Gang Members

Immortal Freedom RPG > Non-player Entities (NPCs) > Outlaws

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:

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:

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