Gangs

Central:
With both heroes and the police force always active here, all notable gangs in Central have either died out or become very good at hiding their presence. Those that remain are insidious and clever, acting not through violence but through careful manipulation.

Freedom Hunters
“Burning down this crapsack world, one rich fucker at a time!”

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Size: Small, approx. 23 members and 3 metas.

Description: The Freedom Hunters are radical anarchists, seeking to take down the current societal model and bring about freedom for all. Though often perceived as naive, they’re, motivated enough to actually work towards this goal, and smart enough to eschew crude tactics such as bombings and senseless murder.

Their methods revolve mainly around infiltration and hacking: they target banks and large companies and seek to destroy them from the inside, making off with large amounts of money in the process. More than one major institution has collapsed because of the Hunters’ efforts, and they take special joy in tracking down and tormenting Lellorium’s tycoons, whether through systematic harassment or even outright kidnapping. Vengeance for the working class is their creed, and they’ll happily take out their anger on anyone who stands in their way.

Notable Metas:
Founder: Leader of the gang, highly charismatic. Projector power lets him make temporary structures out of forcefields, be they barricades, ladders, bridges, or even entire buildings. Can control visual appearance of these fields as he pleases.

Bytehead: Can take complete control of any computer device he is physically touching. Nihilist: Emits intangible bubbles from her hands that can grow up to three feet wide. Anything caught within them when they pop is shunted three minutes into the future, temporarily removing it from reality.

The Right People
''“Where there is demand, there must be supply. And the upper crust has many demands...”''

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Size: Medium, approx. 50-100 members and 8 metas.

Description: The procurers, the ones any conspiracy theorist would be quick to tell you about. Operating beneath the radar, they serve the darker desires of Lellorium’s upper classes. High-end drugs, illegal tech, stolen goods, trafficked prostitutes and slaves… If you know the Right People, then you can get your hands on anything you want, discreetly and with minimal fuss.

Organized and efficient, this group is split into two major sections: one made up of socialites and businesspeople who help pin down wealthy clients, and another that keeps a steady supply of vices flowing quietly into Central. With the police and heroes more focused on violent criminals, and with money and powerful allies ready to back them up, the Right People have been growing and festering for years, proving the adage that laws don’t matter for the rich.

Notable Metas:
The Missus: Leader of the gang, identity completely unknown.

Debutante: Master ability that makes it impossible to lie to her, or to refuse to answer her questions, or to look away from her unless she allows you to.

Blueblood: Body that biologically adapts to become better at any task he trains it to do. Obscenely sharp sense of smell, nigh-unbeatable in hand-to-hand, a true marvel of a sniper. Castile: Smoke elemental. Breathing her smoke will result in swift unconsciousness and loss of all short-term memories.

Diadamant
''“Beautiful, eternal, unbreakable. That is how we all should be.”''

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Size: Large, over 220 members and 11 metas.

Description: Technically not a gang, but an entirely legitimate company. Behind the scenes, however, there are rumors of disturbing goings-on. Runs a pair of high-end spas and sells ‘power stones’ and other homeopathic remedies. Likes to foster a sense of ‘community’ with its clients, inviting them to regular meetings and offering them membership benefits for nearly no cost. Those who get in too deep soon find themselves embracing a strange set of beliefs: that the human body is a mere imperfect shell, that the true mind and soul reside within one’s inviolable chakras. Pain and inadequacy are caused by frictions between the chakras and the body, and in order to reach one’s full potential, one must cultivate a physical form to match the incandescence of one’s soul.

Initiates will normally strive to achieve this through dieting, exercise, self-care, homeopathy, and other relatively harmless measures. The inner circle, however, seem to be slowly transcending into beautiful crystalline forms. And the cult is spreading…

Notable Metas:
Jewel: A blind Diamond Elemental, treated with reverence and worship. Can ‘plant’ diamond seeds into the flesh of the willing, which grow outwards to replace their entire body with living diamond. She can control these creations easily, including their brains.

Ruby: Multi-teleporter. Can set a range around her, and bring everyone else inside along with her when she teleports. High range and no line-of-sight requirement, but can only teleport once every three seconds. Has a full diamond body. Opal: Fairly typical Changer power, allowing her to fluidly shapeshift and expand her limbs and grow additional ones. Has a full diamond body, which extends to parts grown or changed using her own power.

Opal: Fairly typical Changer power, allowing her to fluidly shapeshift and expand her limbs and grow additional ones. Has a full diamond body, which extends to parts grown or changed using her own power.

Downtown:
Busy and populous, Downtown is home to some of Lellorium’s largest and most influential gangs. Some seek thrills, others money, others power and influence. There are strong rivalries here that often break out into conflict, but the Gentleman’s Agreement is strictly upheld among metahuman gang members.

D.A.T. Boys
“Hope you left all your fucks at home, ‘cause it’s PARTY TIME!”

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Size: Huge, over 450 members and 14 metas.

Description: D.A.T. stands for Danger And Thrillz, summing up this gang’s primary motivation. With a hedonistic outlook and a firm belief that the world might end on any day, they spend their time doing drugs, dealing drugs, throwing massive parties, racing in the streets, rioting, looting, performing nigh-suicidal stunts… The list goes on. There’s never a boring day amongst the D.A.T. Boys, nor ever a time when they’re not causing some kind of trouble around Downtown.

Despite being loosely organized, the gang does make some serious money via drugs, alcohol, nightclubs owned by their members, and a thriving trade with the black market. Members are commonly arrested, but there are always more to replace them, and having police and heroes come after them only seems to make the Boys more enthusiastic about their way of life.

Notable Metahumans:
Brain: Leader of the D.A.T. Boys, a cunning individual with a power that seems to change every time he makes an appearance.

Brawn: Brain’s enforcer, and perhaps the only one keeping the gang even somewhat in line. A huge, completely empty suit of armor with a deep and menacing voice.

COCKNBALLS: The gang’s current figurehead, leading most of their revels while Brain manages things behind the scenes. Fire-based Tinker who specializes in rockets and flamethrowers.

Tha Queen (of Lellorium): Microphone channeler, power makes people mindlessly agree with whatever she’s saying. The effect requires that one be able to understand her words, and wears off after a few minutes. She throws insanely popular parties, and is considered a big draw for the gang.

Alpha Wolves:
“I’m strong... You’re not.”

Size: Large, over 230 members and 12 metas.

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Description: A newly formed and highly violent gang with only one focus: fighting. They fight each other, they fight heroes, they fight other gangs, they run fight clubs and dog fighting rings and make an absolute killing out of them. With a membership almost entirely made up of men, the gang has a prideful and misogynistic outlook, with a strict internal hierarchy based on one’s strength and reputation. Their human members are gym freaks and often on steroids, the metas are dangerous narcissists who hone their powers specifically for the purpose of hurting people more effectively. They rarely bother killing, however, preferring to let their enemies wallow in the humiliation of defeat.

Notable Metas:
Alpha: The strongest. Hybrid Biomass/Sound absorber, Trait increases his passive physical multipliers the more he’s surrounded by his elements (his own releases/manifestations don’t count). His moniker was passed on after he defeated the previous Alpha.

Brave: Second strongest. Shaker who can take control of surrounding matter, and make it match both the properties of his body and his physical movements.

Challenger: Third strongest. A Conditional Breaker, who can only transform when someone attacks him or challenges him to a fight. His Breaker State is an enormous bronze-skinned giant that will instinctively focus on defeating the ‘challenger’ at any cost.

Sāmrājya:
“What is a city, without a ruler to guide it?”

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Size: Large, over 200 members and 10 metas.

Description: The oldest and most reputable of the big Downtown gangs. Its members dress sharply, speak politely, and abide by strict codes on honor. They’re competent and skilled, maintaining and expanding their influence without resorting to undue violence, and often making short-term sacrifices in order to further their long-term plans.

Sāmrājya is well-organized in their business, running both legitimate casinos and illegal gambling rings, ordinary strip clubs and hidden brothels, pharmacies and opiate smugglers. They have several contacts in the police and government, and present themselves as a ‘necessary evil’ running Downtown’s criminal side in a non-disruptive fashion, while curbing the expansion of their more violent counterparts.

Notable Metas:
Raj: The leader. Incredibly rich, prideful man. His power lets him project a malleable, transparent force-field ‘sheet’ that reflects all impacts at double their original velocity. If an object’s current vector has already been amplified by the field (e.g. it bounces something into itself), then reflection still occurs, but velocity is not increased.

Vaala: Information gatherer. Can summon up to twenty floating eyes as minions, and see through them wherever they go. Eyes vary in size and ability, with some being absolutely minuscule while others act as telescopes or observe the world via different forms of radiation.

Durga: The gang’s enforcer, a heavily scarred woman with no sense of pain or touch. An Anomaly-class Brute, sporting complete immunity to other powers as well as massive strength and durability of her own.

The Breaknecks:
“I’d say eat our dust, but even it’s too fast for you.”

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Size: Small, 7 metas and roughly 40 non-metas.

Description: A gang who seem to be intent on one thing and one thing only: going fast. It doesn’t matter how, whether with vehicles, tinkertech, or meta powers, they’re obsessed with speed. Each member craves the freedom of limitless acceleration, the rush of zooming past even speeding cars, going from a recognisable human figure to a high-velocity blur in mere moments. They don’t control much territory, but can often be found darting around in the space of other gangs, or filtering through neutral ground. Though not overly likely to start a conflict, they have been known to start occasional scuffles just for the fun of it. They follow a basic hierarchy, not overly organised, but not exactly uncontrolled, and seem to have a good amount of resources under their control, likely stolen from others using quick hit and run tactics.

Notable Metas:
Ten-tenths: The leader of the gang. A high tiered mover in his own right, with a good brain to capitalise on this. The specifics of his power are unknown, however it’s been seen that if he comes into contact with something while he’s moving...it generally doesn’t end well for the other side.

Jackknife: A channeller, with his weapon being a knife about the length of his forearm. Knife can function as a grappling hook, allowing him high speed vertical traversal, and tricky movement based on seemingly having an ability to regulate his own momentum mid-swing.

Burnout: The gang’s tinker, capable of producing energy drinks that temporarily boost a person’s speed and brain power to very high levels. Supplies the lower echelons of the gang with low-potency drinks, allowing them a taste of true meta speed, while keeping much more potent options to him and his direct friends.

Initial: Another mover, although one who can interact very unsually with forms of transport. He has a basic speed of his own, however when using a vehicle this speed applies to it. The speed at which his vehicles move seems to vary wildly, prompting doubt that assumptions about his power are correct.

Undercut: An usher with a large pocket dimension, reported to be an enormous cityscape. This dimension is likely to be where The Breaknecks store most of their gear, along with using it for training and leisure purposes. Those who’ve been in the dimension report that there seems to be additional affects spanning the whole area, remarking about how they felt they’d be able to overtake a car on a highway. Whether this is merely a mental effect or is truthful is yet to be proven.

Kelton:
In keeping with its peaceful reputation, Kelton’s gangs tend to be either small, benevolent, or largely harmless. They’ll still cause trouble from time to time, but rarely make the national news. The gangs of Downtown are pushing into the region, however, which has led to some recent instability.

Cutthroats:
“I see it’s your first time hiring us, so I’ll throw in a free bazooka.”

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Size: Medium, over 100 members.

Description: A mercenary gang of hardcore military veterans, offering their weapons and services to anyone in Lellorium who needs them. Fortunately, they don’t shit where they eat, and have an understanding with the Kelton City Council that they’ll be left alone if they help quash any trouble in the region. Even if the Kelton arm of the LPD isn’t the largest or most active, the Cutthroats make up the difference by acting as a vigilante police force, brutally stamping out any criminal activity that doesn’t benefit their business.

Outside of their hometown they can be found working all kinds of jobs: assassination, protection, black market arms trading, and even mediators for conflicts between other gangs. No matter your alignment, chances are they’ll work for you if you can pay their fees. The outfit is made up almost entirely of non-metas, but they shouldn’t be underestimated in battle: their forces are arguably some of the best-trained and most well-armed in the entire country.

Notable Metas:
None. Their leader, Crackerjack, is an underground legend rumored to have run ops for the IPTO in the past, but she’s supposedly just a particularly talented human being.

Outcasts:
“We’re not welcome in Lellorium. But that don’t mean we’re just gonna leave.”

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Size: Large, over 150 members and 8 metas.

Description: A gang made up of migrants and immigrants, specifically those who’ve had difficulty finding themselves a place in Lellorium. The Outcasts are a tight-knit community, who feel rejected by Lellorium natives and are highly suspicious of them in turn. Like most other gangs, they’re involved in the trade of drugs and weapons, but mostly they just want to look out for their own, even striving to protect minority communities outside their own membership.

They respect the Gentleman’s Agreement, and will quickly turn on any of their members who take things too far. That said, they’re also highly hostile towards heroes and the police, and won’t hesitate to pick a fight if put under pressure.

==== Notable Metas: Shadow: The gang’s current leader, a Wind elemental whose Trait lets him control the refractive properties of the air. ==== Tazamaji: Subdermal implants Tinker, makes cyborg gadgets that connect to the nervous system and can be concealed just beneath the skin.

Bakari: Spear Channeler, can telekinetically control her weapon with incredible force, speed, and precision.

Dusk Riders:
“Hey sweet cheeks, wanna go for a drive?”

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Size: Medium, approx. 50-100 members and 5 metas.

Description: More troublemakers than true criminals, these self-proclaimed ‘bad boys’ are in it mainly for the rep. They tread on the wrong side of the law just enough to make them seem cool, but rarely enough to land them more than a few months of jail time. Their primary aims seem to be rolling around town in their fancy cars, propositioning any guys or chicks who catch their eyes, and boasting about how badass they are. It’s not uncommon for the metas among them to seek out heroes and try and taunt them into a fight, less out of animosity and more because they want the bragging rights of claiming a win.

Notable metas:
Hotrod: Their current leader, a pretty-boy Tinker who makes modified cars. His creations look absolutely incredible and pack some neat capabilities to boot, and the gang pulls in most of its money just selling them to rich buyers overseas.

Twilight: Androgynous, nonbinary Hybrid Elemental with power over fire and ice. The gang’s top fighter, who stands up to defend the Riders on the rare occasions they end up going against a serious threat.

Fhoster:
Though arguably less powerful than some of their counterparts to the east, Fhoster’s gangs hold a sizeable influence over the region thanks to its crumbling infrastructure, low average income, and lack of police presence. These gangs are also far stranger, with many resembling less criminal organizations and more groups of misfits looking out for one another.

Orphans:
“When you grow up, you forget how to have fun… Never trust a grown-up.”

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Size: Small, approx. 25 members and 5 metas.

Description: Street urchins, kids without a home who’ve grouped together and now spend their days stealing food and playing wherever they please. Their rules are simple: no minimum age to join the gang, but anyone over sixteen has to leave it, no questions asked.

Their roguish nature makes them quite the nuisance, and they’ll play all kinds of mean pranks according to their childish whims. That said, their shenanigans rarely result in serious injury, and they even make efforts to rescue other children from abusive situations and take them in, especially if said children have metahuman abilities.

Notable metas:
Pan: The current leader, a stick channeler whose weapon can deflect anything and will automatically move to block attacks coming his way.

Fairy: A blind, fair-haired girl with healing abilities that also restore stamina, nourish the body, and grant temporary enhanced agility or even flight. The rest of the gang is highly protective of her.

Rainbows:
“Reality? Don’t remind me of reality.”

Size: Medium, approx. 50-100 members and 9 metas.

Description: Extreme drug addicts. The Rainbows aren’t satisfied with just common cocaine and crystal meth; they’ll seek out any high under the sun, especially Tinker-made and Meta-induced ones. Their habits tend to leave them creepy, hollow-eyed husks, giving them a bad reputation and only attracting the most hopeless and desperate to their ranks.

Their habits are expensive, and the gang has inevitably turned to crime in order to fund black-market purchases of various exotic substances. They’re known for being willing to do anything without a hint of remorse or hesitation, whether it’s selling their own bodies or killing a child, so long as a new high lies waiting at the end of it. It’s not uncommon for individual members to end up going insane and committing violent massacres, driven forth by whichever dire mix of chemicals have finally shattered their already fragile psyche.

Notable Metas:
The Psychedelic: Narcotics and stimulants Tinker, gang leader by virtue of being their main in-house source of drugs. Often needs rare ingredients for his finest creations, some of which grant superhuman enhancements along with their mind-altering effects.

Dreamer: A somnambulist who spends most of his days in a half-awake state, using his power to pull everyone around him into his dreams. His illusions are ultimately harmless on a physical level, but are extremely convincing and difficult to break out of.

Chatterhead: Changer, able to create dozens of extra mouths across his body. Each mouth is different, designed to consume one specific thing, and he can grow additional ones adapted for just about any substance or energy. When a mouth has consumed something, any other mouth can spit it out within five minutes, otherwise it is ‘digested’ and provides energy he can use to regenerate or grow even more mouths.

The Night Sisterhood:
“A Sister need never walk the night alone. Call for us, and we are there.”

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Size: Small, only around 8 members. All members are metas.

Description: A small group of enigmatic metas who came together to protect women across Fhoster. Sex workers, single mothers, the homeless; one’s provenance matters not. One need simply call for the Sisters, and they will arrive, provided that one’s need for help is sincere.

If one is a man, however, one should always beware. The Sisters do not take kindly to anyone who would harm a woman, be it physically, financially, or emotionally. They will always take a woman’s word over a man’s, and retribution for perceived crimes is swift, brutal, and sometimes carried out without regard for the Gentleman’s Agreement. As one might imagine, opinions are heavily divided on this group of vigilantes, though as of yet few have proven able to stop them…

Notable Metas:
Eurydice: Gang leader. Ability creates illusionary flowers in one’s field of view, which quickly spread to cover one’s entire range of vision and induce unconsciousness. Closing one’s eyes causes these flowers to gradually recede, but the process is extremely painful, and produces phantom sounds and sensations across the body.

Nightwalk: Usher, can create interlinked portals wherever there are shadows. These portals can be extremely small, allowing her to watch or eavesdrop through shadows over an extremely wide area, or large enough for an entire group of metas to easily step through. Illuminating a shadow will erase any portals she created within it.

Caress: Projector/Shaker, controls a large volume of dark smoke that can exert physical force while being effectively immune to it.

The Workshop:
“Licenses are for pussies. If you need something built, you come to us.”

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Size: Small, only 5 members. All members are metas.

Description: A group of rogue Tinkers, many of them former members of Gehenna. Under the leadership of the infamous Stalker, they’ve set up shop in Fhoster now, doing a brisk trade on the black market and building custom-made weapons for other villains and gangs. Rather than bringing in unpowered minions, they let their own Tinkertech creations serve as soldiers and assistants. Goal-wise they have few territorial ambitions, preferring to simply keep on working as they are and rake in the cash. Authorities are aware of their activities, but their workshops are all so well-fortified that it’d take a massive operation to root them out for good.

Notable metas:
Stalker: Gang leader, skeleton Tinker capable of producing large numbers of minions with relative ease.

Snapjaw: Trap Tinker, makes varied creations that are immobile and require a preset activation trigger.

Princip: Gravity Tinker, cyborg subspecialty.

Zapgun: Electric Tinker, creations are powerful but fragile.

Azrael: Anomaly-class powersuit Tinker, only capable of working on a single suit that he’s more or less merged with his own body. A one-man army.

Dusryal:
Having long been a hotspot for crime, the fall of Gehenna was far from enough to clean up Dusryal for good. Though somewhat less lawless than it used to be, it remains a violent and dangerous place, with ruthless organized gangs competing for territory against horrifying, inhuman forces that lurk in the island’s shadows.

Shaitan’s Children:
“We shall rise again, as Gehenna reborn. It is foretold.”

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Size: Large, over 150 members and 9 metas.

Description: Remnants of Gehenna. Though not nearly as widespread or powerful as they were in their heyday, they firmly believe that their gang will one day rise to its former heights. Some members are ex-Gehenna, others are new bloods attracted by the illustrious history surrounding the group. They can all be distinguished by a general demonic aesthetic and violent demeanor, and obey the Gentleman’s Agreement only begrudgingly.

They currently control around 7% of Dusryal, and are embroiled in a fierce war with the Bomber Knuckles. Those under their sway are forced to pay protection money, and encouraged to take up drugs and other vices, or to join the gang if they show potential.

Notable metas:
Ogre: Current leader, known for his hideous mask and even more hideous Breaker State. Turns into a writhing demonic abomination that can take on an entire team of heroes, though the conditions for his power’s activation are apparently quite strict.

Umbra: Solar Absorber, ex-member of Gehenna. Can massively expand her range to temporarily cover a daylit area in darkness.

Rush: Teleporter, violently displaces the air around him wherever he appears. Has limited range, but can chain several teleports in a row.

Bomber Knuckles:
“When you’ve been trodden on all your life, sometimes you just wanna be on top.”

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Size: Large, over 160 members and 9 metas.

Description: After Gehenna’s fall, Dusryal was left in a nearly demolished state, with dozens of smaller gangs rising up to fill the power vacuum left in its wake. The Bomber Knuckles were originally formed to contain this chaos, a biker gang dedicated to protecting the innocent against the violence wrought by less scrupulous gangs. After acquitting themselves well in early skirmishes, they gradually rose to become the most powerful gang of all, stomping all opposition and eventually taking 25% of Dusryal as their territory.

The Knuckles are largely made up of former workers and laborers, dissatisfied with the conditions in Dusryal and desiring something more. They’re overtly political, and enraged both at the mainland regions who see the island as nothing more than a factory for good, and at the other gangs whose lawlessness keeps Dusryal in the dark. They’re not entirely innocent themselves, however: growing power has gotten to their heads, and they deal in the same dirty practices as any other criminal gang, oppressing the very same civilians they claim to be standing up for. Their ongoing war with Shaitan’s Children has caused chaos in the region, and resulted in hundreds of deaths.

Notable metas:
Ironarm: Current leader, a powerful Metal Elemental capable of manifesting massive floating limbs. His Trait massively boosts the force of his elemental kinesis.

Firestorm: Second in command, a Blaster who uses rocket-like bursts both to jet himself around at high speeds and narrow beams to snipe down enemies from a distance.

Asphalt: Motorcycle Tinker, provides the gang’s upper echelons with tricked-out rides. His creations are known for being nearly as dangerous to their riders as they are to the enemy.

Hungry Darlings:
“Hold… very… still. It’ll be faster if you don’t resist.”

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Size: Small, only 4 members. All are metas.

Description: A gathering of true freaks, too dangerous and unstable for the other gangs and too powerful to be taken in or captured. Their origins are supposedly tied to some shady experiments with Precursor DNA, leaving three of their members with insanely fast regeneration on top of their own fearsome powers. A force of chaos that is feared wherever they go, leaving tales of torture, mutilation, and even cannibalism in their wake. Everyone claims to despise them, but there are few people anywhere in Dusryal who would dare get in their way.

Notable metas:
Candy: Anomaly-class Mover/Brute/Healer. Possesses incredible strength and regeneration, on top of a flexible rubber-like body that lets her bounce around at ludicrous speeds and squeeze through even the tiniest of gaps. Lacks the ability to form coherent speech, though it’s unknown if this is a Sacrificial Theory or if she’s simply that far gone.

Syrup: Anomaly-class Blaster/Striker/Healer, rapidly regenerates from any wound she receives while ‘storing’ the damage. Stored damage can then be directly applied to anyone or anything she touches, or even fired off as a ranged attack.

Butterfly: Anomaly-class Master/Healer. Possesses the same regeneration ability as her sisters. Any piece of flesh that is cut off from her becomes a living, insectoid minion, gaining abilities based on how much flesh was cut off and what part of her body it came from. She can either control these minions, or devour them to temporarily gain their abilities herself.

Sinai: The most sane member of the group, though that’s not saying much. A Nerve Tinker with a sadistic streak, he takes care of the three sisters and manages to reign them in just enough to stay one step ahead of the authorities.

Four Zero Four:
“FOUND...YOU.”

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Size: Unknown.

Description: A shadowy group abducting people from Dusryal for unknown purposes. Their headquarters, leadership, and motivations remain a mystery. Some say they’re Tinker creations gone rogue, others that they’re part of a secret worldwide conspiracy, still others that they’re creations of the Desolate Archilect meant to prepare Lellorium for a coming invasion.

Whatever the case, it’s clear that they’re not entirely human, nor entirely machine. Something… new, rather. Faster, smarter, and better in every way imaginable.

Notable metas:
Unknown.

The Deadmen:
"We are the maggots of Lellorium's rotting body... Even God has turned his back on us."

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Size: Once much stronger, they now number around 75 strong. With around 9 metas in their ranks.

Description: The Deadmen are one of the gangs that once formed the ruthless Gehenna. After the fall of Gehenna, they downsized and went underground for a time. Now they have returned with a vengeance.

They are a cult like gang of practising cannibals and haemovores. Their ranks featuring a high number of metas with mastery over flesh, bone, and blood. They are heavily influenced by Gothic, Emo, Metal,and other alternative cultures. Sporting all sorts of cosmetic body modifications, piercings, and tattoos. Dressing in dark, often heavily customised PvC, Leather, and latex outfits.

Notable Metas:
Corpse Queen: (Blood Elemental)

Leader of the Family, the Deadmen revere her as a deity-like figure, seeing her Blood Seed as a form of blessing. She is known to be brutally cunning and manipulative, however she cares about her Gang as if they were her actual family. This however does not extend to anyone who chooses to commit acts of domestic violence, sexual assault, sexual abuse, and rape, for these acts she cannot and will not abide. Her punishments for such things prove to be...gory.

Further info: Corpse Queen

Dhampyr: (Blood Absorber)

One of the closest confidants of the Queen, as well as a trusted second, Dhampyr is a man of few words. Able to turn into a blood mist and quickly move across spaces, many within the gang call him Fangs as a term of endearment.

Further info: Dhampyr

Blood Bag: (Healer)

Small and Gentle, Blood Bag is one of the few non-cannibalistic members of the Deadmen. Acting as a surrogate child to the Queen, and the gangs defacto healer.

Further info: BloodBag

Itsy Bitsy:(Changer/Enhancer)

Whilst her frame looks like that of a prepubescent girl, this teenager is a deadly and fearsome opponent, specialising in fear tactics and surprise attacks.

Further info: Itsy Bitsy

Elysian:
Thanks to recent gentrification, extensive corporate security, and the looming presence of Lellorium’s military, Elysian is perhaps the most crime-free area in the whole country. There are always exceptions, however, in the form of daring young rebels and a notorious group of master thieves.

Young Bloods:
“They think they can just toss us aside? Let’s prove ‘em wrong.”

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Size: Medium, approx. 30-50 members and 6 metas.

Description: The recent gentrification of Elysian has left the island changed, and its native community in a precarious state. While the tech and Tinker corporations have supposedly brought economic prosperity, they’ve also pushed up housing prices and displaced many families who’d been living on Elysian for generations.

The Young Bloods are the most recent of those generations, specifically those who take issue with the current state of things and need a place to take out their anger. Mainly made up of men and women in their teens or early twenties, their primary form of protest is active sabotage and vandalism of corporate property, though on occasion their anger will vent itself against other targets as well. They hold firmly to the Gentleman’s Agreement, however, and will often try to sway heroes to their side rather than fighting them.

Notable Metas:
Pep: The leader, with an Enhancer/Trump power that lets him pick a physical attribute and enhance it in himself and a few select companions.

DeeJay: Sonic/musical Tinker. Her creations are great for parties and concerts, helping the gang to recruit and gain support from other youth, but she can also make some powerful weapons when she puts her mind to it.

Lightfoot: Changer/Stranger with chameleon skin, can modify traits like body temperature to avoid nearly all forms of scanning. Acts as an intel gatherer, rarely seen in public (but that doesn’t mean she isn’t there).

Snakes:
“You know who we are. You know what we can do. So let’s talk about what this’ll cost you.”

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Size: Small, only 5 members. All are metas.

Description: Lellorium’s most legendary crew of thieves and escape artists. Want to steal high-end Tinkertech? Done. Corporate secrets? Done. Bust someone out of Alcalva? Done. These five men charge a lot for their services, but if you need something quietly extracted from a secure location then they can’t be beat.

Though not based entirely on Elysian, they tend to pull a lot of jobs there thanks to the numerous rich targets on offer. In the underground and the black market they’re legends, though they rarely show their faces even to other career criminals. It’s rumored that they’ve blackmailed Lellorium’s Prime Minister, that they have moles in the highest levels of the LPD, and even that they’ve successfully robbed the IPTO and lived to tell the tale...

Notable metas:
Stratagem: The leader. Can switch appearances, positions, and/or senses with other people.

Manifold: Self-duplicator, each duplicate created has random clothing and appearance (though all are human males). Can dismiss duplicates at will, causing them to vanish. Max of 50 duplicates at a time.

Critter King: Tinker, builds miniature robots and drones that are often disguised as small animals.

Blindspot: Extremely high speed and superhuman agility. Can sense the perceptions of nearby individuals and punch holes in them, erasing select information from the target’s awareness and creating unconscious blind spots that he can slip through with ease. Lacks a Manton limit due to Sacrificial Theory.

Glimpse: Channeler, wields a naginata that allows him to sense whenever he is perceived and strike at the observer as though they were standing naked right in front of him, regardless of actual distance or intervening obstacles.