Cyberpunk 2020 - Gangs - Gary Astleford (ocelot@connectnet.com), Culture
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GANGS IN CYBERPUNK 2020
By
Gary Astleford (
ocelot@connectnet.com
)
You may roll the same gang type twice. This means that the gang in question
is very narrow in its goals and its means of achieving them. This isn't a bad
thing at all, and it does nothing to make the gang more or less exciting,
depending on how the GM interprets his results.
There is, however, a special case. If "Puppet Gang" is rolled, make a note of
the result and roll on the chart twice more. The following two rolls indicate the
Puppet Gang's front - the type of gang people perceive them to be. If either of
the two rolls result in "Puppet Gang" again, then it is common knowledge that
the gang is, in fact, corporate owned and operated.
Note that not all gangs are evil, nasty, antisocial, and violent. Some are merely
driven to such a course by outside influence and the pressure of the street. In
addition, not all gangs are brought together because of poverty and lack of
parental attentions. Imagine a gang made up of spoiled rich kids who douse
vagrants with lighter fluid and set them on fire. Sound familiar?
Please note that in the case of Netrunner Gangs, "turf" could (and should) be
expressed in Cyber-space terms. For example, the turf chart result "a couple of
buildings" would be "a couple of data forts" or netspace bulletin boards, while
"two or three city blocks" would be "two or three city grid squares".
There are six charts used in creating a gang. This section details what each
chart means, and how the results could be interpreted.
The "Gang Type Chart" is the heart of the creation process. By rolling on this
chart, you'll be deciding exactly what your gang's motives might be, what they
look like, and what they do. The chart is quite flexible, with each entry being
intentionally general.
The "Average Members Age" chart gives you an idea of how old the average
gang member is. Younger gang members are liable to be less experienced than
their old counterparts. Note that the result of this chart indicates the AVERAGE
age, and that it is quite possible that older or younger members do exist within
the gang.
Next, we come to the "Gang Age" table. This one will give you a general idea
on how long the gang has been around. Older gangs tend to control more turf
and have a larger number of members than younger gangs, though this isn't
always the case.
The "Member Chart" tells you how many members a gang has indoctrinated
into its ranks.
The "Turf Chart" indicates how much territory within a city that the gang has
control of. Gangs must constantly defend their turf from the depredations of
other gangs, police, and angry citizens. A gang with lots of turf and few
members may have trouble keeping it all under their control.
Lastly, the "Expansion Chart" will give you some idea as to how far the gang in
question has spread from its native city. Most gangs will remain confined to
one city, but some can grow large enough to branch out and expand their
territory on a county-, state-, or nation-wide scale. You have been warned.
Remember that these charts are only here as a guide. If the dice roll a result
that you don't care for, or if you feel you can't go anywhere due to the
randomness of the tables, don't be afraid to pick the entries you want. After
all, this is all about having a good time, remember? Don't stress on it.
Gang Type Chart
(Roll 1d100 Twice)
01 - 10 Booster Gang - cybered-up, cyberpsychotic thugs.
11 - 20 Chromers - chromatic rock fans.
21 - 25 Combat Gangs - street "warriors".
26 - 30 Drug Gangs - dealers, makers, & takers of drugs.
31-33 Eco-Gangs - localized eco-terrorists.
34 - 36 Exotic Gangs - flaunting far-out biosculpts.
37 - 43 Go Gangs - skaters, bikers, & speed racers.
44 - 48 Guardian Gangs - guardian angels of the streets.
49 - 52 Netrunner Gangs - tight-knit hackers & data thieves.
53 - 55 Nihilist Gangs - it's better to burn out than to fade away...
56 - 59 Nostalgia Gangs - groups who dream of yesteryear.
60 - 66 Party Gangs - futuristic ravers and party animals.
67 - 71 Political Gangs - militant political activists.
72 - 75 Poser Gangs - walking in someone else's shoes.
76 - 78 Prank Gangs - street comedians who get the last laugh.
79 - 82 Puppet Gangs - corporate controlled youth.
83 - 88 Racist Gangs - preaching the superiority of the master race.
89 - 94 Taggers - using territorial pissings of spray paint to mark turf.
95 - 98 Theo-Gangs - oh yes, He's testing us! He's testing us..!
99 - 00 Uni-Sex Gangs - futuristic bra-burners and male chauvinists.
Gang Age / Average Members Age
(Roll 1D10) (Roll 1D10)
1-
4
New, Active 1-12 Months. -2 on
Member Chart
1 13 years old
5-
7
Young, Active 1-4 Years. -1 on
Member Chart
2-
3
15 years old
8-
9
Middle Aged, Active 5-10 Years. +0
on Member Chart
4-
7
17 years old
10
Old, Active 10-20 Years. +1 on
Member Chart
8-
9
19 years old
(Proceed to the Member Chart)
10
21 years old (Note that senior members of a
gang may be much older)
Member Chart
(Roll 1D10 + Modifiers from Gang Age Chart)
0
Tiny Gang, 1-5 Members. -3 on Turf Chart
1
Small Gang, 6-10 Members. -2 on Turf Chart
2-5
Mid-Sized Gang, 11-25 Members. -1 on Turf Chart
6-8
Large Gang, 26-50 Members. +0 on Turf Chart
9
Huge Gang, 51-100 Members. +1 on Turf Chart
10+ Gigantic Gang, 101+ members. +2 on Turf Chart (Proceed to the Turf Chart)
Turf Chart / Expansion Chart
(Roll 1D10 + Modifiers from Member Chart) Roll 1D6 + Modifiers from Turf Chart)
0 No Turf. -4 on Expansion Chart
0-
3
No External Growth, Confined To
One City.
1-2 Couple of Buildings. -3 on Expansion Chart
4 Influence in Adjacent City/Town.
3-5 1 City Block. -2 on Expansion Chart
5
Influence in 2 or 3 Cities in Same
Region.
6-8 2 or 3 City Blocks. -1 on Expansion Chart
6+
Influence in Four to Six Cities
Nationwide.
9 4 to 6 City Blocks. +0 on Expansion Chart
10+
7 to 10 City Blocks, Boltholes Everywhere. +1 on
Expansion Chart
(Proceed to the Expansion Chart)
Booster Gang:
This is your standard cyberpunk street gang. Usual traits include random acts
of violence and excessive cyberware installation, riding the "Edge" towards
psychosis.
Chromers:
Chromatic rock fans. Prone to idolization of rock stars. Each gang tends to
revolve around a specific band or star. Not usually violent (as compared to
Boosters), but gang ethics are usually dictated by the attitudes of the
worshipped band.
Combat Gangs:
These guys aren't violent for the sake of violence - they just like to kick ass,
preferably against willing opponents, though this isn't always the case. Most
often, they restrict weapons to "honorable" ones (i.e., knives, etc.) and are as
likely to go toe-to-toe with boosters as another combat gang. Many street
solos find their beginnings in combat gangs.
Drug Gangs:
These lowlives buy, sell, and/or manufacture drugs. Sample groups might
include anything from psychedelic cults spaced out on love, to violent meth-
heads with dealers all over town.
Eco Gangs:
Environmentalists gone bad. Also includes animal rights activists. Such gangs
use radical tactics to get their points across. They're not all violent and mean
(some just get together to go hiking), yet a good deal of the more publicized
ones are no better than localized eco-terrorists.
Exotic Gangs:
Akin to poser gangs, exotic gangs lean towards the use of exotic biosculpts.
Some gangs use animals as a topic for self-expression, while others go for the
truly weird (i.e., Martians, mythical beasts, etc.).
Go-Gangs:
These gangs are mobile, whether they use motorcycles, BMX bicycles,
skateboards, roller-blades, etc. The go-gang category represents anything
from a tight knit group of skaters, Yakuza-sponsored bosozoku, or hillbillies in
monster trucks.
Guardian Gangs:
These types of gangs protect the weak from the tyranny of other gangs,
corporate forces, and law enforcement agencies. They aren't always well-
armed, preferring to utilize martial arts or handguns to get the job done. While
usually scrupulous, they can sometimes lose sight of their goals and become
no better than just another combat gang. Some actually extort money from
the local citizens that they "protect".
Netrunner Gangs:
Yes, you've read that right. Staking out their turf within the confines of city
grids, netrunner gangs are almost exclusively Net-based. Most deal in the free
distribution of data and code, though "free" doesn't always mean that there is
no cost. Other groups are software pirates, rogue programmers, or cyberspace
"taggers", using virtual cans of spraypaint to deface datafortress walls.
Nihilist Gangs:
Members of nihilist groups like to go out in a big bang. They believe that since
death is inevitable, existence is futile. Therefore, they will go to great lengths
to make their deaths as flashy and destructive as possible. While these gangs
have a great tendency for destruction, most don't last very long since
members are constantly dying.
Nostalgia Gangs:
These guys are similar to posers, but without the extensive biosculpts. They
try to keep the memories of an idealized past alive, fictional or otherwise.
Some slick back their hair, dress like James Dean, and drive '50's muscle cars.
Others dress like cowboys or wear medieval costumes and wave swords
around. Mostly harmless.
Party Gangs:
These guys want to have a good time, and are more than likely the hedonists
of the gang world. They might be considered the "ravers" of the 21st century.
Typically, they move as a group from party to party, or create their own
decadence in a warehouse downtown, with or without permission. As
recreational drug use is pretty common, most of the members burn out or O.D.
eventually.
Political Gangs:
These gangs set a specific political standard or goal for themselves, be it
fascism, communism, world peace, neo-luddism, etc. They just want to get
their point across, even if you don't want to hear it. While not normally violent,
some groups have resorted to common terrorist tactics.
Poser Gangs:
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