trade with other gangs or communities, mostly just commiting intermittent and random acts of violence and theivery against the other nearby gangs and communities. Occasionally they will trade food and salvage for weapons, tools, or medicine.
To internal observers, the situation is more nuanced. The outlanders are sort of an 'agoge' for the youth of a paranoid and reclusive "tribe" of denizens of the river/railfront area. Their families and friends live in this tribe, and exist through subsistence agriculture and fishing along the river and in the run-down railroad properties. The Outlanders serve as a buffer for the rest of the tribe, and occasionally as a means of getting supplies from the outside world.
Leader: The Outlanders rotate leaders fairly quickly, both because of the gang dynamics and the fact that many of their members retire back to the river dwellings.
The current leader of the gang is "Lenny," a 16 year old half-crazed Elf Shaman who claims the Sammasish River as his mentor (use the stats for Sea mentor spirits). Lenny, for his age, is a quite powerful Shaman who believes unflinchingly in the superiority of Sammamish tribe way of life. His education is half from his elders, half from his own insanity, and half from patriotic Native American Nations trid broadcasts piped from Salish territory.
Lenny takes the paranoid us-versus-them mentality of the gang and tribe to new heights, beleiving in the spiritual virtue of predating the other Redmond inhabitants and stealing what is necessary. He will only trade or negotiate with anyone else reluctantly. Though he is certain that the Outlanders have a right to destroy anyone near their borders, he genuinely has no idea how to make this happen. Instead, he condones violence, theivery, and occasional kidnapping and rape to operate the gang.
Lenny's power is based of his (relative) seniority and legitimate fear of his magical powers. He uses spirits to aid in gang operations and earth spirits to reinforce and enlarge the tunnels that lead back into the Sammamish tribe's home ground. He actually has very little control over the day-to-day operations of the gang - many of the other members, led by Charlie and Mudbug (below) actively ignore him.
Lieutenants: 3
- Charlie - Charlie is an extraordinarily reasonable and wise-beyond-his-years young Sasquatch. He rarely leaves the gang territory, as he is terrified of the reactions of the other Redmond-dwellers to him. He believes in the lifestyle of the Sammamish tribe, and sees the utility of the gang as a way to perpetuate that lifestyle rather than prove its superiority. He and Mudbug are close friends, influence much of the gang's behavior, and serve to keep Lenny from pissing off the Raiders, Lotus, and Brute Force enough to destroy them or endanger the tribe.
- MudBug - one of the only Outlanders to receive something like an education, Mudbug is a human/dwarf mutt (use the stats for a human looking dwarf). Mudbug is the second youngest member of the gang (at 11), but his parents were recent additions to the tribe and still had a customized wireless receiver which they used to provide him with some online classes and education. He has grown up hard, and still has dreams of leigitimizing the Sammamish tribe and operating peacefully and openly.
- Pluto - Pluto is an ork ghoul, and leads the more stealthy operations of the gang. Pluto is the longest member of the Sammamish tribe to server in the gang, for 8 years (4 of which as a ghoul). Pluto sees no need to return back home for the moment, though it has long since completed its agoge. Pluto instead leads a number of the members of the gang in thievery and kidnapping, and the few other ghouls in seeking out metahumans out too late.
Head Count: 58
- "Lenny"
- Lenny's Faction:
- 8 13-15 year old raiders
- 2 16+ year old veterans - Mule and Crash, a male troll and female dwarf, respectively, who serve as Lenny's guards and enforcers.
- Charlie and MudBug
- Charlie and MudBug's Faction:
- 7 13-15 year old traders, scouts, and scavengers
- White Fox, a 16 year old pureblood native american who helps Charlie and Mudbug arrange many of their trades.
- Pluto
- Pluto's Faction:
- 3 other metahuman ghouls
- Stumpy, Jackie, and Mauler- Stumpy and Jackie are two 15 year old humans born to the Sammamish tribe's kennel master, and own and care for Mauler, a true Barghest. Mauler is friendly and fiercely loyal to Stumpy and Jackie, but a bit overeager sometime (hence Stumpy's name.)
- 3 other 15+ year old toughs.
- 26 young (11-14 year old) non-initiated gang members
Initiation Rituals: Properly speaking, the Outlanders ARE the initiation ritual for the Sammamish river tribe. Within the gang, most of the initiation focuses on a proof of loyalty to one of the lieutenants.
Lenny requires his initiates to dress in the "traditional" Sammamish tribe "Warpaint" and go with him to raid houses in some of the other gangs' territories.
Charlie and MudBug tend to require a simple spiritual test - Charlie asks that his initiates float down the Sammamish to lake Sammamish, then swim back. Mudbug generally requires several days of service - clearing out wreckage, rebuilding parts of the gangs buildings, or salvaging useful equipment from the area.
Pluto's test is simple. Bring back a peice of 'ware or kidnap someone.
Uniforms: Usually, none, except for Lenny's group. When a credible external threat forces the gang to act en masse, all of them will dress in "Warpaint" - red and blue slashes of paint from upper left to lower right across the whole body.
Symbol: A black fist rising out of the earth, with deep roots underneath, imposed on a yellow circle.
Territory: Sammamish river area to NE of the Raider Nation
Foes: The Outlanders have never been on good terms with anyone, but maintain various levels of relations with the other nearby gangs. They have nothing to fear from the Emerald Lotus because of the extensive tunnels and hiding areas in their terrain, but are not well enough armed to threaten them. They are in some constant level of fight with Brute Force. They have learned by hard experience to avoid the Raiders entirely, since the Raiders are so much better armed and organized. However, the Raiders only rarely attack the Outlanders, since taking any territory from them is so difficult and they fight like demons when pushed against their own turf.
Uniqueness: The Outlanders have little of the common fears of other Redmond gangs - they owe little defense to their homes, since their home tribe is hidden and relatively self-supporting; they don't fear losses much because they are fed new recruits every year from home.
They live in an underdeveloped area, even by the barrens, but communicate through underground tunnels, hidden routes, and sparse forest with their families and the agricultural community on the river.
Their 'traditions' - save for their paranoia and reclusive natures - change often, by the whim of whatever new leader cycles through and the caprice of youth.
Operations: The Outlanders operations are inconsistent and difficult to explain, given the inconsistency of their leadership. They steal extensively for gear and weapons from other communities, and ship most of the not-immediately-useful gear back home. Sometimes Outlanders can be found trading food for equipemtn or supplies, but equally often they will be found brawling in the streets with other gang members. Because they have few money-making operations and run internally off barter and trade, they are generally grossly underequipped or underarmed compared to other gangs. However, the strange nature of their home community brings many magically active within the gang.
Pluto runs some more cruel operations, possibly with some affiliation or connection to the 162s or Tamanous. Pluto will kidnap pedestrains or families, steal used cyberware, and occasionally ransom victims to other gangs or their own families.
The Outlanders are difficult to retaliate against, as they can often run and hide within their territory extraordinarily effectively. Though underarmed, they are strong, motivated, and vicious when on the defensive; and even Charlie is rumored to have savaged 3 young Raiders once.
Markets:
• Computer Crime - 0
• Controlled Substances - 1
• Counterfeiting and Forgery - 0
• Fencing - 2
• Fixing - 0
• Gambling - 2
• Hijacking - 0
• Kidnapping - 0
• Loansharking - 1
• Pornography - 0
• Prostitution - 1
• Protection - 2
• Robbery - 3
• Shadow Services - 0
• Smuggling - 3
• White-Collar Crime - 0
• Total = 15
Operations:
• Enforcement - 2
• Fiscal - 1
• Intelligence - 2
• Management - 1
• Reputation - 2
• Total = 8
Grand Total = 23
Ranking:
0 - Nonexistent
1 - Turf player (only within the gang’s turf)
2 - Neighborhood player (with a several block radius around gang’s turf)
3 - Area player (e.g. Kingsgate, Avodale, Hollywood, etc.)
4 - District player (e.g. Redmond, Tacoma, Renton, etc.)
5 - Minor player in Seattle
6 - Player in Seattle
7 - Major player in Seattle
8 - Top tier player in Seattle
9 - Dominant player in Seattle
10 - Leader in Seattle
WinterRat1
May 11 2007, 09:54 AM
Heartbreakers (Yes I was inspired for this one by The Ladies of Frank Miller's Sin City)
[ Spoiler ]
Gang Name: Heartbreakers
Gang Focus: The Heartbreakers are an all female gang formed by girl gangers who were tired of being treated as second-class citizens or simply sex objects by their male counterparts. Banding together for protection and the chance to carve out a safe (or as safe as it gets in the Barrens) haven of sorts, the Heartbreakers have occupied a unique niche in the Kingsgate gang world.
Lacking the sheer muscle and raw combat acumen that many of the other gangs in the area have, the Heartbreakers have turned to the one asset they have in abundance, namely their feminine ones. The gang’s primary source of income comes from prostitution, mostly from clients who come through the Touristville area just to the south of them. However there is no shortage of business among the other gangs in Redmond. Recently the quality of the girls has started to attract clients from Bellevue and Snohomish as well, although clients tend to insist the girls meet them somewhere safer rather than risking a trek through the Barrens.
The Heartbreakers look out for their own, and despite the fact that most, if not all of the girls have prostituted themselves at one point or another, considerable effort is made to protect the girls throughout the process. They are very careful to ensure each member can take care of themselves if things get nasty, and if someone is abusive to one of the girls, unless he or she has paid for the privilege, they can bet on receiving a visit with a not-so-happy ending from the rest of the gang. Compared to most of their fellow Barrens residents, the members of the Heartbreakers pay considerably more attention to their grooming and personal appearance, since that is the gang’s primary source of income.
One area the gang has recently expanded to is working as security escorts, going not only as a date for their client, but providing security as a bodyguard in addition to their usual sexual services. Within Barrens circles especially it is considered quite prestigious to have a Heartbreaker on your arm. After all, even if the other gangers know you had to pay for her, they also know you’ll certainly be getting luckier than they will tonight.
Leader: Frosty has earned her nickname a dozen times over. Cold-blooded, calculating, and ruthless, she built the Heartbreakers over the (mostly naked) bodies of her enemies. If Valentina is the nurturing aunt who takes the girls under her wing to show them the ropes of life in the gang and Dominique is the rough-and-tumble older sister who watches out for them on the streets, Frosty is the domineering matriarch that no one wants to cross.
Not much is known of her early years, but what is known is that at some point Frosty got sick of the proverbial glass ceiling (yes it exists even in the Barrens) and took matters into her own hands. Silently recruiting among the other girl gangers she knew in the area, she worked her way to becoming the girlfriend of the former gang leader in the area before murdering him after a particularly exhausting bout of sex when he was too dazed to properly defend himself. She promptly told the surviving male members the roles were reversing and they were now the ones around solely for sex. After she killed the first several dissenters, the others took the hint and left.
She rules with an iron hand and a mind like a steel trap. No one questions her dictates and her will is absolute. Her policies have been good for business however, and her cunning political acumen has ensured the Heartbreakers have plenty of allies to make up for their own comparative lack of muscle. For now, she’s been content to simply carve out a stretch of turf the girls can call their own, but for someone who’s come this far, the question is not does she have further ambitions, but what are they.
Lieutenants: 2
- Valentina, a Russian woman in her late 20s. Not much is known about her past, although it’s rumored that she worked as a high class call girl in Russia before fleeing to Seattle. What she’s running from and why she’d run to the Barrens is the subject of much speculation, but then again, who knows if any of the rumors have even the slightest ounce of truth? What is known about her is that she is in charge of prostitution training. Grooming, makeup, etiquette, fashion, sexual techniques, cosplay, you name it, and she’s in charge of teaching the girls how to do it. Not only does she teach it, but anyone who’s had her will tell you she’s a master at practicing what she preaches. Don’t mistake her for simply a high quality whore though. She is obviously educated and has a keen mind, and also serves as the gang’s chief strategist as well.
- Dominique, an absolute animal in the bedroom and on the streets. It’s well known she doesn’t carry a weapon, largely because she doesn’t need one. She is a weapon, packing various cyberweapons and enhancements to make her a force to be reckoned with even when she’s completely naked. She is in charge of teaching the girls to fight, and while few of them are even close to her level, there’s little doubt that Dominique herself could join any of the harder, nastier gangs in Kingsgate and not only fit in, but thrive. If Valentina is the one you want to have in the sack with you, Dominique is the one you want when it’s time to throw down.
Head Count: 20-25
Initiation Rituals: The Heartbreakers do not have a consistent initiation ritual. Instead they must demonstrate three things to the leaders’ satisfaction: absolute unyielding loyalty to the gang over anyone or anything else despite other emotional commitments, combat acumen, and not only sexual prowess, but the willingness to use it in the service of the gang. The test is tailored to each recruit, and sometimes said recruit is not even aware she is being tested.
Uniforms: Red and hot pink colors. Beyond that and the gang symbol, the Heartbreakers have no specific uniforms, although they always dress in ways to attract attention from the male gender, favoring small, tight, revealing outfits that display all the things men usually want to see.
Symbol: A Valentine-like red heart that is broken down the middle with jagged edges, a classic symbol of a broken heart.
Territory: See map
Friends: The Heartbreakers are strong allies with the Emerald Lotus, who have their own code of honor and generally have treated them with respect. Although their turf is on opposite ends of Kingsgate, the fact that they are a go-gang means they often work with the Heartbreakers as escorts when they’re traveling to and from a job, even working as security for them sometimes. They’re also on good terms with the Black Plague, who like the Heartbreakers feel that the general majority of the world is out to hold them down. The two are on friendly terms and generally do not conflict much.
Foes: The now extinct LoCoS and their machismo stood in direct contrast to the Heartbreakers, and the two gangs clashed frequently. They are always on tense terms with their neighbors, the 162s. After all, ghouls don’t want to have sex with the girls; they just want to eat them. Despite this, the two gangs generally stay out of each other’s way, as the girls want no part of the ghouls, and the ghouls don’t want the heat the Heartbreakers allies might bring to bear on them if they push the issue.
Uniqueness: The Heartbreakers are an unusual all female gang in that they actively seek to make sex the primary focus of their gang, whereas most girl gangs form to get away from that. Gang members are indoctrinated to see their body as a weapon, and are trained to be able to make the best use possible of it.
Operations: The Heartbreakers operate primarily as an organized brothel, providing services to whoever can afford to pay. In addition to their sexual services, they sometimes function as bodyguards for those who can afford to pay. They put all their girls through an extensive training regimen to ensure quality service and make most of their money from the various aspects of the sex trade, going so far as to ply their craft in surrounding districts at times.
In exchange for actually being a very minor player in Seattle’s sex market, the rest of their operations tend to be fairly weak. They occasionally sell illegal substances to their clients or those in Touristville brave enough to cross 124th Street. They also dabble in the usual gang related stuff (fencing, gambling, loansharking, protection etc.) but only on their own turf.
Markets:
• Computer Crime - 0
• Controlled Substances - 2
• Counterfeiting and Forgery - 0
• Fencing - 1
• Fixing - 0
• Gambling - 1
• Hijacking - 0
• Kidnapping - 0
• Loansharking - 1
• Pornography - 5
• Prostitution - 5
• Protection - 1
• Robbery - 1
• Shadow Services - 0
• Smuggling - 2
• White-Collar Crime - 0
• Total = 19
Operations:
• Enforcement - 2
• Fiscal - 3
• Intelligence - 3
• Management - 3
• Reputation - 5
• Total = 16
Grand Total = 35
Ranking:
0 - Nonexistent
1 - Turf player (only within the gang’s turf)
2 - Neighborhood player (with a several block radius around gang’s turf)
3 - Area player (e.g. Kingsgate, Avodale, Hollywood, etc.)
4 - District player (e.g. Redmond, Tacoma, Renton, etc.)
5 - Minor player in Seattle
6 - Player in Seattle
7 - Major player in Seattle
8 - Top tier player in Seattle
9 - Dominant player in Seattle
10 - Leader in Seattle
Meriss
May 11 2007, 01:31 PM
QUOTE (Konsaki) |
@Meriss
For every 100 not spent during chargen, you get a +1 attached to your starting cash, up to 1/2 the total number. For squatter its 2d6 or 12 max hits. With 375 left over, you would roll 2d6 to get your number then add 3 to it. So it would look like #1=5 #2=3 for a total of 8, then you add 3 to make it 11 total. |
OK got it. Can I reroll my starting cash?
Konsaki
May 11 2007, 03:21 PM
QUOTE (Meriss) |
QUOTE (Konsaki @ May 10 2007, 11:37 PM) | @Meriss
For every 100 not spent during chargen, you get a +1 attached to your starting cash, up to 1/2 the total number. For squatter its 2d6 or 12 max hits. With 375 left over, you would roll 2d6 to get your number then add 3 to it. So it would look like #1=5 #2=3 for a total of 8, then you add 3 to make it 11 total. |
OK got it. Can I reroll my starting cash?
|
'fraid not, Meriss. Your current roll stands since there is nothing wrong with it. You add 3 for your leftover cash for an additional 60.
Your starting total is 160 nuyen.
HeySparky
May 11 2007, 04:06 PM
Would anyone (GMs) object to half-strength, half-cost armor versions?
I can put up a section in 'contraband' for it.
rob
May 11 2007, 04:13 PM
I'd second that one. It'll also be a big one if we put in some armor degradation - though it's normally excluded from SR games for the bookkeeping, a lot of this game seems like it would be living-or-dying on the basis of things that stereotypical shadowrunners would take for granted.
Realism-wise, answer me truly - how many of YALL would like to trust your life to a piece of armor that already has bulletholes in it?
Konsaki
May 11 2007, 04:17 PM
Used armor is better than no armor at all, IMO. I would take it if there was nothing else around.
HeySparky
May 11 2007, 04:17 PM
What? Get rid of your lucky jacket? Are you nuts?
Lindt
May 11 2007, 04:32 PM
Im all for lucky jackets.
WinterRat1
May 11 2007, 04:50 PM
I do not generally object to half-strength, half-cost armor, a.k.a. Used armor. However, I would point out that a half-strength half-cost Armor Jacket is better than a New Armor Clothing, and cheaper by 50 nuyen too. How do you feel about that Konsaki?
Are there rules for Armor Degredation in SR 4? I could not find them.
HeySparky
May 11 2007, 05:04 PM
I wasn't talking specifically about 'used' armor, but lighter armor that was the same style as heavier armor... IE BOD 3 can only wear an Armor Vest or Lined Coat... come on. I want an Armored Jacket. I don't care if it's not as stout, I want the jacket-ness.
Konsaki
May 11 2007, 05:08 PM
Hmm... straight out of chargen, I wouldn't allow half cost armor. During gameplay though, armor you buy off the streets may or may not be new quality or top of the line quality armor. (Read: It might not be book stats)

Course, that also means that you can specificly look for second hand stuff to save a buck if you dont care about trying to get full value, too.
Armor degridation... That would be sorta dependant on the GM and the situation I guess. My thoughts are, if an attack blows through your armor, discounting called shots, and does physical damage, you glitch on a reaction test or soak test, you might lose some of your armor's protection.
Reallisticly, with every attack your armor should be getting weaker, whether it's penetrated or not, but I'm not that evil or else you guys would be buying armor after every fistfight or knife fight.
Konsaki
May 11 2007, 05:10 PM
QUOTE (ES_Sparky) |
I wasn't talking specifically about 'used' armor, but lighter armor that was the same style as heavier armor... IE BOD 3 can only wear an Armor Vest or Lined Coat... come on. I want an Armored Jacket. I don't care if it's not as stout, I want the jacket-ness. |
If that's the problem, buy the Armored Vest and put a Jacket on over it. As long as the Jacket doesnt have any armor to it, there should be no encumberence, though I dont like the armor stacking rules as is anyways.
By description, the Armored Vest is worn under any shirts/Jackets you are wearing and is ment to be hidden armor.
Vegas
May 11 2007, 05:14 PM
Damn.. I should have had Nevada come from the Heartbreakers ;P
Seriously though, Nice work guys. I put them up on the Wiki just to make any editing to them easier since all the rivals are drafts up for discussion. Easier to make edits in ONE place than trying to go back through this thread that is growing by leaps and bounds each day.
Konsaki
May 11 2007, 05:22 PM
Note that while these servers are going down sometime Saturday, I will be looking over the 'Ready' characters on the Wiki. I will save up any issues or questions I have until the DS servers come back online though.
If there are no problems with your character, I will just approve it and move it up to the approved section during downtime and post something when the servers come back up.
HeySparky
May 11 2007, 05:22 PM
I guess the armor thing doesn't matter so long as there aren't hit locations... not sure why I care.
Meriss
May 11 2007, 05:53 PM
@Konsaki: Got it, editing page to reflect. I'm going to spend the 75 I have left from chargen and increasing starting cash on ink.
Abbandon
May 11 2007, 05:55 PM
I dont like the thought of armor degredation at all. That just begs for the next step which is where exactly you got shot and stuff, like in a location that has armor vs a location that doesnt.
Who else is in the Side Street Rollers??? I liked your gang and have become a part of your history hehe.
Lindt
May 11 2007, 11:41 PM
Just Child, and I could care less. If your big and strong, you'll have someone following around in your shadow.
Im thinking of suggesting that 'Iron Tower' folded into one of the 'rival' gangs.
gadsdenflag
May 12 2007, 01:24 AM
Hi, I'm new to the forum. I've been lurking for a little while, and I'd like to try this pbp thing out in your game. I used to gm and play shadowrun in the 90's. I haven't roleplayed in some time.
I'd like to play a 'face' type of character. I'm not sure if this fits in with the ganger motif, but it seems to me somebody has to do it for all groups, even gangs.
[ Spoiler ]
Lainnir grew up an elf in a loving home. His parents both had cushy corporate jobs. He always had plenty of friends, and lots of extracurricular activities to pursue. One day, when Lainnir was 15 his folks didn't come home. To this day Lainnir has no idea what happened. All he knows is that when the mortgage got a month behind they repossesed the house. He was out on the street. His friends didn't want anything to do with him anymore. The enormity of his situation didn't really hit home until he got hungry. Suddenly Lainnir found himself with no resources, and a gnawing pain in his stomach.
2 years later:
Lainnir was part of the hammerpack. He had connections the gang needed. He was able to feed himself, most days, by acting as the middleman in various deals. Constantly putting people in touch, and skimming some off the top was invigorating. Sure, he didn't make any 'big' decisions, but he always knew what was going on in the barrens. The gang was like a second home. Doing bad things came easily to Lainnir when the alternative was going hungry. With his contacts, and his charming smile he usually found a way to get things done without resorting to his pistol. The few times he'd had to use force hadn't worked out so well...
Whatchya think?
WinterRat1
May 12 2007, 01:46 AM
Gadsdenflag - Thanks for the interest! Your concept seems plausible, although I have a few questions.
1. What about extended family, didn't they take him in? What happened to all his resources, life insurance proceeds from parents, the fact that he inherited all the family's stuff, etc. How did he go from all that to living on the streets in less than two years? I'm not saying it's not possible, just want to know how you envisioned it happening.
2. Was Lainnir skimming off the top from the gang, or were you saying he was taking a legitimate cut as the middleman while brokering deals with various parties? I'm fine with the latter, but I'd be somewhat leery of the former, as it's almost certain to lead to the type of inter-PC conflict which ends up with someone dead, which I'm trying to avoid if possible.
3. How did he meet all these people on the streets to develop the contacts that he's using so extensively when he grew up in a corp world far from the streets?
Beyond those brief questions to get a better feel for the concept, it's certainly possible to have a 'face/street dealer' type of PC. As long as you're clear this is not a PC who is a true shadowrunner in any sense of the word, that ultimately the PC is a ganger, I don't mind you playing a face type character. As you said, there's always at least one (if not more than one) person who's the talker, the one with connections, the one who sets up deals, the diplomat, etc.
Go ahead and answer the questions here so I know we're on the same page, and then I'll either approve the concept or ask you to go back to the drawing board.
gadsdenflag
May 12 2007, 04:09 AM
1. His extended family didn't take him in, because his parents turned their backs on their elven heritage. (maybe they left tir tangire?) Instead they ran into the arms of a corp. Lainnir's extended family disowned his parents when they left. Lainnir was born after they left, and his parents never told his extended family about his existence, because there was no communication with them. There were no bodies to confirm death, so no insurance money. The belongings were sold off to cover foreclosure costs and 'other debts'.
2. I meant he was taking a legitimate cut for his services as a middleman. I'm completely in sync with him NOT being a runner. He's strictly small time, strictly small circles. Is my line about knowing what happens in the barrens too large in scope? I can narrow that to whatever is appropriate. Perhaps knowing what's going on in hammerpack territory and bordering gang territories only?
3. I can better answer this in a longer background story. The short answer: This is what he was good at when growing up. He is a social animal. Once he got his feet under him in the gang, he made it his business to go out and meet people, do some favors and build some street cred. Basically, when he had some time, he went looking to make some contacts. More to follow if this makes sense.
WinterRat1
May 12 2007, 07:26 AM
Flag (sorry your whole name is just too long

) -
1. Makes sense, I see no problems there.
2. OK cool, when you said 'the barrens', I interpreted that as the whole Redmond Barrens, which is way too large in scope for this game. A legit cut as middleman is fine, and it seems we're on the same page with him being small time and small circles.
I'm ok with him knowing what's up in the Kingsgate area, but no larger than that. That would mean he's got good connections across the area of the gangs you'll be dealing with on a regular basis, which is reasonable.
3. Understood. Makes sense and is reasonable.
Go ahead and complete a character sheet and 30 questions per the instructions in the opening posts and submit to the wiki staff to post for Konsaki's review.
Konsaki
May 12 2007, 08:40 AM
@Meriss
Your switchblade = knife so it should cost 50 instead of 20.
That would put you at 4730 spent and adjust your starting cash... again.
I already dropped the price on the brass knuckles, which will be 50, 3R avail and (S/2)P damage. If you just drop the knife, you will be good to go.
Konsaki
May 12 2007, 09:59 AM
@Carjack
You need to look over your gear once again. Your total gear comes out to 7900, add your 500 from lifestyle and you still have 1400 left to spend.
Then you need to roll starting cash and place that in the char sheet.
Meriss
May 12 2007, 05:02 PM
QUOTE (Konsaki @ May 12 2007, 04:40 AM) |
@Meriss
Your switchblade = knife so it should cost 50 instead of 20. That would put you at 4730 spent and adjust your starting cash... again.
I already dropped the price on the brass knuckles, which will be 50, 3R avail and (S/2)P damage. If you just drop the knife, you will be good to go. |
Got it, editing again.

You meant get rid of it right?
carjack_malone
May 12 2007, 08:32 PM
Is there a prefered method (or site) for rolls?
Meriss
May 12 2007, 09:34 PM
I use Invisable Castle, but that's just out of habit from my other game.
link
pragma
May 13 2007, 12:10 AM
I wrote a little perl script for die rolling which spits out results in a Dumpshock friendly format. If there is sufficient interest, I can look into getting it put online.
Meriss
May 13 2007, 02:44 AM
That would be neat pragma! No fishing around for dice or die rollers
Mister Juan
May 13 2007, 02:52 AM
What I do is I sit and watch people as they pass by below. They walk and hustle about their own affairs. To them, the state of the world is of no concern. Only the little bubble in which they all live matters. It is what cocoons them that gives them a purpose to keep on pushing forward... or downward... or toward any other direction they deem fit for their own faith. Down there, it's actually not as downward as most think. Down there, you're actually, most of the time, on top. It is when shadows start crawling around your skin, picking at your flesh and pushing behind your eye balls that you know you've hit the real gutter. The gutter; filled with filth, dirty needles broken hopes and crushed dreams. The gutter; filled with sewer overflow. The gutter; with tears and blood. Down in the gutter is where you really know your bubble has burst. You can't have one below; down there. Having one is a sure way to die. It's a promise. You have to face things that no one should. But you have to. You have to play whatever hand you end up with. Play it or die.
When you get down to it, it's pretty simple. I've realized that a long time ago. You see the shapes of thing, with no veil in front of your eyes. It's the only way to survive. No flair, no flourish. Just the hard cold truth of the streets. You have to be honest with yourself. You have to just take things for what they are and stop looking for a meaning behind every act. God doesn't move in mysterious ways down there... he's forgotten it even exists. They've all forgotten we exist down there. Don't show it on the trid. If you don't show it, then it doesn't exist.
We all say we didn't have a choice. We all say we'll never have one. Choices aren't for people like us. Disce Pati. We simply learn to endure. We bite the bullet and carry on. No questions. We just survive. ]
But we all have a choice.
Surviving isn't enough.
We have to be worthy of survival.
I am not doing it for me. I am not doing it because my survival is crucial to the betterment of the world around me. I hold no illusion about my nature and my purpose. I'm not down here to conquer or to pen my signature down in the pages of the gutter's dark history.
I'm just here for her.
I'm here because she needs me.
Meriss
May 13 2007, 02:58 AM
Mister Juan, very deep, is that Felix?
Mister Juan
May 13 2007, 03:47 AM
Maybe. Maybe not.

You find your own conclusion.
Meriss
May 13 2007, 03:52 AM
LOL!
HeySparky
May 13 2007, 05:50 AM
And to think... we
almost got through chargen without a dandelion eater.
Heya gads, I approved you over at the wiki. Welcome to the boards!
WinterRat1
May 13 2007, 06:31 AM
Ha! I knew we'd get an elf submission sooner or later. It was just a matter of time. I have to admit though, I was surprised we made it as long as we did without one, especially with all those orks that kept coming in!
Mister Juan - SAVE THAT POST. I will want it in the IC thread later.
All - For that matter, everyone save the IC posts you all have been sporadically putting up. There may be a use for them later at some point, so it's always good to hold onto them, just in case.
Mister Juan
May 13 2007, 07:25 PM
QUOTE (WinterRat1) |
Mister Juan - SAVE THAT POST. I will want it in the IC thread later. |
Sure thing mate. I so can't wait for this game to start... I had to write something up.
WinterRat1
May 13 2007, 09:52 PM
Argh, delayed post.
rob
May 13 2007, 10:12 PM
To jump on the story writing bandwagon, here's bockscar's story:
[ Spoiler ]
The bus rolls into the Redmond station with a prolonged squeal and a following waft of ozone and chassis grease. The guy who I just won a nickel off of steps up with a huff and grabs his gym bag. He gives me a dirty look because he thinks I cheated him. He ain't gonna say nothin' about it, though. I light a cigarette while I wait for the other folks to shuffle off the bus. Sling my pack over my shoulder and step out myself.
It's about an hour walk back home, so I go to the little kiosk and buy another carton of smokes, a disposable water filter and a soda. Fill up the bladder in my backpack in the restroom, take a leak. While I'm in the john I check the wrapping on the AK and tighten it in. Swerve the slivergun around a bit so it doesn't chafe my back on the walk.
Touristville looks the same, from the bored sec' man - I think his brother is in the 8-balls - sitting at coffee machine in the bus stop, to the skinny pimp across 132nd who used to beat up my aunt for copping his 'coke. I don't think many of them will recognize me - I got the tatoos all over my skull, and I'm not crackhead-skinny no more. Maybe the backpack will keep the idiots away - the AK is wrapped in just that sorta way meant to discourage peeps from pryin'.
On the walk home, I pop the 'link on and call up my cousin Leon. Leon's been rolling with the Gurkhas. They may've changed their name or some shit, but Leon still responds when Gurkha gets dropped. He's nervous on the phone, probably been hitting the fry a little too hard. Gives me the number for an old container garden where I can piece together a pad. He vouches for the landlord, says the hefe pays up to both the Hammerpack (whoever the fuck thought up that name needs slapped) and the plague-boys. Call the dude and schedule a meeting. Leon's been helping me out, but he owes me big time for that time he told the Raiders that I stole a dime worth of bliss off one of their gangers, and they broke all my ribs. Guess he's trying to make amends.
Kingsgate. Home. Something's going down - as I roll in there's an air of tension in the air that I don't fucking appreciate. I see Leroy and Gupta sittin' on the back of that burned-out chevy bus that hasn't moved for 7 years. I try to strike up a chat with em, offer 'em a puff of skunk, but they don't recognize me and talk a little shit. They're lookin down the street like the mongol-fucking-horde is getting lunch at that diner on 143rd. The slumlord at the container garden won't say much, because I'm big and cocky and he assumes I'm a 'banger. Shows me some containers - I end up picking a double-wide nicked back in the yard, on the second level, with limited visibility of the entrance and a gap between the containers it rests on.
That night I sleep on my backpack, with the AK on the bipod covering the door and my 'link set to wake me up if it sees anything. This shipping container is nice - the roof doesn't even leak. In the morning, I kick the family of 4 squatters out of the container below me. The stink is unbearable - woman and 3 kids, obviously been squatting there for a while. They're going to die soon anyway, they're pretty sick. I left another one of the containers open a ways down the row. Hope they get the clue. Wherever they're staying, it ain't gonna be under me. Padlock my unit and the ones under me.
I see a lot of new blood on the streets, as I start running my errands. Most of the old blood doesn't spot me, or turns away. I've been gone too long, and they ain't gonna trust shit. The tension is high. I buy some shit from one of those Outlanders wierdos - used commconsole, some plywood, mattress. Pay for it with a magazine of pistol ammo. Tell em to drop it off down the block from me at 7. The Outlanders balk a little bit at transporting it through other gangs' turf, but we talk shop for a while and they just decide to roll it in with some of their new kids who ain't got reps yet.
Buy the diner's spare soy-kitchen and a couple 50-gallon water tanks. Spend a night ripping off someone's sattelite dish so I can make a wireless antenna. Guess I can spend some of the time martha-stewarting my pad and watching my back. It's gonna be hard to roll business in this kind of atmosphere until I get a crew. Nobody will tell me shit, but it's fairly obvious some of the old beefs are about to get shoved in the slaughterhouse. Shit's about to hit the fan, but nobody wants to throw the first load.
3 days later, I'm building myself a shower and bathroom when Leon calls, urgent, so my throwaway 'link routes the call straight to my brain. Can hear the pops in the background. He says his peeps are getting jacked, and they need help now. 128th and Vineyard. And then, the magic words, the ones that let me know that I'm in the crew when this shit is over - "Bring your strap. This is real."
OH, BTW - Konsaki - since I've been writing up so many of the gang descriptions, I shuffled some character knowledge points - dropped "computer crime" and put the rest of them into redmond gangs and redmond scumbags, to prevent out-of-character insight based on my (player) knowledge.
Konsaki
May 13 2007, 11:12 PM
I'll have to relook at your character then when I get home from work in around 7-8 hours.
@All
Sorry if I havent gotten to your character yet. Real life friends (yes, I have some

) kept yanking me out into what they called the 'Outside'.
Mister Juan
May 14 2007, 12:36 AM
In case someone cares:
Since the Splintered Crash is now located in Redmond, Felix will not be part of the Hammerpack post-gang war. It just wouldn't make much sense.
WinterRat1
May 14 2007, 02:25 AM
For those who played in the 410 Crash game - Let me know what happened to your characters after the 410 Crash were destroyed, and if they joined the Splintered Crash.
Also, if anyone is interested, feel free to write up what happened to the other 410 Crash members who survived but whose players are not in this game.
Vegas
May 14 2007, 02:46 AM
@ WinterRat1
What else do you need or what else can we do or make ourselves available to do to help you meet "deadlines" or keep things on schedule to get the threads up and running so we can start flooding the IC thread with posts?