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