Gang Members
Gang members are outlaws which belong to an organized crime group, such as a mob or a street gang. Outlaws normally join gangs for one of two reasons:
- The ability to participate in much larger and more complex criminal activities, or
- The security of knowing that their gang will back them up if they’re trouble.
Gang members tend to keep to cities and other urban locales, where they can more easily engage in organized criminal activity without the settlement devolving into a raider settlement. While violent and uncompromising in their illicit activities, gang members have a good sense of commerce and will often have good standing with their local communities.
| Attribute | Details |
|---|---|
| Type | Character |
| Emotion/Logic Number | 1d6 |
| Magic/Tech Number | 1d8 |
| Maximum Major Defects | 3 |
| Maximum Minor Defects | 5 |
| Targets | Weakest looking target Most affluent target Closest target |
| Goals | Survive Acquire credits Control territory |
Gang members are often found in small groups, and may even travel their territories alone, if they feel so bold. The only times when a large number of gang members can be found in one place is if:
- They’re engaging another gang in a turf war, or
- They’re in one of their safehouses.
Gang members begin encounters by trying to intimidate their foes, invoking their gang’s name to pressure their quarries to give them what they want. How hostile an individual gang member acts depends largely on their individual temperament and their gang’s reputation, but all gang members are ready to fight at a moment’s notice.
Gangs rely on their members following orders and being loyal to the gang, so all gang members are careful not to inadvertently harm one of their gang mates—especially if they’re higher in the hierarchy. Snitching, backstabbing, and double-dealing do happen, but it is always done quietly, with the hope that the offending gang member won’t be caught. Traitors, cowards, and double agents are dealt with harshly by gang leadership, so any gang member who does backstab their peers better have a guaranteed way out.
Gang members fight until they become unstable, at which point they’ll remove themselves from the encounter—but they don’t flee unless a general retreat is called. Instead, they’ll call for backup, assuming backup could realistically get to them in time. General retreats are called if more than half the gang members are unstable or dead. However, gang members fight to the death when defending their territory.
Species
Roll a location’s population distribution table to determine each gang member’s species. You can also roll the following table to determine each outlaw’s species. Re-roll if you get a species which isn’t available in the current era. Roll the hybrid status roll table and re-roll the following table, as necessary for each parental species. Roll the sycophant status roll table if in the Third Era or later.
| Species | 1d100 | 1d12 |
|---|---|---|
| Terran | 50-100 | |
| Megor | 35-49 | |
| Zao | 24-34 | |
| Aeyan | 16-23 | |
| Erelan | 9-15 | |
| K’ohma | 5-8 | |
| T’av | 2-4 | |
| Crakhe | 1 | 11-12 |
| Ador | 1 | 10 |
| Baedd | 1 | 9 |
| Ewoche | 1 | 8 |
| Kaftar | 1 | 7 |
| Krung | 1 | 6 |
| Lavian | 1 | 5 |
| Mapan | 1 | 4 |
| Tovian | 1 | 3 |
| Uisi | 1 | 2 |
| Zurka | 1 | 1 |
Classes
Roll 1d100 to determine each gang member’s class. Re-roll if you get a class which isn’t available in the current era.
| 1d100 | Class |
|---|---|
| 50-100 | Rogue |
| 45-49 | Field Medic |
| 40-44 | Fighter |
| 36-39 | Adventurer |
| 32-35 | Ranger |
| 28-31 | Specialist |
| 25-27 | Tech Expert |
| 22-24 | Dragoon |
| 20-21 | Recondite |
| 19 | Civilian |
| 18 | Cryokinetic Recondite |
| 17 | Cryomantic Cybermancer |
| 16 | Cybermancer |
| 15 | Divine Cleric |
| 14 | Earth Elementalist |
| 13 | Electrokinetic Recondite |
| 12 | Elementalist |
| 11 | Fire Elementalist |
| 10 | Hemomantic Cybermancer |
| 9 | Keeper |
| 8 | Priestess of Ay’driel |
| 7 | Pyrokinetic Recondite |
| 6 | Shaman |
| 5 | Storm Elementalist |
| 4 | Umbrakinetic Recondite |
| 3 | Umbramantic Cybermancer |
| 2 | Vindicator |
| 1 | Zhifu |