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===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.
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