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Page 1: God gives us relations; - The Eyethe-eye.eu/public/Books/rpg.rem.uz/Dungeons & Dragons/3rd Party/d… · simply form out of a need or like-minded purpose. For example, the Sangre
Page 2: God gives us relations; - The Eyethe-eye.eu/public/Books/rpg.rem.uz/Dungeons & Dragons/3rd Party/d… · simply form out of a need or like-minded purpose. For example, the Sangre

God gives us relations; thank God we can choose our friends.

- Ethel Mumford -

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WRITTEN AND DESIGNED BY: Simon Rocquette and Angus McNicholl

ADDITIONAL DEVELOPMENT: Louis Porter, Jr.

EDITING: Angus McNicholl

INTERIOR ART: Jason Walton

COVER ART, GRAPHIC DESIGN, LAYOUT &LOGO:

Louis Porter, Jr. Design

SPECIAL THANKS: Nadin Brzezinski, Brent Dragoo, Mexal

Louis Porter, Jr Design

350 NW 87th Terrace

Plantation, FL 33324

[email protected]

Dedicated to: All the people that do work for Louis Porter, Jr.

Design. Without you, I would be nothing.

GANGLAND

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GANG

A RO L E - P LAY ING GAME

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LAND

OF MODERN V IO L ENCE

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G A N G L A N D P A G E 7

ORGANIZING CRIME:CREATING ORGANIZA-TIONSMany people may want to join an existing organiza-tion, while others may opt to create their own fortheir own specialized needs. As with anything elsethe first part of creating your own organized groupcomes in the form of the concept. Have an idea ofwhat you want your group to be, what you wantthem to do and a general level of involvement in theaffairs of Haven. Once you are actually into thebusiness of putting together this new force youshould know a few things about how this systemworks. Essentially the concept that you’ve alreadyformed should answer many of these questions. TheOrganization is broken down into a number of cate-gories that describe various aspects of the group.

Even though the City of Haven is not a peaceful andnice place, not all organizations that you create needbe evil or malevolent. Some organizations arecreated for peaceful purposes, while others areintended to follow a darker more vengeful agenda.Some organizations are never actually planned; theysimply form out of a need or like-minded purpose.For example, the Sangre originally started out as alocal need to combat the agenda of white power andhate groups in Freeman Hill, only later did this groupsolidify from a small number of besieged citizensinto a fully fledged violent gang and criminal organi-zation.

What this sourcebook is intended to do is to allowHaven: City of Violence PC’s to build their owngroups during the course of a campaign, with theG.O.D.’s approval of course. It is not really intendedfor the G.O.D. to make use of for building NPCgroups with, that doesn’t mean it can’t be used to dothis only that additional work will be required to addflesh to some parts of the equation that are unneces-sary if the group is formed by the players on actions.

Building an organization is quite similar to building acharacter; the only major difference is that whenbuilding a group; characters must purchase the orga-nization with their experience points. Each member

of a potential organization must pay equal amountsof the experience points into the organization. If fivemembers of a group wish to create an organization,then each of the members will split the total cost ofthe organization by one-fifth to pay for its creation.

STEP ONE: AGENDAEveryone has an agenda; everyone wants something,every member of a group works towards a commongoal. These goals can be almost anything from racialpurity to the accumulation of wealth and power orsimply the altruistic desire to better the lives ofothers. Whatever the agenda, it represents the long-term goals of the organization, on a day-to-day basisits individual members may pursue goals that workboth for and against the over all plan.

AGENDASAnarchy: These types of groups thrive on anger,violence and often paranoia, lashing out at every-thing they see as oppressive or contrary to theirworldview or philosophy, in general it meanspowerful people and institutions are the focus of theiraggression. While an anarchistic group may chooseto focus their hate on one specific target, financialinstitutions, media propagandists, state oppression(the police), many others are unfocused simplystriking at targets as they present themselves.

Discrimination: This is an extremely wide categoryrunning from the subtle promotion of one group overanother to full on hatemongering and trying tocommit genocide. In Haven the most obviousdiscriminatory groups are, of course, those involvedwith racial violence, the Templar Knights and eventhe Sangre. There are other forms of discriminationthat need not center on violence. Propaganda andattempting to influence the social mind set throughpopular culture is as much a form of discriminationas racial violence although it is considered politicallycorrect and accepted.

Ecology: Green awareness, protection of animalrights and curtailing the expansion of pollutingindustries into the untouched areas of the world.These tend to use political activism and mediaawareness of their cause to embarrass and expose

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companies and individuals they believe are harmingthe environment. Of course, more extreme groupsexist, some that place animal rights above humanlives and a few who seem only to use environment or“green” issues as an excuse to wage war on corporatepolluters.

Exhilaration: These groups exist to have fun, be itpartying and drug use or extreme sports. It is thethrill that brings them and the high that binds them.These people have no political agenda. They haveno particular criminal links and they are purely inter-ested in themselves and their own experience.

Protectors: The intentions of the group are to protectan area, object or group of people from someone orsomething, perhaps even from themselves. Manyvigilante groups would fall into this category aswould neighborhood watch and police.

Wealth: Accumulation of wealth is a goal that manypeople aspire to. Some people are simply born to ithowever everyone else has to earn it by fair means orfoul.

STEP TWO: METHODSNow that you know what it is you are aiming for youhave to choose how you’re going to get there. Thesecategories are of course very general though whencoupled with an agenda you should start to see yourgroup coming to gather.

METHODSAltruism: True altruistic groups are rare in Haven.Many groups certainly try to take the altruisticappearance or try to claim that what they are doing isin the public’s best interests; nevertheless, truealtruism is simply a commitment to help other peoplesometimes at a cost to you.

Cyber: Internet discussion groups and virtual chatsites now possess a phenomenal ability to dissemi-nate information and to ‘educate’ the masses.Computer crime and cyber terrorism can be almostuntraceable and perpetrated by individuals in anotherstate or country.

Criminal: These groups use illegal and legalresources or practices to move towards their agenda,

P A G E 8 H A V E N : C I T Y O F V I O L E N C E

they are not necessarily violent.

Political: The vehicle for you message and vision ispolitics and the control of public offices.

Religion: Dedication to a set of religious ideals cangive people the inner reserves of power they need tosurvive and achieve in these often-harsh times.

Violence: The use of violence, the expression of rageis often the chosen vessel for so many gangs inHaven.

Based on the combination of Agenda and Methodcalculate the cost of founding the organization.

STEP TWOCost Agenda Method

1 Exhilaration Violence

2 Protector, Ecology Cyber

3 Wealth Criminal,

Political

4 Discrimination Religion

5 Anarchy Altruism

STEP THREECost Time Length

1 Start Up: This type of organiza-

tion has been active for 1 month to

a 1 year.

2 New: This type of organization

has been active for 1 year to 4

years.

3 Established: This type of organi-

zation has been active for 5 years

to 10 years.

4 Accepted: This type of organiza-

tion has been active for 10 years

to 20 years.

5 Mature: This type of organization

has been active for over 20 years.

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G A N G L A N D P A G E 9

STEP THREE: LENGTH OFOPERATIONThe length of time that an organization has beenaround is usually a direct indication of its strength,influence and power. This step is included to assistthe G.O.D. in creation of new groups for his Haven:City of Violence campaigns and is not truly intendedfor use if the players are founding a new group fromscratch.

STEP FOUR: AMOUNT OFMEMBERSThe membership of an organization gives you anidea of what it can achieve when motivated. Mostplayer created groups will usually be only a simplepartnership while the G.O.D. is free to build organi-zation of whatever size he sees fit.

STEP FIVE: CONTROLLEDAND INFLUENCE AREASThe controlled area of an organization designateshow much physical territory within the City ofHaven that the organization has dominion over.Organizations must constantly defend their controlledarea from the ravages of other organizations, policeand angry citizens. The area challenges of an organi-zation will determine how often the organization willbe in conflict with other organizations. An organiza-tion with a larger amount of controlled areas and fewmembers may have trouble keeping it all under theircontrol. The influence areas of an organization willdetermine their ability to affect other areas and situa-tions, whatever they might be. The following islisting of the cost, controlled areas and the area chal-lenges.

STEP SIX: ORGANIZATIONLEVELThis is one of the more important areas in thecreation of an organization. An organization’sOrganization Level will determine the amount ofmoney that is generated for each member, thenumber of bodyguards the leaders of the organizationwill receive, the amount of influence the organizationwill generate, plus any benefits and drawback agroup may have. The following descriptions arebroken down as follows:

Money Generated: This is the amount of moneythat is generated each week for each member of theorganization. This money normally comes from theorganization’s business dealings, legal and illegal.

STEP FOURCost Time Length

1 Partnership: Consist of 2 to 5

members

2 Small: Consist of 6 to 10 members

3 Medium: Consist of 11 to 49

members

4 Large: Consist of 50 to 100

members

5 Colossal: Consist of 101 and more

members

STEP FIVECost Controlled Area Area Challenges Influence Area

1 One Neighborhood Every D4 days Two Neighborhoods

2 Two Neighborhoods Every D8 days Three Neighborhoods

3 Three Neighborhoods Every D10 days Four Neighborhoods

4 Four Neighborhoods Every D8 days Five Neighborhoods

5 Five Neighborhoods Every D6 days One borough

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Bodyguards: More powerful and influential organi-zations will normally hire professional bodyguards tomake sure their more important members areprotected from attempted assassinations and varioustypes of attack. Bodyguards that are hired in thisfashion are loyal to the organization that hired them.All bodyguards are considered to have 15 in all theirPrimary and Secondary abilities, with a ConcussiveHEA of 45 and a Lethal HEA of 15.

Organization INFL: When an organization iscreated the organization, it is considered an “indi-vidual entity”. Even though the organization is madeup of several members, the concept of the organiza-tion as a whole can influence other individuals andgroups. With Organization INFL, members of theorganization can substitute the Organization INFLfor their own, if the Organization INFL is higher.This can be done anytime, for as long as the indi-vidual is a member of the organization. If the indi-vidual is ever dismissed or breaks away from theorganization, they will lose this benefit.

P A G E 1 0 H A V E N : C I T Y O F V I O L E N C E

Benefits: As with, player characters, these are partic-ular advantages that an organization may gain overtime to help the organization.

Drawbacks: As with, player characters, these areparticular disadvantages that an organization maygain over time to hamper, hold back and cause detri-ment to the organization.

ORGANIZATIONS BENEFITSAuthority FigureThe organization with this benefit is looked up to andadmired by other organizations. When the organiza-tion with this benefit interacts with other organiza-tions, depending on the organization, the individualsof the organization will receive a +3 to all their INFLrolls.

ConnectionsThis asset provides a “contact” for an organization.These are usually a person or other organization,from which the gang can often get information,

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STEP SIXLevel Money Bodyguards INFL Benefits Drawbacks

1 $500 None 5 —- Two

2 $1,000 None 9 One Three

3 $1,500 1 14 Two Four

4 $2,000 2 19 Three Five

5 $2,500 D4+1 25 Four Six

G A N G L A N D P A G E 1 1

funding, or comfort. The connection can consist of aperson or other organization from previous interac-tions or someone that might have helped in the past.This connection is considered an ally to the organiza-tion and is trusted for the most part. The organiza-tion cannot abuse this relationship, to the point whereit might place the contact in personal danger. TheGame Operation Director, will decide the type ofrelation possessed and the lengths and limits to thisrelationship.

Hidden AgendaThe truth of this organization is that it serves anagenda other than the one it appears to possess. Inall likelihood, only the founders of the organizationknow the truth and new members are used to unwit-tingly fulfill some behind the scenes plan whileappearing to comply with the anticipated open goalsof the group. This basically permits the group tooperate with two agendas one of which is not openlyknown about (at least outside the group) the principleadvantage of this is that they be entirely over lookedby authorities or other groups who might otherwise

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connect the group to an action.

No RecordsThe organization with this benefit has no legalrecords of any type of their members. This meansthe organization members have no birth records orcertificates, no social security numbers, not evensimple childhood doctors and dental records. Theorganization members do not exist in the realm oflegal identification records. In gaming terms, theorganization members do not exist and any informa-tion on their background cannot be discovered byany means.

StatusThe organization with this benefit is considered tohold some type of important status in the regularworld and underworld, depending on the type oforganization. Any time the organization interactswith a person that recognizes the status of the organi-zation, the organization’s INFL will receive a +4 toall their INFL rolls.

P A G E 1 2 H A V E N : C I T Y O F V I O L E N C E

WealthyAn organization that chooses this benefit has someform of additional financial resources. This can takethe form of a family fortune, inheritance, or from anunknown source. For gaming purposes, this meansthe organization gains an additional $1,000 per weekfor each of the members of the organization.

ORGANIZATION DRAWBACKSAgeA character with this drawback is very young, 18years old or younger. Many other organizations willhave certain attitudes when it comes to organizationswith this drawback. Some organizations will feelthat the members are just “young punks”.

Distinguishable CharacteristicThe organization has some type of physical trait thatwill make the organization more easily noticeablethan the average organization. An example of thiswould be unusual eye color, such as gray eyes, atattooed face and various others.

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G A N G L A N D P A G E 1 3

HatredOrganizations that possess this drawback have anincredibly long-lasting vendetta with another organi-zation that has caused a large number of battles to befought. Anytime the organization meets up withtheir Hatred opponent, the members of the organiza-tion will attack on sight. This is with no regard tothemselves, other organization members or even amission. The organization will always choose thisopponent above all else in the game, including themission itself.

MistrustAn organization with this drawback is generallymistrusting of others and generates an aura thatmakes them untrustworthy to others. If somethinghappens to go wrong in an adventure, this organiza-tion is the first one looked upon being at fault. Manyof the other organizations will not feel comfortablearound this organization due to this drawback.

PacifistThe organization with this drawback does not believethe act of violence in any way shape or form. Forthe setting of Haven, this is truly a dangerous draw-back. In gaming terms, the organization will alwaystry to find the most peaceful way of resolving a situ-ation and if there is no way to resolve a situationpeaceably they will only resort to violence at the lastpossible moment, usually when a situation hasbecome one of self preservation.

Personal ConstraintThis drawback is any type of restriction that theorganization has placed upon themselves; some mayeven call it a “code of honor,” though many times itmay have nothing to do with morals. With this typeof drawback, it should not be too specific; includingyour organization cannot attack cats wearing a blackcollar when the moon is full on a Monday night.

PovertyAn organization that chooses this drawback has someform of financial difficulty. This can take the formof being in debt from gambling, born into poverty, orother various ways. For gaming purposes, thismeans the organization only generates half theamount of money they would normally would perweek.

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Power HungryThe organization with this drawback is constantlylooking for ways to increase their personal power nomatter its cost physically or monetarily. No risk istoo much for this organization to acquire power.

RebelThe organization with this drawback has a difficulttime being a member of “mainstream” culture. Theywill dwell in the fringe elements of society andcommunity, such as punk malcontents and other suchpersons. The organization with this drawback willnever conform to the rules and regulations of any“normal” type of society in general.

ReputationThe organization that possesses this drawback has anoted history where they have performed particularactions that have gained them prominence in thegeneral standings of organizations. For gamingpurposes, this means the organization will performthe action that they are so noted for anytime theopportunity will reveal itself. The G.O.D. will deter-mine at what time this would be opportune. Thereputation could be anything from being heinouskillers, being remarkably unemotional, and evenoccasionally another drawback listed.

RivalryThe organization that possesses this drawback hasdeveloped a rivalry with other organizations, whetherthe rivalry is professional, friendly, or even to someextremes hostile. The rivalry drawback can beformed, between two organizations that are the bestof friends or two that are the worst of enemies. Inany situation that an organization is a rival toanother, the organizations will always try out do eachother in every way. The organization will also placethem in a dangerous situation to out show the otherperson.

SecretThe organization with this drawback has some typeof secret, if uncovered or discovered would be of agrand embarrassment or danger to the organization.The secret consists of anything from a memberhaving an abused childhood, a criminal past, or evenif a member of the organization was the father,

P A G E 1 4 H A V E N : C I T Y O F V I O L E N C E

mother, son, or daughter of a particularly importantperson.

VendettaAn organization with this drawback will be seekingvendetta on another character or organization for aparticular action performed sometime in the past.This drawback can be a result of an organization ofan old vendetta against another or the character hasbeen dishonored in some way. Anytime the organiza-tion meets up their vendetta opponent they will try tomaneuver themselves in a position where they canseek their revenge on that opponent, the organizationwill always choose this opponent in combat first.

STEP SEVEN: HISTORY OFAN ORGANIZATIONOne of the most over looked aspects of an organiza-tion is their own history. Even organizations musthave a history of how the organization was created,who was involved at the beginning, what was theirinitial focus and what types of conflict and problemsdid they have to over come. Any group of peoplewishing to become an organization must have ahistory of the organization written down on paper,with each member having a copy of it with them.The Organizational Level of the organization deter-mines the word length of the written history of anorganization.

• Organizations with an Organization Level of 1must have a written history of a minimum of 500words.

• Organizations with an Organization Level of 2must have a written history of a minimum of1,000 words.

• Organizations with an Organization Level of 3must have a written history of a minimum of1,500 words.

• Organizations with an Organization Level of 4must have a written history of a minimum of2,000 words.

• Organizations with an Organization Level of 5must have a written history of a minimum of3,000 words.

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G A N G L A N D P A G E 1 5

STEP EIGHT: TRIBALSYMBOL OF AN ORGANIZA-TIONEvery organization has some type of symbol thatdefines the ideas, concepts and beliefs of that organi-zation. These symbols are the easiest way for oneorganization to identify another organization. Theorganization symbol can look like anything as longas the majority of the organization likes it.

STEP NINE: CALCULATINGTHE COST OF AN ORGANI-ZATIONNow the last thing to do is to calculate the final costof the organization in the amount of experiencepoints from the founding members of a group. The

maximum amount of founding members an organiza-tion may have is five. Any group larger that five thatwishes to form a organization, only the founding fivemembers will be considered to be the official “voice”of the organization, while other members, might become well known in the organization due to theiracts or actions, those five are considered to be theleaders. The formula for the cost of an organizationis as follows:

(Agenda + Method (if any) + Number of Members +Controlled and Influence Areas) multiplied byOrganization Level multiplied by the amount 50equals the Total Cost In Experience points. The totalcost is split equally between the founding members.

Example:

Six petty crooks decide o get together to create theirown organization.

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STEP ONEAgenda: Wealth -3

STEP TWOMethod: Criminal - 3

STEP THREE1Controlled Area One NeighborhoodArea Challenges Every D4 daysInfluence Area Two Neighborhoods

STEP FIVE1Money: $500Bodyguards: None

P A G E 1 6 H A V E N : C I T Y O F V I O L E N C E

INFL: 5Benefits: NoneDrawbacks: Two

STEP SIX500 words

STEP SEVENTribal Symbol

STEP EIGHT(3 + 2 + 1 + 2 + 1) * 1 * 50 = 45090 each for the five founders

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G A N G L A N D P A G E 1 7

CREATING CRIMINALORGANIZATIONS:WORKING EXAMPLEYou have read the rules and want to create your ownorganization for Haven: City of Violence. Thefollowing is a step-by-step instruction on the creationof a sample organization called the Citizens forFreedom, a group that believes that government isunnecessary. We will start from the position of acharacter named Jake Michelsen, looking to build theorganization from the ground up, with four otherindividuals. While it may be easier to make “crim-inal” or “evil” organizations, “positive” or ”good”organizations may be a little more difficult. TheCitizens for Freedom would be considered a“neutral” organization where they could be eitherpositive or negative, dependant on the day of theweek.

STEP ONE: AGENDAKnowing that this group is an anarchist organization,well Anarchy fits the bill quite nicely, and hence thatis the best choice for them. In the particular case ofthe Citizens for Freedom, the focus of their anger isthe government. They believe that any governmentis bad for the human condition and that the only wayto real freedom is to get rid of any governmentregardless of system.

STEP TWO: METHODSIn years past, the society used political rallies. Likemost political organizations, they have found out thatthe World Wide Web and the Internet is an amazingtool. Hence, in recent years they have chosen to usethe cyber world as their main means of recruitment.This means that your group may use other methods.In their case, demonstrations in front of city hall arestill used… it is just that they are not the main wayto do business. From initial choices, we haveAnarchy = 5 and Cyber = 2 giving a total of seven.

STEP THREE: LENGTH OFOPERATIONNow this organization started about twenty yearsago, which gives a number four.

STEP FOUR: NUMBER OFMEMBERSThough they do have many sympathizers, its activemembers make it a small organization. Now thatgives a total of 2.

STEP FIVE: INFLUENCEAND CHALLENGE AREAThough the organization in its concept does not havedirect influence over actual neighborhoods, it wouldhave the equivalent of two neighborhoods in the city.This gives a total of 2.

STEP SIX: ORGANIZATIONLEVELThis is the most important step in the creationprocess. This will determine just how impressive theorganization is. While the organization is more voicethen action, they should have at least one interestingbenefit. A level two is chosen, which gives thefollowing:

$1000, no body guards, an INFL of 9, and onebenefit and two drawbacks.

The natural choice of a Benefit for the Citizens forFreedom would be No Records. Being Anarchists atheart, this is a logical choice. The Drawbacks areMistrust and Poverty. Since the Citizens forFreedom are paranoid by nature, Mistrust waslogical, while Poverty was due to their natural fear ofdealing with the Government in general. This alsocuts their income down to only $500.

STEP SEVEN: HISTORY OFTHE ORGANIZATION

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P A G E 1 8 H A V E N : C I T Y O F V I O L E N C E

Reviewing the work done so far, we see that ourbackground must be at least 3,000 words. Thoughthis may sound like a substantial effort lets see atwhat we have so far…

Established organization

Political in nature

Very few real actual members

Using the World Wide Web with some demonstra-tions from time to time in front of the city council.

CITIZENS FOR FREEDOM: AHISTORICAL PRIMERTwenty years ago, some students met at YorkUniversity to discuss the abuses of the State. Theywere angry that taxes were levied, however mostgalling was that they would have to go to the Army ifthey did not maintain their grades. Among them wasa young Law Student by the name of PercivalMcDowel and a friend of his from Russia, PiotrMitransky. That discussion at the cafeteria overcheap coffee and cheap cafeteria food moved to thedorms. It continued until the next day dawned. In theend, Percival McDowel decided that there was onlyone way to end the injustices of the government andthat was to get rid of governments. His first step wasto burn his draft card and refusal to answer the draft.

Unlike many men of his time, he did not fleealthough, actually filed as an objector of conscienceand was one of the few to have been granted thatstatus. Most would have stopped there nevertheless;Percival did not think that was enough. He wrote hisideas into a small handbook, “The Ills of OrganizedGovernment” which he mimeographed and gaveaway at political rallies. The Department of FederalInvestigation arrested him several times for seditiousactivities. Yet, he continued undeterred.

Piotr Mitransky became his second in command,taking a lot of this material to demonstrations whenPercival could not. The true patriots who hated theirtype booed them. Those who held similar ideasalthough were afraid to speak recognized them asheroic. During those heady days, they knew thatthey needed people. Like most organizations, the truetest is recruiting. In the early years, they were very

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G A N G L A N D P A G E 1 9

successful.

Then one day the Federal Department ofInvestigation showed up at Lowell’s home inGermantown. They carted him away in handcuffs;teaching him a very valuable lesson, trust nobody. Hewas tried, convicted, and sent to jail. The Fedsthought that this would end this movement, neverthe-less they were mistaken. It only drove them under-ground.

When Percival came out of jail, many things hadchanged in the city. He was given five dollars and apat on the back the day that the bridge blew.Thankfully, the Feds could not blame him for that. Itsnot like he had anything to do with it, though hesilently applauded the event, as a strike against thegovernment and a preview of the Anarchy to saveall.

Percival took the city bus back to German Town andfelt the uneasiness that pervaded the place. He knewat that moment that the beast had only increased thetensions in the city. Though he was right to a point,his reasoning was flawed. Though that gave him allthe excuse he needed to find his allies once more andbegin the fight for the common man once again,though this time he would be weary of young, bushyeyed recruits. If he did not know them, he did nottrust them, period. Piotr agreed with him. He spentfive years in hiding and now was not willing to riskhis new life on the whims of a young spy.

CITIZENS FOR FREEDOM:CYBERSPACEPercival Howell soon found a job as a baker inGerman Town. He did that in the Big House. It wasthe only good thing they gave him, a trade. After all,they did steal his license to practice law. He did notenjoy his years on the inside, at Constantine IslandState Prison but he did notice one thing. Over theyears, even prisoners were increasingly usingcomputers. Granted, they were building web pagesfor businesses on the outside on the contrary,computers were a tool. Once he saved enough hebought himself an old system and bought a dial upservice. It was not the fanciest but good enough forhim to see how much things had changed. The new

battleground was no longer in front of the old StateHouse or the local Mayor’s office. The newBattleground was in cyberspace.

He took some night classes at Freeman Hill Collegeand learned all he could about web design and otherimportant elements of the electronic frontier. He evenread all he could about law and cyberspace. Hefound that the latter was a more anarchic place thananywhere else. He soon put up a web page, afterrewriting his old political manifesto. He neverexpected it to be as successful as it was. Within aweek of the site going up, he had over three hundredhits. He knew that was good. He also knew that somewould print it and distribute it. What he was notprepared was the influx of membership applications.He did not trust any of these new applicants. Hisyears on the inside taught him not to.

Piotr was ready to take some of these people inthough. This was a fundamental disagreementbetween the two friends. Piotr realized that the revo-lution was near. Helix was proof to him. Soon therewould be no more government ruling over them, yetthey needed some of these new young believers tolead them to the Promised Land. Yet, the years on theinside scarred his friend to the point that he did nottrust any body to join them. They may be radical yetnot trustworthy.

THE REVOLUTION IS COMINGTwo years ago, Percival Howel started his old tacticsonce again. He felt far safer distributing this by hand,than he did with the computer. Especially after, hecame home one day and found the computer not onlyon, somebody going through his files. That scaredhim. Why would anybody do this? His only theorywas that the Feds were after him once again. Heorganized several rallies in front of the Mayor’soffice where he demanded the resignation of the CityCouncil. They went nowhere; the police did take himfor a friendly conversation. They said that he shouldavoid these activities. That it would be healthier forall.

Percival believed that they felt threatened by him. Hewas but an old man, not quite broken by the BigHouse but not quite the firebrand he had been. They

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implied that he no longer had any of the rights heonce did, because of his time in the big house. Theyalso told him that he would be sorry. At that moment,Percival believed that his fears were justified. Theylived in far more of a dictatorship than they werewilling to admit. He was more than just a gnat, asthey claimed. The Revolution was coming.

Yet the events at the bridge made him far more of atarget of their undivided attention. The Feds did notwant to let go of him. They were convinced that hewas the kind that should be watched. This onlyincreased his fear of strangers. Percival’s paranoiagrew by orders of magnitude, as well as his elation.When the Revolution came, he would have time torelax. Until then, he would have to trust his instincts.He decided to go back to the cyber world. It was anew frontier but, with new firewalls and other secu-rity systems and a new friend of his, that should besafer than the streets.

MODERN TIMESPercival Howell lost a lot of influence over the lastyear or so. His paranoia has cost the organization. Anew man has risen to take his place. His name isJake Mitchelsen and just like Percival, he is a younglaw student at York. He is convinced that the onlyway for the organization to win the hearts and mindsof the people of Haven is to talk to them. He iswilling to go to any extent to do this.

Yet, Jake is fighting Percival every step of the way.He is a “has been”, nevertheless still is respected asthe ideological leader of the movement. He knewthat he could not just get rid of the older man. Hehad to use the older man. Hence he started puttingout pieces on his personal website and visiting chatrooms. He was convinced that the best way torecruit people was to talk to them where they weresafe. The Web was just such a place.

Months after he started this campaign a young manshowed up to his class at York. Jake was not half asparanoid as Percival was. The young man identifiedhimself only as shadow, and threw a badge on thetable. Jake recognized the badge and when heturned, he saw Shadow’s partner, a young blondwoman in her twenties. She grinned at him. “We’rewith the Department. We’re watching you. Don’t do

P A G E 2 0 H A V E N : C I T Y O F V I O L E N C E

anything stupid.” With those words, they both left,after Shadow picked up his badge.

“I have rights and you shan’t silence me.” Jake said,in anger. They shook their heads while walking downthe hall. This was his first and last encounter with theDepartment of Federal Investigation. He knew thatthey were indeed observing. The old man’s paranoia,he was sorry to admit, was justified. He did not likethat but he had no choice. Jake knew that it was timeto accelerate their agenda, yet how? They did nothave enough people. He decided that the best choicewas to launch a cyber campaign.

THE ELECTRONIC FRONTIERIt started suddenly. The Citizens for Freedom plas-tered many a political site with Lowell’s FreedomManifesto. They entered many a chat room and rancyber rallies. They warned of the impending cancel-lation of civil rights by a frightened government.From their point of view, this was almost here, if notalready here. Jake Michelsen never used the samelog on station and changed his online persona asmany times as he needed to befuddle the Feds. Theywould not be able to chase him down.

He signed on from public libraries and cyber coffeeshops. He posted on multiple sites, ranging from theultraconservative to the ultra liberal. He did not carefor the type of allies he got at this point, as long ashe got allies. The story of the Feds threat played forweeks on end, with some calling him a paranoidman. Others, who had been in that situation, alsotold his stories. Suddenly the Department lookedbad, but also knew that they could not do a thing,legally that is.

The counter attack started suddenly. Those postedposts challenging his ideas on the same sites,unknown. They came in and discredited Jake as faras they could. Though they knew that they could notfully discredit him, they knew they could seed doubt.There was not much that Jake could do to counter actthese attacks. It was either get angry and lose hiscool or remain silent. Either way he lost face.

Over the next few months it got increasingly ugly, asthe Web became a virtual battlefront for the heartsand minds of the youth of Haven. Some of the

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G A N G L A N D P A G E 2 1

readers switched allegiances on a weekly basis.Some remained on one side throughout, some neverparticipated. Suddenly one day a publisher contactedPercival Howell; they wanted to publish his lifestory. They wanted him to participate in it. Percivaldid not want to participate, due to his own paranoia.In the end, he relented and allowed that biography tobe published. It detailed his life and struggle againstthe Feds and for the freedom of the people. Hewished for a world with no government where thepeople did what was needed. His ideas won him fewfriends, but the admiration of many. It also won himspots in the morning TV shows.

OLD VERSUS YOUNGPercival Howell liked the attention he received yetdid not fully learn the lesson. The young pup wasindeed a dangerous creature that had succeededwhere Howell failed. Two months ago, the youngpup (Our erstwhile character) took over the organiza-tion. He is now in charge, with the political guid-ance of the older man. The conflict between the old

and the new came to be and today the Citizens forFreedom stand at the edge of a new and glorioushistory… assuming the Feds do not intervene again.

STEP SEVEN: TRIBALSYMBOLTwo crossed broadswords

Calculate the initial cost of the Organization

(5+2+ 1 (Jake, the character) +2 x 2 x50) = 1,000(now assuming you have five members) that is themaximum founding members = 250 experiencepoints each.

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