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==Setting Information== <!-- Needs some loving about the gangs of the city. What city life is like, how you get around, krag, holidays, ect. Perhaps even interesting locations within the city, like Sunset Square Train Station. --> The core rules for the game feature a setting that takes place within a gloomy, walled-in city. Every day life within the city seems to be caught in an endless cycle of secret gangs wars, enabled by the secretive machinations of The Four Gods, an enigmatic set of forces that oversee life within the city. It's unknown if the gods are actually divine, insanely powerful individuals, or just idealistic fronts for some of the city's more influential businesses. Given the noir-influences of the game, every scene is contractually required to include at least one brooding monologue, betrayal, and plot twist relying on an 'identical twins' explanation for a seemingly impossible crime. ===The City=== To be finished eventually.<br> The city of Purgatoria was divided into hierarchical districts, ascending within the city, to keep the plebs from getting to the nice parts of the city where the gods live. If you need a nice metaphor to explain how the city looks, imagine a dirty layer cake made of people and guns. * '''District 1''': The most well maintained, cleanest, and fanciest district of the entire city. Which means as a character, you will get kicked out of the district immediately, for looking like a scruffy nerf-herder or some other excuse made up on the spot by your GM. If you do get the chance to visit, you should check out the Wicker Gardens, the premiere den of hedonism disguised as a theme park. * '''District 2''': Located directly below the seats of the four gods, the commute to dist. 1 is the real reason why any one lives here. Supposedly, people who live in this district don't even have to share buildings with other residents, which is a complete lie. If you get a chance to visit go to Santier Street, the Wall Street of Purgatoria, because there isn't any where else to go in the district, and to pretend to be Bane when you ruin the economy of the entire city. * '''District 3''': A complete conundrum to all; the home of the city's biggest and most renowned club, the most prestigious gun running shanties, and the Fortress-Monastery of the city's local chapter of Spess Mehreens, the 12th Street Knights. No one knows how all of these establishments were green lit for construction on the same square, or how a single square became an entirely separate district. If your GM doesn't let you purchase explosives of questionable legality Guns, Guns, Guns, before a wild night at Club Hivemind, and followed by a riot on the steps of The Royal Hall; make sure to drill for answers about the zoning logic that is behind this district. * '''District 4''': Do not let the rather high numerical number of this district fool you, district 4 exists as the slums of the entire city. This is probably where your GM will force you to spend most of your campaign, because they just watched the most recent Judge Dredd film, and think that cribbing the entire plot of the film for a campaign will work. If this is so, begin searching for all the Streetside Verses, basically Beowulf combined with the Toynbee Tiles, and wait until you have filled a page of letters before burning the page while maintaining eye contact with the GM. * '''District 5''': The academic/obligatory shitty weather district. Just when you thought that it was your lucky day when you got accepted into Chappleton University, and sent out your first year's tuition, you realized that this district is basically the city's England, with near constant rain and fog due to some graduate civil engineer deciding that sending the city's runoff water to a single district would be a great social experiment. If you want to meet one of the city's numerous detectives, academics, or just consult the only libraries in the city, you had better bring an umbrella and some rubber boots. * '''District 6''': Weebs, everywhere. Welcome to consumer central, which looks just like Akihabara, and the home of the <strike>Yakuza</strike> Wasure. Where if you aren't interested in buying anything, you'd better get out while you can, because the consumer spirit in this district must be infectious, due to how many weeabo zombies there are un-living in this district. * '''District 7''': This is the district that you go to if you want to actually want to buy anything, because every week vendors have to vacate due to the selling floor of the district shifts randomly, which for some reason keeps most of the weebs out. However, the weeabo influence can not be escaped entirely, as this district is home to the <strike>Forbidden City</strike> Forbidden Castle, the home of the San Guo, a gang so mysterious, that not even they know when they are leaving their fortress sanctuary. * '''District 8''': Remember Christmas Town from The Nightmare Before Christmas, yeah, neither did I, but this district is like that. Except if perhaps the inhabitants of Christmas Town were replaced with violent isolationist separatists who have control of the climate control for the entire city. Whomever was in charge of deciding the location for the climate control towers was fired promptly. However, if you do get a chance to visit this district without being shot by angry Eskimos, one of the few working theme parks within the city lies within the district, and people say that the log floe is really fun. * '''District 9''': The "jail" of the city, which was promptly taken over by the gangs, and used as a training/recruiting ground for picking the best of the best crooks who were caught by the CPF, begging the question of why the CPF keeps sending more criminals into the district. If you get sent here, make friends fast, show that you aren't a candy ass on your first day, and don't drop the soap. Fitting with the clock tower motif of the city, there is an imposing one located within the district, used for housing the best and brightest murder hobos that the PC's can create. * '''District 10''': Docks, just asking for criminal activity. Just don't question why some one wants to control the docks if they are only used for boarding ships that are affixed, let alone why gangs would fight over this area, but they do nightly. So, a perfect berth place for a murder hobos campaign, 'nuff said. * '''District 11''': This district is in a tie for the shittiest district of the entire city. Mines, filled with poison gas, with workers paid just enough to afford equipment for the next day, of course in currency which is not valued anywhere by this district, and rumors of bug that can eat through stone. If you need a better picture, combine an american railroad labor camp, with a world war one battlefield, and you should have a pretty adequate understanding of this district. Also, home to the largest weapons manufacturer of the entire city, so if you're stuck in this district it could behoove you to borrow some high grade munitions. * '''District 12''': No one goes here, just forget I mentioned it. * '''District 13''': The other contender for most grim-dark district of the city. A sun beaten desert, with chemical waste that will turn anyone unfortunate enough to come in contact with it into what amounts to a rage zombie, and outhouses. If that isn't enough fun for you, there are roaming nomadic bands, who think that these new fellas are stealing their land, and a legendary sniper who just doesn't seem to meet his End when some one gives him a lead nap. All in all, the place that you want to be for any campaigns where the GM decided that the Cohen Brothers works were a good place to start for inspiration. * '''District 14''': The home of inventors, and the diametric opposite to the stuffy halls of District 6. If you want to see the boring old shit that just brings up more questions about the city's history than answers, this is your one stop shop. ===The Gangs=== The gangs are the driving force for action in Purgatoria, either the Players will be part of a gang, working against the gangs, or be representative of different gangs out to stop some catastrophe. So here's a quick look at all of the gangs currently in the setting. * '''City Police Force''': While the CPF will ardently argue that they are the only bastion of justice within the city, they are just as much of a gang as the others within the city. The CPF just happens to be funded by the city, and tasked with keeping the peace, just like many gangs do on their own turf. Luckily for the CPF they are most likely paid through taxes, or the sweaty gold krag that falls out of Big Money's bulging banana hammock during his sets in the Wicker Gardens. * '''The Wasure''': Being too cool and absolutely not weebs at all the Wasure is not part of the Five Families. This could be due to their reluctance to talk to the gaijin, or the fact that they are secretly run by a board of Elves. All we know for sure is that they are firmly cemented into District 6, and that district is totally their bitch. '''The Five Families''' In the begining there was the word, and the word was with the gangs, and the word was fucking balls to the wall open gang war! So, when the gangs finally decided to wuss out they got together and signed a treaty which established the Five Families. No one really knows which gangs are actually in the Five Families, so its up to the GM to decide I guess. * '''The O'Duffy Family''': These potato headed bastards who worship some kind of t symbol, enjoy green clothing, and have suspiciously red hair are absolutely not based on Irish mobsters. Ruled by big Poppa, one must wonder if Matt Ward was brought on to provide consultation in the development of this gang... Until further notice this gang will be assumed to make considerable use of explosives, and be driven by their want for independence of the northern quarter of District Ten from the oppressive Carlotti Family. * '''The Carlotti Family''': Bust out your best Marlin Brando impression, marathon the Godfather trilogy, and you should have a crystal clear understanding of this gang. The economic powerhouse of the FF, with their ownership of M. Semita the gang seems to be riding the coat tails of Big Money. Carlotti Family members are expected to talk with a particular accent, accentuating the 'yous guys', and wear double breasted suits once made. You get the idea. * '''The Tzars''': Don't let the name fool you, there are two heads of this gang, and don't you forget it. The Tzars are what you would get if you combined the ideal 20th century anarchists with a proud warrior race. This gang just likes to fight, and when there is no one else to fight they fight themselves. Ideologically this gang is split between worshiping Mr. Ghost, and the Cult of the Iron Ramm, which worships the city as a divine entity, and crafts some rad bullets which bypass some damage soak. * '''City Liberation Front''': Not to be confused with the CPF, these guys are the militant atheists, who attempted to take over District One, which resulted in a remarkable failure. This gang has been a shadow of its former self ever since, which brings into question why they were invited to be in the big boys club of the Five Families. It is rather obvious by the gang's name to identify the goal of the CLF, but if you want it spelled out, this gang wants to depose the Four Gods in a sort of military coup, and then install a single leader to oversee the entire city. * '''Twelfth Street Knights''': These suicidal idiots decided that completely disregarding firearms was the most important ideological decision to be made when the gang was formed. Like the knight orders of old, these men and women think of themselves as shining knights in a city filled with darkness, and it is their duty to protect the citizens of the city from the gangs. The Knights rarely take group wide action, and prefer to sit around in their monastery fortress in District Three, watching the city slowly burn from their marble chapel. '''...And the Rest''' Those gangs which were not invited to be part of the Five Families, yet are more important than the even more minor gangs, but these gangs have very little friends, or are very small. * '''The Longhorns''': This gang is more like the Knights, however the Longhorns have some ideological differences, such as the only good gang member is a dead gang member, and a unique interest in arming the citizens of the city against their gang affiliated oppressors. The Longhorns can be summed up by a simple idea "The gun is the equalizer in Purgatoria, so everyone should have at least one.". These guys really like to play cowboy dress up, with ten gallon hats, and dirty dusters, but don't take them lightly, if you encroach on their territory in District 13 you'll end up with a bullet in the gut real quick. * '''Los Nomadas''': Perhaps the original gang of Purgatoria, the the progenitors of the gang are the subjects of the Streetside Verses, but they have lost considerable power when the Longhorns came around and shared a piece of their minds. This gang is also tasked with catering to the digital technology of the setting, which explains why it is such crap, they haven't even figured out how to utilize radio frequencies to transfer information between computers. Now as a player, you should not be frightened of these guys, unless a man shows up calling him self the Matador in which case you should expect to run into this person frequently despite how many times you might have killed, or seriously wounded him. * '''The San Guo''': Apparently despite creating the current structure which all gangs organize by, this gang is woefully ineffective. While most would think a gang inspired by the Triads would be highly deadly and efficient, the San Guo prefer to stay locked within their fortress in District Seven. Some might say that this is a ruse, and the gang is biding its time until it is the most auspicious moment to strike, but these people are wrong. The San Guo are designed entirely to be that looming specter in the background that the GM can break out for heavy handed plot convenience, such as you need an army to attack the Wasure, well the San Guo just happen to have exactly what you need. ===The Gods=== No one person knows if the gods in Purgatoria are actual singular living people, organizations that hold a great deal of power, or true deities. But, that doesn't really matter, all you need to know is that there are four of them, and they most certainly aren't based off of the four temperaments. * '''Big Money''': Motivated entirely by the city's greed, big money is represented by one of those fat Chinese Buddhas sitting on mountains of Krag. The most popular form of worshiping Big Money is making it rain, because if you don't have enough Gold Krag to do so, you really should be worshiping him. As a player, you should be friends with Big Money, because doing so gives you the power to see money that has fallen on the ground. * '''Mr. Ghost''': Either the product, or the cause of the city's insatiable need for guns, and known by his symbol of a skull missing its lower jaw. Mr. Ghost's agenda is unclear, although if you look hard enough he seems to just want to be the most profitable businessman in Purgatoria, or perhaps the greatest influence on the variety of guns within the city. As a player, you should be a servant of Mr. Ghost, because doing so gives you the power of finding guns that have fallen on the ground. * '''Madame Heart''': Um, heard of Slannesh? Ms. Heart is pretty similar, minus the whole fop act. The proprietor of many of Purgatoria's vice establishments, most notably those which harbor prostitution. Madame Heart plays a game, spanning the entire city, with each piece representing a person of influence, and she wants to have the strings to pull on all of them. As a player, you should love Madame Heart, because doing so gives you the power of finding out the dirt on people that has fallen on the ground. * '''The Singer''': Think of your least favorite televised talent competition with an unhealthy dose of suicidal ideation, and that is probably the most apt explanation for what The Singer represents to the city, essentially controlling fame the way Indrick Boreale controls his Battle Brothers! She controls a variety of lounges throughout Purgatoria, as well as running a city wide contest to find the next new thing in entertainment, however this is heavily contrasted by the Singer's seeming lack of interest in anything other than being sad about things which aren't explained. As a player, you should emulate The Singer, because doing so gives you the power to perform your way through two thirds of the social skills, which have fallen on the ground. ===Transportation=== So, now that you are in the city, you want to get around, either within a single district, or between separate districts. So, here are some confirmed methods of transportation that exist. * '''Walking''': Bam! Do some calf raises, get to where you need to go, next. * '''Trains''': The city of Purgatoria has a remarkable rail infrastructure, yet the power source for these trains is never identified, so you should assume that these trains run on whale oil imported from district 10. This is your best way to travel within a district, or between districts if you have the right travel documents. Even if you don't have the proper travel documents, train stations are pretty easy to sneak into, and it's not like they check your ticket on the train... have you ever actually ridden on a train, not a subway, a real train? * '''Freight Elevators''': The convenient plot device of the over worked GM. These will take you to where you need to go, or close enough that it is irrelevant, right when you need to travel between districts in a timely manner without question or search. Yet, they will disappear, fall into disrepair, or be filled with dirty degenerates who will not let you in when the planets aren't aligned. So don't expect to rely on these, unless your GM is a stickler for playing fair. * '''Motorized Carts''': Generally not used for mass transit, these will only appear when the party decides that they need some form of wheeled vehicle, like a mechanical Shadowfax. These also run on whale oil, so don't ask your GM too many questions if you find one of these rare and wild beauties, or its under powered engine might sputter out and die. Don't expect these to go anywhere fast, or provide the ability to haul much, as they amount to what are golf carts. * '''Cars''': Cars are extinct, in all the games that I have played there has been a single car that was seen in the entire city. This rarity is most likely due to the difficulty in converting the car to run on imported whale oil, or the number of vehicular homicide cases. However, if cars are seen they will most likely be described like modern cars, as opposed to cars which could logically developed in the setting, some sort of mechanical abomination like the Model T, due the GM's lack of experience with cars prior to power steering being widely implemented.
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