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Message no. 1
From: Gurth <gurth@******.NL>
Subject: [Organizatons] Gangs
Date: Mon, 19 Oct 1998 19:42:33 +0200
STUFF
Gangs
Gurth <gurth@******.nl>
-------

(>) Welcome to the Gang SIG open forum here on Shadowland! This channel is
for discussions about gangs and their activities in the broadest possible
sense; however, if you're interested in larger crime syndicates, you might
be better off in the Organized Crime SIG {/html:/SIGs/organized-crime} or
its associated chat group {/forum:/SIGs/organized-crime}.
Right now it's 21:46:59/06-08-2060 and there are 9 other users on-channel.
Enjoy your stay!
(>) Gang-SIG Bot

(>) But still they manage to leave a trail of dead behind, and nobody
seems to be able (or perhaps wants) to stop them. They're just a bunch of
fanatics, so what gives?
(>) Hot Wax

(>) The fact that they ARE a bunch of fanatics is something you shouldn't
underestimate. Making someone believe God is smiling on them can get them
to do things you wouldn't believe possible-and if the other side also
believes God is with you, they'll have more trouble taking you down than
if they view you as just another bunch of gangers who had one too many bad
trips.
(>) Wiz Cat

(>) Though the KoC may believe they have a god looking over their shoulder
and nodding agreement with what they're doing, I think it's unlikely their
victims and the gangs they crossed recently believe the same thing.
(>) Eel

(>) Sure, they don't believe it like the KoC do, but deep down, they still fear God
even if they completely deny believing in any gods at all-same thing as atheists saying
"goddamn." It's a cultural thing, I guess.
(>) Wiz Cat

(>) Q: KoC?
(>) Susan

(>) Knights of Christ, the gang we're discussing right now.
(>) ASDF

(>) Still that doesn't take away that they've somehow gotten away with more murders, or
actually executions, over the past year than I can remember. However, I may have an
explanation: like Jay said, all their victims hav
e been squatters, hookers, beetleheads, and other SINless folks that many people would
want to see disappear and never return. My guess is that the Star holds a similar
attitude, and keeps its investigation into the Knigh
ts fairly low-key until someone big gets it. Once that happens, the KoG won't exist for
much longer.
(>) Passerbyte

(>) Like who? The Governor or a regional manager of a megacorp maybe?
(>) Jeff 17

(>) A couple of mid-level corpers would suffice, I think. And I figure it's just a
matter of time before they step across that line; after all, we all know the moral
standards of a typical corporation, right? If you ask m
e, Wendell's boys will sooner or later get their hands on a manager or something, catching
him committing some kind of "sin" in one of the darker parts of town. When they
do, you can bet your ass they'll send him to ask h
is maker for forgiveness, and get the might of the Star breathing down their collective
necks.
(>) Passerbyte

(>) Change of topic, please: the Ravagers. This is one of the weirdest gangs I've seen
in all my 24 years in the 'Plex-they're all transvestites or transsexuals riding big
motorcycles on a stretch of the I-527 up in Snoho
mish. Anyone have more info on them?
(>) Jeff 17

(>) You looking for a date, Jeff? *grin*
(>) Harrelson

(>) They're just a bunch of loonies, if you ask me. All of them, like Jeff said, are
not the sex they appear to be, and though it looks to me like they desperately want to be
taken seriously, the way they dress makes that
kinda difficult.
(>) Passerbyte

(>) For anyone who hasn't seen them, mostly they dress like stereotypical
transvestites: semi-S&M and/or much too over the top to be taken for the gender they
pretend to be. Dressed up like that, they jump onto big bikes
(H-D's and Honda Vikings are popular) and cause mayhem on the I-527 and the roads around
it. In many ways, they're just a thriller-gang, but with one thing that sets them apart
from the unwashed masses in a big way.
(>) Wiz Cat

(>) Passerbyte mentioned they want to be taken seriously. What do you mean by that? Do
they want people to treat them as the sex they (the gangers) want to be or something? And
what if you encounter them and don't take th
em seriously?
(>) Susan

(>) Right in one. Treating them as a bunch of loonie transvestites is THE way to get
them mad at you. If you have to deal with them, treat the men as if they were women, the
women as if they were men, and don't laugh at t
hem. That should get you on their good side, and they'll be much more cooperative than
they normally are. Getting on their bad side tends to make them shoot at you, and you'd
better not let them capture you alive if you c
an't get away...
(>) Harrelson

(>) From what you said, I take it that there are women in the gang as well?
(>) Hot Wax

(>) Yeah, though most of the members are males. They have 11 members right now, 3 of
whom are female. They're also open to all races.
(>) ASDF

(>) That was a really bad pun... *smirk*
(>) Passerbyte




Gamemaster Information

Knights Of Christ
Gang Focus: according to the Knights of Christ, the world is sinful and the people in it
are sinners. They must be shown the error of their ways and made to do penance for their
actions. Only then can they be accepted int
o heaven and live in paradise until the end of time.
The gang is open to everyone who can show the right kind of (twisted) devotion to God, and
most importantly, who is not a sinner. This includes metahumans, and the gang has several.
Leader: Wendell Rhodes, a human of approximately 30 years of age. He has read the bible
several times, can recite most of it by heart, and will argue over any theological
viewpoint that goes against his interpretation of
the bible.
Wendell is a physical adept, but unaware of this; he attributes his superhuman powers to
his devotion to God, and as a result has a geas that he must pray or recite religous texts
while using any of his powers; usually, h
e quotes parts of the bible that are relevant to whatever sin his victim has committed, in
Wendell's eyes. Remember that this geas reduces the cost for all of Wendell's powers by
25% (Awakenings, page 112). Among his powe
rs are has Empathic Sense, Killing Hands, Magic Resistance, Nerve Strike, and Pain
Resistance.
Physically, Wendell is of average size, with black hair (though he is going bald) and a
beard and moustache resembling those often seen in paintings of Christ.
Lieutenants: none.
Gang Rating: Equal
Head Count: around 15 members, all religious fanatics.
Initiation Rituals: each prospective member must show total devotion to the Christian God,
and are tested on this by the other members. Such a session can take a full day or more,
and is often quite heated and exhausting.
There is a very real chance that a prospective member is judged to be a sinner by the
others if he or she does not appear devoted enough, which is cause for on-the-spot
execution. A good number of wannabe-Knights of Chri
st have failed because of this.
Uniforms: all members wear a leather jacket with the gang symbol painted on the back, plus
a clearly visible necklace with a crucifix. Apart from that, anything goes; many members
dress like office workers, making the jac
ket with the gang symbol look out of place.
All Knights of Christ are armed, mostly with a pistol and a knife or club, though some
carry swords and/or heavier firepower. Armor is seldom worn, since the gang members trust
in God to protect them from harm.
Symbol: a crucifix with the text "The Lord Saves" or "Jesus Died For Your
Sins" written over or underneath it, often in Gothic type. Members wear this on the
backs of their jackets and spray-paint it on any convenient wal
l in the city, as well as near their victims' bodies.
Territory: the Knights of Christ have no definite territory. They move through the Seattle
Metroplex from one area to another (recently mostly through Puyallup, Auburn, and Tacoma)
which often gets them in trouble with ot
her gangs who claim the area as their turf.
Operations: there isn't much money to be made in the Knights' way of delivering salvation,
but due to their Spartan lifestyle, they don't need much either. Most of the money the
gang gets comes from robbing their victims
(which they call "collection") or from a strange form of protection racket they
sometimes run.
This scheme involves finding a business whose owner "needs to be saved." They
will offer protection from whatever problem may be at hand (usually some kind of
"infidel"), and actually protect the business against that thr
eat. If this succeeds, the owner donates something to the gang (which is hinted at by the
members beforehand), while if he or she refuses to accept the protection or to donate
anything afterward, the former protectee is d
eemed a sinner, and dealt with accordingly. The Knights of Christ don't actively search
out a victim, but offer protection to anyone they come across who, in their eyes, needs
it. In fact, they don't even think of this as
a crime-after all, it's all done in the name of God.
Foes: the Knights of Christ's main enemies are those gangs whose turfs they have recently
crossed through. Most of them don't care much about the Knights anymore a few months
later, though two or three gangs who suffered
repeated incursions are actively searching for them.
Uniqueness: as said, the Knights of Christ are a highly religious group, in their own
twisted way. They believe that sinners should be shown the consequences of their deeds,
which usually ends up with the "sinner" dead-or
as the members see it, gone to hell to pay for his or her sins.
The Knights actively seek out "sinners" at all times of the day and night. This
can be anyone who is committing something that goes against the gang's morals, such as
engaging in any kind of crime, being a prostitute or v
isiting one, conjuring or commanding spirits (they are creatures of the devil), being a
vampire or shapeshifter, using BTLs or narcotics, and so on; violating any of the Ten
Commandments is the most serious offense possib
le from the Knights' point of view. Their ideas are extremely right-wing, except they are
not racist in any way-they feel skin color or metahumanity are not factors in committing
sins.
When they find an alleged sinner, they will give a lecture about the sins committed (with
excessive quoting from the bible), and give the victim a chance to confess or argue the
point.
Not confessing is seen as denying responsibility, which is a sin in itself and cause for
immediate execution. By confessing, however, the victim automatically admits guilt, which
is also cause for instant execution-the Kn
ights do not believe in sins being forgiven by confession; God is the only judge in this
matter, and the sinner is therefore to be sent directly to Him.
Arguing over the matter can be just as dangerous, but can buy the victim some time, and
even allow him or her to get away unharmed. However, this requires very strong arguments,
supported by relevant sections of the bible
. Anyone who doesn't know the bible by heart will likely not succeed, but those who do
have a chance of convincing the Knights that their actions were either not sinful, or they
are to be given a chance to redeem themselv
es on earth rather than in hell. This is easier to do when Wendell isn't present.
Executions are performed by one member (often Wendell) shooting the victim through the
forehead with a pistol while the others say a prayer for the victim's soul.

Syndicate Ratings:
Protection: 1
Robbery: 2
Operations:
Enforcement: 3
Intelligence: 1
Reputation: 1
Net Rating: 8

Kop Killers
Gang Focus: the main aim of the Kop Killers is to expand their turf and become major
players on the gang scene. To this end they make almost continuous war on neighboring
gangs, and are always on the lookout for pieces of
terrain that they can easily occupy and claim as their own.
The name was chosen because it sounded cool to the gang's founders, though it's likely to
attract them quite some attention from law enforcement agencies should they hit the big
time as they strive to.
The Kop Killers only recruit humans and elves, since they don't care much either way about
the other races. Recently, they have been actively recruiting new members and trying to
get the money together to buy top-of-the-l
ine weaponry.
Leader: a human called Marty, who founded the gang with a group of friends about two years
ago. Marty has ambitions for the gang that would take them far beyond their current turf
on the western edge of the Redmond Barren
s, but so far his plans have failed to become reality, mostly because he is not as
brilliant a tactician as he would like others (and himself) to believe, and partly because
the Kop Killers are only strong enough to maint
ain the balance between themselves and their enemies, not to conquer them.
Lieutenants: 1.
Megan Dancing Puma has been Marty's girlfriend since before the Kop Killers were founded,
and she has helped make the gang what it is now. She is also the only magician (a Puma
shaman, of course) the gang has, and that ma
kes the other members respect, and even fear, her. In part, Megan is the driving force
behind Marty's expansion plans.
Gang Rating: Equal
Head Count: 15 to 20 members
Initiation Rituals: a prospective member is normally given a task that somehow harms one
of the gang's enemies, like killing a leader or lieutenant, stealing weapons or money,
blowing up their headquarters or favorite han
gout, and so on. If this is successful, the recruit is in; if it doesn't, the Kop Killers
leave the recruit at the mercy of the gang that formed the target.
Uniforms: dark-colored jeans are favored by most Kop Killers, while military surplus
trousers, also in dark colors, are also often worn.
Symbol: a skull wearing an old-style police officer's hat with a Seattle Police Department
emblem on it. This is worn on jackets and caps, and many members have it tattooed on their
arms, legs, or backs.
Territory: an eight-block area in Kingsgate, in western Redmond. Under Marty's leadership
the gang got their hands on this area by taking out the leadership of the previous gang
that owned it, and have since then tried, w
ithout much luck, to increase the size of their turf.
Operations: most of the Kop Killers' business is aimed at enhancing their gang's strength,
which will allow them to expand their terrain. Their main areas of interest are in things
that make money quickly, like drug and c
hip dealing, as well as robbery, protection schemes, selling pornography, and
prostitution-their turf contains a small brothel run by the gang; no members work in it
except as pimps or bouncers, however.
In addition, the gang engages in arms smuggling to arm themselves better than the
opposition: they use the money from their other schemes to buy weapons and ammo on the
black market and ship them to their turf. Some of th
ese weapons get sold on to make more profit, but most go into one of several arms caches
on the gang's terrain.
Foes: all the gangs whose turf borders on that of the Kop Killers. These are all small
gangs and fighting among themselves as well, which effectively stops them from forming a
united fromnt against the Kop Killers, which
will probably work out to their disadvantage once the Kop Killers get better organized and
equipped.
Uniqueness: except for their expansionism, the Kop Killers are just a typical street gang.

Syndicate Ratings:
Controlled Substances: 2
Pornography: 1
Prostitution: 1
Protection: 1
Robbery: 2
Smuggling: 2
Operations:
Enforcement: 2
Reputation: 1
Net Rating: 12

Ravagers
Gang Focus: the Ravagers is a transvestite go-gang, all members appearing to be the
opposite sex as they actually are. Men and women of all races can join, which can cause
some confusion among outsiders who get to deal wi
th the gang.
Most members have undergone cosmetic surgery to some degree or other, and many have the
intention of undergoing a complete sex-change operation once they have the money together.
This is where the gang comes in, since it
provides them with a relatively easy way of making money, and is more profitable than
working a 9-to-5 job.
The Ravagers can be extremely violent against people who don't take them seriously.
Leader: Samuel (actually Samantha) Caliman, a human woman of Spanish descent. She is the
second leader of the gang, after the first (a man named John Dolan, or "Roxanne"
as he wanted to be called) got killed by the guards
protecting a Shiawase truck that the Ravagers tried to hijack.
Lieutenants: none.
Gang Rating: Equal.
Head Count: around 10 members at any one time.
Initiation Rituals: a new member is judged on his or her appearance by the other members;
if it is deemed insufficient (which can be because of any number of reasons), the member
is beaten up for a few minutes and told to
come back later, and looking better. Failure to meet the gang's standards again results
in a more severe beating; although so far nobody has failed four times, nobody would
probably survive a fourth beating-up.
On the other hand, anyone whose appearance is okay by the gang is in, without any kind of
other initiation.
Uniforms: members wear clothes designed for the opposite sex, and attempt to look like the
opposite sex as much as possible. There is no definite uniform that can be distinguished,
though.
Symbol: all members wear an earring with both a male and a female symbol on it. These two
symbols are also sprayed onto walls on Ravagers' turf, and on the members' bikes.
Territory: the Ravagers claim part of Intercity 527 in Snohomish as their turf, as well as
some parts of the surrounding streets.
Operations: the gang engages mostly in selling chips, drugs, and some pornography, as well
as robbing motorists late at night. They also occasionally plan hijacks of trucks or
convoys they know will be following the I-527
. Most of the gains of these activities go to paying for cosmetic surgery for members, and
to buy BTLs for use by the gang.
Foes: [to be written]

Uniqueness: as said, the Ravagers are all transvestites or transsexuals, which makes them
pretty different from most other gangs in Seattle.

Syndicate Ratings:
Controlled Substances: 1
Hijacking: 1
Pornography: 1
Robbery: 1
Operations:
Reputation: 1
Net Rating: 5



--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
A grizzle scene on my electron beam told a story about human rights.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 2
From: Patrick Goodman <remo@***.NET>
Subject: Re: [Organizatons] Gangs
Date: Mon, 19 Oct 1998 19:27:37 -0500
From: Gurth <gurth@******.NL>
Date: Monday, October 19, 1998 12:40 PM

I like them, Gurth. A little copy-editing is going to be needed (there are
a lot of weird breaks in words in this copy, anyway, though how it looks in
your word processor is probably a different story).

Also, most English style guides say that "Bible" should be capitalized.

Other than that and the foes for the Ravagers, it looks great.

--
(>) Texas 2-Step
El Paso: Never surrender. Never forget. Never forgive.
Message no. 3
From: Gurth <gurth@******.NL>
Subject: Re: [Organizatons] Gangs
Date: Tue, 20 Oct 1998 10:39:29 +0200
According to Patrick Goodman, at 19:27 on 19 Oct 98, the word on the street was...

> From: Gurth <gurth@******.NL>
> Date: Monday, October 19, 1998 12:40 PM

I was wondering why my message didn't get through, but seeing this I just
realized I forgot to set NERPS to Repro when I re-subbed... :/

> I like them, Gurth. A little copy-editing is going to be needed (there are
> a lot of weird breaks in words in this copy, anyway, though how it looks in
> your word processor is probably a different story).

Yeah, it was copied straight from Word, so there's not a problem with the
text as I have it on my HD (I know better than to type a minus-sign if I
want to break off a word).

> Also, most English style guides say that "Bible" should be capitalized.

Okay.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
A grizzle scene on my electron beam told a story about human rights.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 4
From: Bruce <gyro@********.CO.ZA>
Subject: Re: [Organizatons] Gangs
Date: Fri, 23 Oct 1998 10:02:57 +0200
-----Original Message-----
From: Gurth <gurth@******.NL>
To: NERPS@********.ITRIBE.NET <NERPS@********.ITRIBE.NET>
Date: 19 October 1998 07:38
Subject: [Organizatons] Gangs


STUFF
Gangs
Gurth <gurth@******.nl>

(>) Welcome to the Gang SIG open forum here on Shadowland! This
channel is
for discussions about gangs and their activities in the broadest
possible
sense; however, if you're interested in larger crime syndicates, you
might
be better off in the Organized Crime SIG {/html:/SIGs/organized-crime}
or
its associated chat group {/forum:/SIGs/organized-crime}.
Right now it's 21:46:59/06-08-2060 and there are 9 other users
on-channel.
Enjoy your stay!
(>) Gang-SIG Bot

Gurth , about the URL/address style you are using in the above
section. Is that canon. or invention? and do you mind explaining it or
letting others use it? I think a cool URL/address system is really
needed in SR.

>>snippage of GM info<<

Syndicate Ratings:
Protection: 1
Robbery: 2
Operations:
Enforcement: 3
Intelligence: 1
Reputation: 1
Net Rating: 8



What sourcebook are these ratings from? Please refer to any nonm core
rules with book names. Makes it easier to decide what to buy next/


Nice article Gurth, I like the trannies. Would any of the gangs you
mentioned be hostile to each other or tto the established Seatle
gangs?

BRUCE <gyro@********.co.za>
*Executive Engineer* *FrontLine Games*
Yo soy un disco quebrado
Yo tengo chicle en cerebro
sm:)e
Message no. 5
From: Gurth <gurth@******.NL>
Subject: Re: [Organizatons] Gangs
Date: Sat, 24 Oct 1998 12:41:44 +0200
According to Bruce, at 10:02 on 23 Oct 98, the word on the street was...

> Gurth , about the URL/address style you are using in the above
> section. Is that canon. or invention? and do you mind explaining it or
> letting others use it? I think a cool URL/address system is really
> needed in SR.

It's based on URLs in the Aztlan sourcebook, where cross-references
between documents are made. Use it if you want to, I only copied it from
somewhere else too :)

[snip gang ratings]
> What sourcebook are these ratings from? Please refer to any nonm core
> rules with book names. Makes it easier to decide what to buy next/

I forgot to mention they're from the Underworld sourcebook. I'll need to
include that in the text, yes.

> Nice article Gurth, I like the trannies. Would any of the gangs you
> mentioned be hostile to each other or tto the established Seatle
> gangs?

They would be in the same ways other gangs relate to each other. How the
exact relationships lie is up to the GM, even with FASA-published gangs.

I think I'll expand the article with something like a Star Trek poser
gang, which is something that's been a running semi-joke in my campaign
for a long time.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Een beetje van jezelf en een beetje van magie.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 6
From: Max Lietzen <mlietzen@*******.COM>
Subject: Re: [Organizatons] Gangs
Date: Sat, 24 Oct 1998 15:18:57 CDT
I think I'll expand the article with something like a Star Trek poser
gang, which is something that's been a running semi-joke in my campaign
for a long time.

HeHeHe! I think I've seen a borg or two!


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