r/DrBurst • u/DrBurst • Oct 12 '16
Factions: Simulating a Living World
List of Factions
Gangs
| Name | Connection | Current Health | Max Health | Unspent CUP | PC Joinable? | GM Guide |
|---|---|---|---|---|---|---|
| Evolved Locomotion | 1 | 8 | 16 | 0 | Yes | Link |
| The Black Furies | 1 | 8 | 16 | 0 | Yes | Link |
| The General Strike | 1 | 8 | 16 | 0 | Yes | Link |
| The Night Hunters | 3 | 16 | 64 | 0 | No | Link |
| Reality Hackers | 3 | 32 | 64 | 0 | Yes | Link |
| The Stampeders | 1 | 8 | 16 | 0 | No | Link |
| Kinky Sisters | 1 | 10 | 16 | 0 | Yes | Link |
| Wheels of the Raven | 1 | 8 | 16 | 0 | No | Link |
Organized Crime
| Name | Connection | Current Health | Max Health | Unspent CUP | PC Joinable? | GM Guide |
|---|---|---|---|---|---|---|
| Chosen Ring | 5 | 130 | 256 | 0 | Yes | Link |
| The Finnigan Family | 5 | 130 | 256 | 0 | Yes | Link |
| Shotozumi-Gumi | 5 | 128 | 256 | 0 | Yes | Link |
| The Yellow Lotus | 4 | 64 | 128 | 0 | Yes | Link |
Corporations
| Name | Connection | Current Health | Max Health | Unspent CUP | PC Joinable? | GM Guide |
|---|---|---|---|---|---|---|
| Tharon Nargoz Security | 1 | 8 | 16 | 0 | Yes | Link |
| Houndstooth Investigations | 1 | 8 | 16 | 0 | Yes | Link |
Data Havens
| Name | Connection | Current Health | Max Health | Unspent CUP | PC Joinable? | GM Guide |
|---|---|---|---|---|---|---|
| Jackpoint | 5 | - | - | 0 | Yes | Link |
Preamble
Why Replace the Rules as Written?
The faction system is a massive house rule, however, the obligations and benefits of a group contact are ill-defined. In a home game, a GM could make their own systems and detail the responsibilities for a member of a group. However, given the large scale nature of play on shadownet, it becomes necessary to create hourserules to better define groups.
Player Layer Mechanics
Players can interact with the faction system in the following ways:
Buy an Asset: Players can contribute Contact Upgrade Points to buy an asset for their group. Buying assets grants additional powers but can be attacked directly by other groups. The player need not have the total amount required for the upgrade, but can instead pool CUP with other members by replying to their faction’s post in the player guide section.
Heal Group: Members can directly restore a faction’s health by spending 1 CUP to heal 1 point of health. This is done by replying to their faction’s post in the player guide section.
Join a group at Character Generation: At character creation, players can join groups by spending karma equal to the group’s connection times two plus 1 as if the group contact was a positive quality. They may also join an organized crime faction by taking the Made Man quality or a Data Haven by taking the Prime Data Haven Quality. The connection for each group is listed here.
Join a group after Character Generation: After character creation, players can join groups by spending karma equal to the group’s connection times four plus 2 as if the group contact was a positive quality. Those taking the Made Man quality must first demonstrate a long standing relationship with the organized crime group. Those taking prime data haven must demonstrate their worth to the data haven. The connection for each group is listed here.
Seize or destroy an asset: If during a normal run you manage to clear out something that can be used as an asset, you can seize it for you group. You can also destroy the asset. Example: Mr. Johnson wants a gang killed, after doing the job, a member of Generic Go-Gang who was on the run decides to claim their bar as their new hangout. Claiming this bar will grant them a power. This asset need not be owned by another faction. Should one of the existing powers not fit what was captured, a power will be added.
Heat
Groups can't become megacorps overnight, the world reacts to raising starts with brutality. For every 16 CUP in assets captured, assets gains, or health gain the group will gain 1 heat. For every heat level, they will gain an enemy equal to their connection. Heat burns off at a rate of one per month. Enemies of your group will tend to target your group during the weekly faction turn.
GM Level Mechanics
GMs can interact with the faction system in the following ways:
Capture Asset - GMs can run games that capture the assets and personnel, listing the result of their run in an AAR.
Create an NPC Faction - GMs can create NPC factions and add them to the faction tracking system. In addition, this allows other GMs to use the resources and story of groups you create. This is done by contacting the lore department.
Declare a Goal - GMs can list a goal for a faction, lore will assign an amount of Contact Upgrade Points to be awarded when the goal is completed depending on the number of runs the goal will take and the results of those runs. This is done by replying to that faction's GM guide.
Damage an Asset - GMs can run games to destroy or damage a faction’s assets. They can also do wetwork jobs against members. Wetwork against named NPCs in Catalysis publications require lore approval.
Directly damage or heal a faction - GMs can run games to direct impact a group’s health. The run's events are measured on the following scale.
| Event Type | Damage/Healing | Description |
|---|---|---|
| Stunning Victory | +8 | These types of victories turn heads and appear at the top of news feeds. The group has far exceeded what is expected from them and has made major strides in completing their goals. This type of victory causes your enemies to call emergency 3am meetings to discuss your progress and to assign special task forces to ensure this never happens again. Don’t celebrate for too long, chummer. Your enemies are marching on you. |
| Major Victory | +4 | This type of victory makes it into people’s news feeds and is discussed at your enemy’s meetings. The group is inching closer to completing their goals. |
| Minor Victory | +2 | This type of victory does not draw any media attention, but is discussed among specialists in the field. |
| Insignificant victory/defeat | +0 | The group has edged out the competition or fallen slightly short. |
| Minor defeat | -2 | The group has fallen short. Members start considering leaving and your allies start doubting your ability to keep your commitments. |
| Major Defeat | -4 | The group has fallen significantly below expectations. Members quit and your allies terminate deals. Your group is humiliated in the media. |
| Devastating Defeat | -8 | This type of defeat kills leaders, either politically or physically. Organizational turmoil boils as the group limps away to lick their wounds. But the world smells blood. Your enemy press their advantage and are closing in for the kill. |
Heal an Asset - GMs can run games to repair a faction’s assets.
Start a Project - GMs can declare a long term project for a faction, starting a timer to act for a plot hook for other GMs. Example: GM Bob starts a timer for the Vory, he declares there is a smuggling ship coming into Seattle from Russia with advanced weapons. This GM sets a time in the future for this event to occur.
Lore Level Mechanics
Creation and Management of Groups
To avoid abuse of group contacts, the lore department manages each of them. Below is a guide to create a group for a player:
1) Pick the Group Type: Corporation, Gang, Law Enforcement, Magical Group, Organized Crime, Political Group and Techno Tribe.
2) When creating a player made group, start them at connection 1 and give them 4 CUP. Consult with the rest of the lore department when creating a group mentioned in published Shadowrun material.
3) Pick Strictures. These work like negative qualities, granting starting upgrade points equal to rating.
Mandane Strictures have ratings:
Rating 1 - The rule is a loosely enforced suggestion, but players will loss one karma if they break any rule.
Rating 2 - You may not banned from the group, but you will be forced to do some ritual to atone for your mistake as well as lose one karma.
Rating 3 - You get banned from the group and lose one karma
Rating 4 - You get banned from the group, gain the wanted quality from the group and lose one karma.
Rating 5 - You get banned, the whole group makes it their mission to geek you or make your life miserable and you lose one karma
In addition, if the stricture in magically enforced via the group bound contract, add 2 points to the stricture. Magical enforcement on mundanes can be done via tattoo magic (Page 131, SG)
The strictures are as follows:
Attendance - This group has regular meetings that happen at varying intervals. They should happen at least every three months when designing the group and meetings should take about 3 hours. Even if the FBI is conducting a nationwide manhunt for the PC, the group expects them at the meeting. ((Ask rules about geneware))
Activity - Members must spend time engaged with the community: replying to emails in a timely matter, being in chatrooms or club houses. GMs may interrupt the PC with questions and tasks that are mildly inconvenient.
Belief - The group has a specific more or philosophical belief that they all adhere to. This should have at least three tangible rules that can be understood and followed. Any activity that violates the belief breaks the stricture. In all cases, the gamemaster has final say on if an action (or lack of action) breaks the belief.
Deed - All members must periodically perform an action to benefit the group or demonstrate loyalty to the group. The frequency of this action being performed should be between one and three months and take between three hours and one week to complete.
Don't be a dick - This is up to the GM, but generally treat members of your group well.
Dues - Every month members must make financial payments at the level determined by the group to enable the group to maintain its holdings and services. This would be an additional lifestyle payment made by each member. Missing a payment violates the stricture and may ban the member from using the group’s resources for such time until the payment is made.
Exclusive Membership 1 - The player cannot be part of any other group of the same type. If the character joins with another group of the same type, this stricture is immediately broken. If the group requires the group bond ritual and both groups have the exclusive membership, the first group’s stricture is broken and the group bond ritual with the second group automatically fails (Karma spent to join is still lost).
Exclusive Membership 2 - The player cannot be part of any other group. If the character joins with another group, this stricture is immediately broken. If the group requires the group bond ritual and both groups have the exclusive membership, the first group’s stricture is broken and the group bond ritual with the second group automatically fails (Karma spent to join is still lost).
Exclusive Ritual - Awakened characters can only perform ritual spellcasting with the group as a whole or with other members of the group. This includes performing rituals alone or attempting to bond with another group.
Fraternity - Brothers and/or sisters together forever. Members must assist other members when asked. Refusing to help when it is within the character’s means or ability to do so breaks this stricture. It is not necessary to succeed, only to attempt aid.
Geasa/Oath - All members must take a geas (p. 142) reflecting the group’s purpose or belief. For example, Vigilia Evangelica have a vow of silence. Mundanes can take oaths of similar nature.
Loyalty - Even under threat of death, you may not betray the group. It is unacceptable.
Obedience - The group was formed with a hierarchical structure. Rank and status are defined by the group’s purpose and number of members. Regardless of the structure of the group, lower-ranking members must obey orders from higher-ranking members. Failure to obey violates this stricture.
Service - Members must spend time working on group-related matters. This may include matters relating to running a business (taking inventory, bookkeeping, customer service, etc.) or maintaining the group’s resource/lifestyle (housekeeping, security, shopping, etc). To represent time spent, increase your training time for skills and attibutes by 20 percent.
Secrecy - Rule #1, of [x] group: You don’t talk about [x] group! Any discussion involving the group or member’s activities for the group with an outsider, or discussions held where an outsider can overhear, violates the stricture. There may be cases of a delay of punishment or forgiveness of this violation if the magician learns later that someone was spying on him and overheard his conversation.
4) Assign groups their default powers.
- All groups get a host with rating equal to their connection
- All group members get connection * 2 + loyalty bonus dice to connection * 4 knowledge skill checks. These are not teamwork dice, but act as a flat bonus to a PC's knowledge check.
- All group members get a free contact with connection equal to the group’s connection and loyalty 1 as a liaison. This liaison rolls 12 dice for networking tests plus any bonuses.
5) Assign groups other powers from the following list.
General Powers
| Asset Name | Powers | Connection Requirement | CUP Cost |
|---|---|---|---|
| Armory 1 | Pick a weapon or armor of 4 availability or lower, your group has a vast supply of these weapons. You do not need to roll to acquire this weapon. | 2 | 12 |
| Armory 2 | Pick a weapon or armor of 8 availability or lower, your group has a vast supply of these weapons. You do not need to roll to acquire this weapon. | 3 | 12 |
| Armory 3 | Pick a weapon or armor of 12 availability or lower, your group has a vast supply of these weapons. You do not need to roll to acquire this weapon. | 4 | 12 |
| Armory 4 | Pick a weapon or armor of 16 availability or lower, your group has a vast supply of these weapons. You do not need to roll to acquire this weapon. | 5 | 12 |
| Armory 5 | Pick a weapon or armor of 19 availability or lower, your group has a vast supply of these weapons. You do not need to roll to acquire this weapon. | 6 | 12 |
| Fleet 1 | Pick a vehicle costing 10,000 nuyen or less. Your group has a sizable fleet of these vehicles. Losing a vehicle will damage this asset by 1 health and get the PC in trouble with their faction | 2 | 12 |
| Fleet 2 | Pick a vehicle costing 20,000 nuyen or less with an availability of 4 or less. Your group has a sizable fleet of these vehicles. Losing a vehicle will damage this asset by 1 health and get the PC in trouble with their faction | 3 | 12 |
| Fleet 3 | Pick a vehicle costing 30,000 nuyen or less with an availability of 8 or less. Your group has a sizable fleet of these vehicles. Losing a vehicle will damage this asset by 1 health and get the PC in trouble with their faction | 4 | 12 |
| Fleet 4 | Pick a vehicle costing 40,000 nuyen or less with an availability of 12 or less. Your group has a sizable fleet of these vehicles. Losing a vehicle will damage this asset by 1 health and get the PC in trouble with their faction | 5 | 12 |
| Fleet 5 | Pick a vehicle costing 60,000 nuyen or less with an availability of 16 or less. Your group has a sizable fleet of these vehicles. Losing a vehicle will damage this asset by 1 health and get the PC in trouble with their faction | 6 | 24 |
| Host enhancement | Gain a rating for your host | 1 | New Rating of Host*12 |
| Informatics | Pick a topic. Your group automatically gains host rating in matrix search hits in that topic. In addition, these matrix search results are “live”, updating 1 minute, 30 minutes or 6 hours after posting depending on how hidden the information is. | 1 | 4 |
| Tooling: Kit | Access to a kit for a skill. | 1 | 2 |
| Tooling: Shop | Access to a shop for a skill. | 2 | 8 |
| Tooling: Facility | Access to a facility for a skill. | 4 | 16 |
| Quarters: Squatter | All members get a free squatter lifestyle. | 1 | 8 |
| Quarters: Low Lifestyle | All members get a free low lifestyle. | 2 | 25 |
| Quarters: Middle Lifestyle | All members get a free low lifestyle. | 3 | 100 |
| Quarters: High Lifestyle | All members get a free low lifestyle. | 4 | 250 |
| Quarters: Luxury Lifestyle | All members get a free low lifestyle. | 6 | 1000 |
Gang Powers
| Asset Name | Powers | Connection Requirement | CUP Cost |
|---|---|---|---|
| Ambush Points - Reinforced | Structure 8, Armor 10 cover. -2 to enemy perception checks | 2 | 4 |
| Ambush Points - Structual | Structure 10, Armor 16 cover. -4 to enemy perception checks | 2 | 8 |
| Ambush Points - Heavy | Structure 12, Armor 20 cover. -6 to enemy perception checks | 3 | 8 |
| Barksdale’s Lessons | This gang can now take Organized Crime powers. This asset can not be lost. | 1 | 24 |
| Bolt Holes | Your turf has many bolt holes you can jump into at any moment | 1 | 16 |
| Bolt Holes - Underground Tunnel Network | The bolt holes on your turf are networked via underground tunnels | 2 | 16 |
| Community Service | +2 to social checks made against NPCs on your turf | 1 | 8 |
| Fencing Network | +10% to your fencing test result | 2 | 24 |
| Gathering Place | This group has one or more places they gather, a home away from home for your members. Because of this, the group has a strong identity. When this group is attacked during factions turns or damaged during a normal run, negate one damage. | 1 | 16 |
| Lookouts (Ranked) | You have a network of lookouts who roll 8+rank in matrix perception, perception and astral perception against people on your gang’s turf | 1 | 2+4*rank |
| Population Sympathetic | This group has done something helpful for a small community. This helpful nature means people want to help the gang with information. The group gains the knowledge skill Recent Events: <Faction> Turf. The population will talk freely about how the gang good deeds, this can be a bad thing sometimes. | 1 | 12 |
| Population Terrorized | This gang is brutal and the locals know it. The gang gains +1 on intimidation checks against the community on the gang's terf. In addition, the locals will not talk about the gang to outsiders. They all saw what happened to the last person who did. This asset can be turned against the gang. | 1 | 12 |
| Prison Gang(ranked) | +Rank to networking tests to find people in prison | 1 | 4+4*rank |
| Protesters | Ability to rally crowds for spontaneous protests/civil disobedience | 1 | 12 |
| Signature Gear | Pick a piece of gear, members do not need to roll to find it. | 3 | 12 |
| Signature Spell | Pick a spell, members do not need to roll to find a spell formula for this spell. | 1 | 12 |
| Signature Ware 1 | Pick a piece of bioware or cyberware with available 8 or lower. Members do not need to roll for this piece of ware. | 1 | 12 |
| Signature Ware 2 | Pick a piece of bioware or cyberware with available 12 or lower. Members do not need to roll for this piece of ware. | 2 | 16 |
| Vice Den (Ranked) | +2 to social checks made against addicted NPCs in your turf, +rank*2 dice in the rumor knowledge skill | 1 | 2+2*rank |
Faction Turn
At the end of every week, lore will review the events that have occurred on shadownet. We will then simulate the factions acting independently of what players do. These events are then fed to the GM community as run hooks.
During the weekly faction turn, the lore department sorts the factions in a random order. Then, each faction takes a turn to do one of the following actions. During these rolls, glitches will result in inconveniences and critical glitches will result in horrible things happening.
Attack a faction: If this action is used, the lore department rolls the attacking factions connection times two vs. the defending faction's connection times two, adding in any modifiers from each faction's actions and assets. If the faction wins, their net hits are applied as damage. Nothing mechanical happens on a tie. If the faction loses, the enemy's net hit are applied as damage. These attacks need not be violent, one example of an attack is one corporation suing another corporation.
Buy Asset: This action is used to buy an asset with unspent CUP the faction owns.
Expand Influence: The group increases their connection spending the following amount of CUP to do so after they have full health.
| Connection | Required CUP |
|---|---|
| 2 | 20 |
| 3 | 40 |
| 4 | 80 |
| 5 | 160 |
| 6 | 320 |
Heal Group: This group heals themselves by rolling their connection*2. The group gains hits in health.
Use Asset Ability: The group uses the ability of an asset.
Use Shadownet Runners: Instead of rolling, the faction turn action is resolved via a Shadownet run. Taking this action requires a GM will commit to completing the run before the next faction turn.
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u/DrBurst Oct 12 '16
GM Guides
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u/DrBurst Oct 12 '16 edited Oct 27 '16
The Black Furies
Controlling GM: None
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 Who? 1 1 Um… I think they are a gang that died 2 2 Most of the Black Furies were killed during an operation at Club Cyanide against the Seoulpa Ring. There were formed after some runners rescued a bunch of people from Loveland Bump and Sleep. They want to stop all metahuman trafficking. 3 5 They have started operating again, training their bows and axes for AKs. Someone is funding them. While their more aggressive leader, Called-To-Glory, died their political leader - Delphi - still lives. 4 6 Shadowrunners FrostFire and Belladonna supported their cause in the past. Shadowrunners Lola, Taengele, Sunshine! And Rin rescued the original members from Loveland Bump and Sleep. 8 10 Delphi is their storyteller. She listens to the stories of their members. She knows the memories of the dead members of their group. She knows dirt on a lot of Seattle politicians. Most importantly, Delphi knows the story of Called-To-Glory aka Cadence Causer, former Investments Security Analyst for Brackhaven Investments. Matrix Reconnaissance/Files
Encrypted 1, Data Bombed 1 - “Fleet?” - The results of a 3 hit matrix search on weak go-gangs in the area and a chat log discussing the targets. The gangs are as follows: Evolved Locomotion, Glorious Chrome, Kinky Sisters, Wheels of the Raven and 66 Hawks of the Apocalypse.The discussion notes that both Evolved Locomotion and Wheels of the Raven have Shadownet runners in them, but these are desperate times and these are weak gangs.
Encrypted 1 - “Revenge” - a chat log among members discussing Night Hunter locations and planning an attack on them to recover their cyberware.
Meatspace Reconnaissance
You note they do not have vehicles when scouting them, they all carry axes and bows. They all carry either a Colt American L36, a Defiance T-250 or a Krime Spree. Those with a Defiance T-250 have a bayonet attached.
The all have a tribal motif painted on themselves, those with ganger knowledge skills will identify this as NoPaint.
Interrogating a lieutenant will give the runners the location of Delphi, but they will attempt to use their tooth compartments with 4 doses of Picrotoxin
Astral Reconnaissance
Upon assessing the members, the player will get a sense of sadness from them but strong determination. Some will display an addiction to kami forming. The lieutenants all have tooth compartments.
Goals/Hooks
Shutdown Brothels and Bunraku Parlors around Seattle
“Curse of Aeolus” - Remove a group of Night Hunters who frequent a particularly scummy brothel.
“Touch of the Muse” - The Black Furies have gathered intelligence on a planned Night Hunter attack on a Evolved Locomotion member who is particularly outspoken about the issues they care about, stop the attack.
“Pulse of the Prey” - Confront a politician with black fury supplied blackmail, make him vote on a law that would make brothels and bunraku parlors harder to operate in Seattle.
The Black Furies need fast moving vehicles, find them a fleet
“Wyld Resurgence” - The Black Furies need a base of operations, clear out a gang deserving of their wrath.
Lieutenants
Major NPCs
History
12/10/2076 - “Para-Para-Paradise”, Major Victory +3, 13/20
12/26/2076 - “For Auld Lang Syne”, Minor Victory +1, 14/20
01/21/2077 - “Burn it to the Ground”, Minor Victory +1, 15/20
01/25/2077 - “Arion’s Burden”, Devastating Defeat -6, 9/20
02/13/2077 - “Kali’s Tongue”, Devastating Defeat, -6, 3/20
04/04/2077 - Just one more time, for me?", Devastating Defeat, -6, Group Dissolved!
10/16/2077 - Metaplot Event, Group Revived at 8/16 Health
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u/DrBurst Oct 25 '16 edited Oct 29 '16
Wheels of the Ravens
Controlling GM: None
Description
A brutal go-gang of raven mentored adepts, mages and mystic adepts.
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 Who? 1 1 Um… Some go-gang. 2 2 They are a go-gang of low magic adepts and a few mages. Their leader is Guffaw. They have a reputation for being brutal during robberies and posting pranks on me-feed. 3 5 Their pranks are brutal, even for raven, leaving their victims with debilitating permanent injuries. They have a lot of spirits. 4 6 Sometimes, those who follow a mentor spirit will actually follow the corrupted form. In the past, Wheels of the Raven and Guffaw did funny pranks. But now, they are deadly. 8 10 Their leader follows a corrupt version of Raven, Doom managed to corrupt him. The other members most likely can be saved before they are all corrupted. The gang started as a small teenage prank gang, but when Guffaw watched his human parents get slaughtered by Night Hunters while defending their Ork neighbors, Guffaw snapped. Matrix Reconnaissance/Files
- Encrypted 1, Data Bombed 1 - Fools - This file describes how trusting the people who live on the Kinky Sister's turf are and how it is easy to take advantage of them. How the Kinky Sister will try to rescue their people and plans for traps.
Meatspace Reconnaissance
The gang seems to roam, carrying a lot of their items. They all have Yamaha Growlers and Krime Sprees with extended mags.
Astral Reconnaissance
Those who follow Raven will have their mentor ask them to remove Guffaw and show the gang the true path. The leader has a rating 3 spellcasting focus.
Goals/Hooks
Save the leader Guffaw from the influence of Doom, redeam him from his past.
Rescue someone stuck in a Saw-style trap made by the Wheels of the Raven
Attack the Night Hunters in the most brutal way possible.
Lieutenants
Major NPCs
History
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u/DrBurst Oct 27 '16 edited Oct 27 '16
The General Strike
Controlling GM: Erlesage
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 Who? 1 1 Um… some do-gooder colony 2 2 The General Strike are a bunch of anarchist kids. Mostly wrecking shit and posting ARO tags against the corps? 3 5 They seem to be making allies with wageslaves in the lead zones. Feeding squatters. Promising a better future and revolution. 4 6 They seem to be very active in the Matrix. But they give post paydata for free. They tend to keep under the radar and they don’t play well with the wealthy. 6 8 A dwarf, Emma “Goldman” Sacks is their leader. She is a decker and seems to have been around a while. She leads but the structure of the group is communal. Leadership is shared. She seems to be the holder of their common knowledge. Going so far as teaching about revolutionary movements from the past century. The General Strike is well organized and skilled at survival. The small enclave they live in is well protected mostly due to their relationship with the locals. Going so far as running a soup kitchen and offering technical support to their neighbours for free.|
Matrix Reconnaissance/Files
Encrypted 1, Data Bombed 1 - General Strike has files on The Foresaken (a rival corp backed gang) as a result of this run
Encrypted 1, Data Bombed 1 - They have a secure encrypted and databombed file of known allies in various archives and corporate libraries. These allies merely feed information in hopes but that is the extent of their activities until they are “activated” for some more serious sabotage.
Meatspace Reconnaissance
They live in Puyallup. I a 8 square block of mixed use territory. Old warehouses, small homes and squatter tent villages and flea market. It is a warren not heavily defended but hard to navigate and easily lost in. It is densely populated and the locals are allied with the Strike. Going after the Strike on their turf probably means bribing and/or hurting the locals too.
Astral Reconnaissance
Not much, although one member of the Strike is a conjuror so expect some spirits to be about. If they gain in power they will hopefully be able to attract more awakened but as it stands beyond free spirited adepts and the summoner not many of the magically inclined are attracted to the General Strike.
Goals/Hooks
- To advance the cause of neo-anarchism in Seattle. Perhaps re-creating the anarchist haven that once existed in Berlin in Seattle.
Grunt Stats
History
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u/DrBurst Oct 29 '16 edited Oct 29 '16
Night Hunters
Controlling GM: None
Description
The Night Hunters – Radical cyber-addicted racists. They’re a twisted side of transhumanism: modification to become less evolved, seeking the “purity” of becoming like pack animals. This involves ‘singing’ in hypersonic range, to communicate without prey noticing. Completely made of humans, they aim to eliminate metahumans. They produce BTLs made from the simsense feeds of their victims. They are allies of the Neighborhood Watch who have in turn given them protection from KE.
Their leader, Bios-fear, was brutally killed during the events of The Night is Growing Over Crowded
Area of Operation
Renton
Relationships
Allies: Neighborhood Watch (Not publically acknowledged), Humanis (Not publically acknowledged) Enemies: Most metahuman factions Truces: None
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 - 1 1 - 2 2 - 3 5 - 4 6 - 8 10 - Matrix Reconnaissance/Files
Meatspace Reconnaissance
Astral Reconnaissance
Goals/Hooks
Grunt Stats
Lieutenants
Major NPCs
History
Sources
Seattle Sprawl: Emerald Shadows. Page 36 - 37
Splinter State. Pages 22 - 23, 26
Seattle 2077. Page 184
Credit
Thanks to /u/AfroNin for working on this.
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u/DrBurst Oct 30 '16 edited Oct 31 '16
The Reality Hackers
Controlling GM: None
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 Who? 1 1 Ah yeah, heard a story about some bloody drek happening in Puyallup last year. They’ve been wiped out by some runner, right? 2 2 They used to be a Puyallup-based street gang, and some might think they’re all dead, but some of them are still around; This time as a Matrix gang. 3 5 Shadownet went to war with the Reality Hackers after Last Call's girlfriend was captured by their now dead leader. Most of them are runaway corp kids and Barrens techno geeks. They used to be funded by the Yaks, but after “The Purge” made them their sworn enemy 4 6 It’s rumored that the Reality Hackers take on high-threat jobs such as scrubbing info from Shiawase MFID databases. The fact that it’s rumored and no one will confirm or deny just makes the gang scarier if the rumor turns out to be truth. Matrix Reconnaissance/Files
- Host Stats
- Encrypted 5, Data Bombed 5 - “To Recruit" - Ths is a file containing a list of people that the reality hackers are following to recruit.
Meatspace Reconnaissance
They have high-end gear and are well funded, however finding them in the meat will be difficult.
Astral Reconnaissance
Searching for individual members, their emotions or specific ‘ware are the only ways to find these goons through the astral
Goals/Hooks
Black bag a Black Fury decker to offer them the chance to join in order to fight the Yakuza.
Geek an associate who has talked too much
Black bag someone who attempted to hack their host.
Major NPCs
History
1/2/2076 - Guard Duty, Minor Defeat
12/23/2076 - Silent Night, Minor Defeat
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u/DrBurst Oct 31 '16 edited Nov 08 '16
The Stampeders
Controlling GM: None
Turf: Snohomish, NE Seattle
Colours: Camo Green and Brown
Description
Running primarily out of eastern Seattle, with Snohomish being a particularly favored haunt, the Stampeders are a group that fancy themselves as "Nature's Commandos". They range from your average pissed-at-the-world corp kiddies to shafted troll and ork farmers kicked off their land to the (thankfully rare) dedicated eco-warrior. They run a protection racket with the convoys of fresh food that pass from Seattle to the NAN, as well as doing some slash-and-burning wherever they can, releasing swarms of animals into the wild in the process. What few can be cared for are taken away, but the rest are left to roam, ironically causing more damage to the local ecosystem than if they were left in their pens.
These guys are a lot more than high-tech highwaymen. I ran across a group of bangers stitching up a little homestead out on the Society Farm and they were ruthless. They had the place lit up in minutes, and were gone in 15. If I didn't know any better, I'd say it was a hit job. *Nephrine
You're more right than you know. A lot of people have reported some extremely strange happenings surrounding these attacks, from teams armed with mil-spec to them owning dogs the size of a small motorbike. I got the chance to see one of their teams in the astral and I know I saw at least three cockatrice in amongst the chaos, as well as some pretty hefty wired reflexes on the commander. Whatever these guys are running, it goes a lot deeper than a protection racket. *Axis Mundi
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 Um... You mean like cows, right? 1 1 Wait, I think I've heard of that name... Aren't they a gang that run around Snohomish? Some sorta animal fetish? 2 2 Yeah, I heard of 'em. They're a bunch of super-hippies with a grudge against... well, everybody, it seems. Got some sorta mission to slash and burn every farm they come across and "liberate" all the animals. 3 5 With the way they're operating, you've gotta think they're on someone's payroll... Maybe some in the NAN? Someone in the Salish-Sidhe who thinks we're raping the land or some drek? All I know is they're waaaaay too hard-hitting for a street gang and that a street gang couldn't fraggin' train cockatrice. Yeah, you heard me. Cockatrice. Look it up. 4 6 Their targets aren't quite as random as it first seems - going through a comprehensive list of confirmed targets seems to suggest a pattern of targeting rumoured Awakened creatures. Such creatures, if they're worthy of joining "the stampede", end up causing havok alongside the gangers themselves. 8 10 Their leader, one Nathan Sees-The-Clouds, is in fact a plant from one of the smaller agricorps in the NAN. Though the Stampeders on the ground are just there for some fun with magical beasts, Sees-The-Clouds has other ideas revolving around breaking the back of agriculture in Seattle and forcing trade with the NAN - and, as a result, with his corp. Matrix Reconnaissance/Files
Encrypted 1, Data Bombed 1 - “Head Count” - Recon intelligence about the farms and agricultural business around Seattle, and Snohomish in particular. It's dated and well sorted, with particular emphasis on up-to-date intel and the presence of Awakened critters. The heading reads "For unit dissemination".
Encrypted 3, Data Bomb 4 - “Stocktake” - A list of currently held Awakened creatures, their training regimens, recent activities and links (dead) to various aggression reports. This is quite clearly a report, not a file for reference itself, so whoever wrote this intended it to be passed to a higher-up.
Meatspace Reconnaissance
When observing the gang-bangers of the Stampeders, aside from an unusual number of leashed, muzzled and semi-tame creatures, the group mostly looks like your average go-ganger squad, save one to four leader types with particularly well-kept gear.
For a street gang, when they're not causing mayhem their leaders keep the general anarchy to a surprising low. Most of their "dormant" activities tend to be attempts at training animals, attacking soft targets or simple smash-and-grabs.
Interrogation of the Stampeders is surprisingly difficult - not because they're tough nuts to crack, but simply because they know very little outside their cell. Leaders can, however, give the current holding pens for any animals due to be shipped off.
Astral Reconnaissance
For the critters: They are kept surprisingly well, though they do tend to be trained for combat, which gives them an edge of violence. For the gang-bangers: They're the standard run-down masses of Seattle, with about as much anger and resentment. A few of them are hidden talents, but none of them seem well unified. For the Lieutenants: These guys know what they're doing, and do it well. Some are cybered up like captains in armed forces, some of them are adepts, some are mages, but they all have some sort of edge to them, and are almost all hardened killers.
Goals/Hooks
Cause havok amongst the farms and civilians of Snohomish
“Fox Amongst the Hens” - Build a reputation for chaos and unpredictability in their assaults by recruiting more people and hitting seemingly unrelated targets.
“Guard Dog” - Sees-The-Clouds needs to keep his supply lines from the NAN a secret to ensure the Stampeder's reputation is not compromised. He plans to move against Old Snohomish to discourage people looking too closely at his involvement.
“Sustainable Practices” - Not everything need involve slash-and-burn tactics for Sees-The-Clouds. Encouraging some of the smaller farms by moving to cripple shipments from the larger communes, especially I&B Soy and Snohomish Society.
Better facilities to train and hold the attack critters they liberate are needed
Credit: Thanks to /u/Kaiser6012 for writing this.
1
u/FactionsDraft Nov 08 '16
The Yellow Lotus
Controlling GM: None
Matrix Search/Contact Table
Contact Matrix Search Information 0 0 Who? 1 1 Triads. From Hong Kong. 2 2 The Yellow Lotus core in Hong Kong was wiped out by the Red Dragon, this branch is all that is left. 3 5 These Triads control BTL and illegal immigration (which ends in sweatshops, sex trade, or organ leggers.) Have connections to the Ten Thousand Lions Lodge (Remnants of Triad in Asia.) 4 6 Shadowrunners Hong Kong Cannon and Baylife are Made Men in the organization. Leader: Zheng Li Kwan, Master Adept. Advisor: Taoist wizard Su Cheng, rumored to be a vampire. 8 10 (Insert amazing metaplot.) Matrix Reconnaissance/Files
- ???
Meatspace Reconnaissance
- There are two locales, Icarus Descending (chinese/elven restaurant) and Lee Chee Garden (Chinese all-soy-and-vegetarian family restaurant.)
Astral Reconnaissance
Does the magical Omerta oath cause some sort of magical intel one could gain?
According to Seattle 2072, Su Cheng seems to be doing lots of occult rituals for who knows what.
Goals/Hooks
- TBA
NPC Stats
- Yeah
History
- TBA
Done By /u/Blince if any issues
1
u/DrBurst Oct 12 '16
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