120 lines
6.0 KiB
Plaintext
120 lines
6.0 KiB
Plaintext
The Gangs of Night City
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Brought to you by The Red Ferret
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GENERAL GANG TYPES
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BOOSTERGANGS
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The Boosters are one of the most violent and threatening gang types in the
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city. These hardwired dudes are cybered up to the max; mostly showy,
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physical enhcncements. They're very hot on weapons, especially slash'em
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attachments like rippers. Many pack illegal cyberware and most are on, or
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over, the Edge.
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There's only one real reason boostergangs appear: 'cuz they just wanna
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bust heads! Other gangs', Jo's, each other's; hell, anybody's head will
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do. The boostergangs usually make special effort's to stay low; if they
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don't, Max-Tac (Cyberpsychos, Psycho Squad) would blow them to pieces.
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These guys are wanted almost all the time, and they don't make any
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friends. It's like a bunch of cyberpsychos all running rampage at the
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same time. They mostly move around at night, and they're very hard to deal
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with. A couple of street cops who run into several hardcore Boosters will
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be squashed like bugs, due to the gang boys' high-powered strength and
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enhanced reflexes, plus the fact nothing short of an Armalite .44 is likely
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to stop them.
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It gets better: These guys will go out for a night's party with automatic
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weapons, after having dropped some nasty drugs to GET IN THE MOOD.
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The upside to all this (if there is an upside) is the fact that Boosters
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tend not to think to much. While the wars they wage are ferocious and leave
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lots of bodies in the Street, they are very predictable in their
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stratagies. A war between two Boostergangs is horrific, and often leaves
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both gangs permanently crippled. Because of their nature, Boosters are tied
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into illegal cyberware and equipment dealing, but they are more often
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arrested for violence-related crimes.
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Boosters aren't quite so wary about their turf; while they may guard their
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borders and patrol regularly, they aren't as visible as other gangs. They
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figure if any trouble goes down, they'll crack the guy open and sort it
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out (this works pretty well, too).
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Boosters are very big on gruesome initiation rites; these ar rumored to be
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as grotesque as those of the marauder gangs of the Road. Most boostergangs'
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objectives are to go out and rip into someone, get the latest chromed-up
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slicing cyberweapon, and have fun all the time. This means they don't try
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to expand a great deal, but tend to strike out from their turf at random.
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Any rampaging booster counts as "authorized" for termination purposes.
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Typical Booster
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ROLE: Booster
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INT: 5 REF: 9 TECH: 5
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COOL: 7 EMP: 6/2 ATTR: 5
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LUCK: 5 MA: 8 BODY: 7
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SAVE: 7 BTM: 2
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SKILLS: Combat Sense 4,
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Athletics 6, Strength Feat 7,
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Dodge/Escape 7, Intimidate 8,
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Streetwise 5, Brawling 7,
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Awareness 8, Handgun 6,
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Stealth 4, Melee 8
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CYBERWARE: Beta-strength Linear
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Frame, Pain Editor, Muscle/Bone
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Lace, Subdermal Armor, Basic
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Processor, Smartgun Link,
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Interface Plugs, Wolvers,
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Cybereye, Targeting Scope,
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Infra-red vision
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CHROMERS
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Chromers=Dangerous groupies. These guys, all freaked out by their hero rock
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band, can be very volatile. They worship the bands they follow like gods,
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interpreting the lyrics as they see fit. With so much rebel rock available
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today, these gangs are becoming dangerous.
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Chromers may travel around, following "their" band wherever they go. Most
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can't get the Euro together to settle down in the 'hood; many are failed
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Rockerboys. Their favorite habits are watching their group preform, doing
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Simstim/Braindance, and "wrecking" in the name of their favorite lyics.
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Obviously, insulting their heros is a bad idea. The problem with Chromers is
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they're always about to burst. One minute they'll be fine, the next they'll
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be wrecking. Their leaders are charismatic; if a Chromer leader is taken
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down, the gang falls apart. Chromer hangouts include clubs, concerts and
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Braindance arcades.
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Typical Chromer
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ROLE: Chromer
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INT: 6 REF: 7 TECH: 7
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COOL: 7 EMP: 7/5 ATTR: 8
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LUCK: 5 MA: 6 BODY: 6
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SAVE: 7 BTM: 2
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SKILLS: Charismatic Leadership 4,
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Play Instrument 4, Wardrobe/Style 6,
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Dodge/Escape 3, Persuasion 6,
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Streetwise 4, Brawling 5,
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Awarness 6, Basic Tech 3, Perform 4,
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Melee 3
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CYBERWARE: Interface Plugs, Chipware
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Socket, Machine Link, Cyberaudio,
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Enhanced Range, Level Damper
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POSERGANGS
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While a hell of a lot less dangerous than your average boostergang,
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posergangs can, and do, cause big trouble. Not only do poseres adopt the
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image of their particular hero, they also take on the attitude. This can
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lead to some pretty meek posers, but many can be indredibly dangerous if
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they adopt the mentality of a hard-sport star, terrorist, radical politician
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or imprisoned psycho.
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Posergang activity can prove maddening for cops-especially as they all look
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the same. Visiting "enemies" of the posers can, and do, recieve trouble.
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Back in 2015, Judge Lawrence J. Hick visited Night City, only to be shot and
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killed by six posers who looked exactly like Harold Meech-a cyberpsycho whom
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Judge Hick had sent down to Death Row.
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Posers, when not following their heros, will hold their own turf. The size
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of poser turf varies and is largely dependant upon the attitude of their
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hero. Posers will hook up to all kinds of acitivties where the money is
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good, though their one true love is being their hero.
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Your gonna have to make up yer own stats
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for Poseres cause there isn't a "typical"
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poser.
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THE LEGAL JARGEN: Night City, Posergangs, Boostergangs, Chromers are
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copyright R. Talsorian Games, Inc. This document was written based on data
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collected from "Protect & Serve", also copyright R. Talsorian Games, Inc.
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This document is freeware. Feel free to exchange it. Please upload it onto
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your favorite BBS. The author forbids the alteration of this document in any
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way. In other words, Don't change what you read here! |