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==The Tucker Street Outfit== ===Founding=== The "boys from Tucker street" were one of the major players in turn-of-the-century London's crime scene. They were one of the original legendary outfits, known for robbing, running gambling dens and managing prostitution in the golden days of old-fashioned street gangs. They were also known for their very public excesses and for flaunting their power in the streets. Then, like many other organised crime structures, the gang collapsed. But it hadn't been muscled on or killed. It had fallen under the thumb of a mysterious man known only as "the Gent". For decades, the creature known as the Gent turned the original gang into his own discreet army of crime, exerting supernatural control over even the most strong-willed to hold the city in his grasp. He had turned the gang's rabble into a well-oiled profit-making machine, extending his tendrils across the world through his agents. Then, one day in the early 1960s, the Gent disappeared. No one really knows what happened to him. There followed a few very confusing weeks for his cult of mind-slaves, but the Gent's two main lieutenants and high acolytes, Hugh Cullen and Glenn Abbot, decided to react. They reassembled the Tucker Street outfit and held tightly on to the reins of power, and the gang went on with its petty criminal activities, although infighting constantly threatened to break it apart. In 1971, the Outfit found out one of the crime bosses running the neighbouring area was not human. Using all the experience they had acquired under the Gent, the gang launched a night raid and destroyed him. The entire neighborhood was now theirs for the taking. A common enemy was found, unifying the gang. New business opportunities were suddenly open. Since then, the Outfit has greatly expanded, opening affiliated gangs in many countries in Europe, Russia and North and South America. They see themselves as protecting their territories, but truly, their specialty is just bumping off monsters who are an obstacle to their expansion plans. The Outfit is now an international corporation, with very strict rules about authority and profit sharing, but it is also built as an underground army. Like every army, it needs enemies to stay together, and monsters provide this enemy. ===The Enemy=== The Outfit is interested in every field of grey- or black-market activity, with a predilection for their original specialties in gun running, gambling and protection racket. They have noticed that when a monster creates a power base in organised crime, it tends to stay isolated, rarely creating alliances with others of its kind or with competing crime bosses. This allows them to strike with relatively little fear of retaliation, as long as the supernatural influence is rooted out entirely on the first go. Like many gangsters, the Outfit sees itself as rebels, and experience a powerful sense of shame at the long years spent in mental servitude to an inhuman being. Therefore they will go out of their way to hunt and destroy any supernatural being that they see as remotely threatening to their operations, and portray themselves as heroes in the community they are exploiting. They are not above selling their services, either, in the grand tradition of hired killers. The fact they are specialised in the hardest possible targets to kill allows them to extract extremely high fees. If some of their clients are also monsters, that's fine... until the Outfit sees a reason to bump them off too. ===Hunters=== You were a cop, and you did your best, but when you tried to take down an up and coming kingpin, the department hung you out to dry. You and your family suffered the price. So you turned to your street contacts. Some hoodlums from another neighborhood took him down, free of charge and no questions asked. You saw what it took to take the fight all the way to the bastards. You handed back your badge and never regretted it. Had you been born somewhere else, you'd be an academic, a spin doctor, a virtuoso in strategy and politics. But you were born on the street, and that's where you exert your talents. You don't have much against those poor bastards with the funny faces and the deformities, but you've got to keep your troops sharp. They fight back, but you're tougher. To you, it's all about business. Fair and open competition is the only way things work out for the best, right? Except these things don't play fair. They have dirty tricks to play with people's minds and make them forget what a good deal you're offering. Well, you've got a couple of tricks up your sleeve too. ===Factions=== Over time, the Tucker Street Outfit has expanded in many areas, both socially and geographically. The '''Locals''' are the everyday operators. They keep the outfit's businesses running, provide management for mundane crime. They're also the eyes and ears of the outfit, out on the streets. Most of their job is sorting the gossip and rumours from the real info, but they happily lend a hand when action is needed. The '''Family Boys''' have retained most of the outfit's rites and scriptures from its days as a cult organisation. They provide links with the rest of the outfit and keep everyone focused on the prize. They can fill any role, from capo to adviser to gang-banger. Finally, '''Old Hands''' are a bunch of experienced gangsters who tend to develop the same approach to life after a while: a growing obsession with hunting monsters, to the detriment of the business side of things. They're used as resources but all too often kept at arm's length by leaders with a more materialistic point of view. Free specialties: '''Locals''': Streetwise (Rumours); '''Family Boys''': Socialise (The Initiated); '''Old Hands''': Firearms (Rifles). ===Status=== As with most organized crime, the Outfit is a very hierarchic and ritualised society. 0: You've been blooded in and have started to take part in the Outfit's criminal activities. You have also done some outlying work for monster-hunting, such as intelligence gathering or surveilance. You gain a free specialty in Firearms or Streetwise. 000: You've been formally initiated in the Outfit and enjoy a certain amount of protection because of it (think of it as being 'made' in the Mafia). Because you've proven yourself on the frontlines, you now gain access to a share of the pie. You get two extra dots of Resources, representing your involvement in various trafficking. 00000: You're one of the major crime figures in your area. You are very well-versed in the local supernatural landscape as it intersects with crime and underground activities. You gain four dots in the Retainer merit, representing your loyal men, allocated however your like.
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